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Thread: 2.1 Patch Notes     submit to reddit submit to twitter

  1. #1
    Relic Shield
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    2.1 Patch Notes

    http://na.finalfantasyxiv.com/lodest...7af43f3c43828a

    This is way too huge (like, holy shit), so I'm just gonna post battle adjustments.


    The following changes have been made to actions and statuses:

    Paladin
    -Cover: Range has been extended from 6y to 10y.
    -Shield Oath: Enmity generated has been increased.

    Pugilist
    -Bootshine: Potency has been increased from 130 to 150.
    -True Strike: Delivering the attack from behind will no longer increase critical hit chance, but will instead deliver an attack with a potency of 190.
    -Internal Release: Critical hit rate increase has been reduced from 20% to 10%. However, this change does not affect benefits granted by the trait Enhanced Internal Release.
    -Twin Snakes: Increased damage duration has been extended from 12 to 15 seconds.
    -Demolish: In addition to dealing damage over time, now delivers an attack with a potency of 30. 70 potency when attacking from behind.
    Greased Lightning: Damage bonus has been increased from 7% to 9%.
    Greased Lightning II: Damage bonus has been increased from 14% to 18%.
    Greased Lightning III: Damage bonus has been increased from 21% to 27%.

    Monk
    -Shoulder Tackle: Recast time has been reduced from 90 to 30 seconds.
    -One Ilm Punch: Potency has been increased from 80 to 120.

    Marauder
    -Brutal Swing: Recast time has been reduced from 30 to 20 seconds.
    -Overpower: Enmity generated has been increased.
    -Mercy Stroke: Recast time has been reduced from 60 to 40 seconds.
    -Thrill of Battle: Effect duration has been increased from 10 to 20 seconds.
    -Storm's Path: The combo bonus now also reduces damage dealt by enemies by 10%.TP cost has been reduced from 90 to 60.
    -Holmgang: Range has been extended from 3y to 6y.Enemies will now be pulled toward the caster. While under the effect of Holmgang, the caster's HP cannot be reduced to lower than 1. Players can now change the direction they are facing.
    -Vengeance: Now reduces incoming damage by 30% for 15 seconds.
    -Storm's Eye: TP cost has been reduced from 70 to 60.

    Warrior
    -Defiance: While under the effect of Defiance, characters will now gain increased enmity, and HP recovered via curing magic is increased by 20%.
    -Inner Beast: HP absorption effect has been reduced from 300% to 100%. Now also reduces damage taken by 20% for 6 seconds.
    -Unchained: Recast time has been reduced from 180 to 120 seconds.
    -Steel Cyclone: Now generates increased enmity.
    -Wrath: The increased HP recovery effect has been removed.

    Lancer
    -Heavy Thrust: Increased damage when attacking from a target's flank has been increased from 10% to 15%.
    -Vorpal Thrust: Increased damage when attacking from a target's flank has been increased from 10% to 15%.
    -Phlebotomize: Potency of the damage over time effect has been increased from 20 to 25.
    -Blood for Blood: Damage bonus has been reduced from 20% to 10%. However, this change does not affect benefits granted by the trait Enhanced Blood for Blood.
    -Chaos Thrust: Potency when used as a combo action has been increased from 160 to 200. Potency of damage over time effect has been increased from 20 to 30.

    Dragoon
    -Jump: The animation has been changed, and the animation lock shortened.
    -Spineshatter Dive: The animation has been changed, and the animation lock shortened.
    -Power Surge: Recast time has been reduced from 90 to 60 seconds.
    -Dragonfire Dive: The animation has been changed, and the animation lock shortened.

    Archer
    -Shadowbind: Recast time has been increased from 12 to 40 seconds.
    -Hawk's Eye: The effect has been changed to increase DEX by 15% and guarantee that all attacks land.

    Bard
    -Rain of Death: The additional effect has been changed from reducing enemy attack damage by 10% to reducing enemy evasion by 10%.

    Conjurer
    -Cure II: The additional effect has been changed to a 15% chance that the next Cure III will cost half MP.
    -Cure III: Casting time has been reduced from 2.5 to 2 seconds. Range of effect has been increased from 4y to 6y.
    Medica II: Potency of the regen effect has been reduced from 100 to 50, and the duration has been increased from 15 to 30 seconds.

    White Mage
    -Holy: Potency has been reduced from 240 to 200.

    Thaumaturge
    -Thunder: Can now only be used by thaumaturge and black mage.
    -Blizzard II: Potency has been reduced from 100 to 50, and the bind effect has been increased from 4 to 8 seconds. Can now be used by all Disciples of Magic.(lolwat)
    * Only thaumaturge and black mage gain the effect of Umbral Ice.
    -Scathe: Potency has been reduced from 120 to 100.

    Black Mage
    Freeze: Potency has been increased from 20 to 100, and the casting time has been reduced from 3.5 to 3 seconds.

    Arcanist
    -Virus: When the effect of Virus expires, enemies will now be granted the effect Antibody, making them immune to the effects of Virus for 60 seconds.
    -Bane: The range of effect has been increased from 5y to 8y. Also, when a target's Bio, Bio II, and Miasma are spread to nearby enemies, their durations will not be reset if longer than the original effect duration.
    -Sustain: Will now consume MP sintead of HP

    Scholar
    -Lustrate: HP recovered has been increased from 20% to 25%.

    ----

    Thunder can no longer be used as an additional skill by Disciples of Magic.
    * With additional actions that can no longer be used have an unique mark. Please remove them from your action list.

    Action help text has been revised for the following actions:

    -Bane: Now correctly states that Bio, Bio II, and Masma are spread to a maximum of three targets.

    The period of immobility upon being revived has been reduced, and characters are granted temporary invulnerability.
    * The invulnerability effect will be lost upon using actions.

    Status affliction resistances will now begin counting after the last corresponding status affliction is received.

    Damage-over-time actions that target the ground such as Flaming Arrow and Shadow Flare will now break sleep and bind effects.

    Players will now receive the additional effects of other players' actions even if damage is completely nullified by statuses such as Stoneskin and Adloquium.

    When restarting a duty, the limit break gauge will now reset.

    When multiple characters are playing the same class/job in a party, the gauge for level 2 and level 3 limit breaks will now fill more slowly than before.

    Enemies in instanced dungeons will now yield more EXP.
    *In light of the above increase in EXP yield, link bonuses no longer apply in instanced dungeons so as not to affect enemy placement.

    The movement of bosses and certain enemies is no longer affected by NPC position.

    The potency of the dhorme chimera's Ram's Voice and Dragon's Voice in the quest "A Relic Reborn" has been reduced.

    The maximum number of statuses that can be inflicted upon notorious monsters and dungeon bosses has been raised to 60.
    * Please note, however, that only 30 will be visible under the target bar.

    The hunting log now displays the requirements for unlocking higher ranks.
    Players will no longer lose the effects of food items upon being incapacitated.

    The following changes have been made to pet actions:
    -The Away command has been added to the subcommand menu when selecting your pet.
    -When set to Obey and Steady, pets will only execute actions when commanded, and will remain in the Steady stance.
    -The faerie Eos will no longer automatically cast Whispering Dawn when set to Obey.
    -The faerie Selene will now use Fey Light when set to Sic.
    -Pet action help text is now displayed in the same format as class and job actions.
    -Help text for pet actions that are not used when set to Obey has been revised.
    -Pet positioning will no longer affect the movement of enemies, and vice versa.

    The following changes have been made to chocobo companions:
    -Players can now examine chocobo companions to view their rank and barding.
    -Enmity generated by the actions Choco Drop and Choco Strike has been increased.

    Character motions have been added for the effect of Sleep.
    Character motions have been added for the effect of knockback.

    Motions and effects have been changed for the following:

    -Player Actions
    Overpower / Holmgang / Shadow Flare / Jump / Spineshatter Dive / Dragonfire Dive / Flash / Holy

    -Statuses
    Greased Lightning I / Greased Lightning II / Greased Lightning III / Astral Fire I / Astral Fire II / Astral Fire III / Umbral Ice I / Umbral Ice II / Umbral ice III

    -Gear
    Bravura Zenith / Holy Shield Zenith

    -Enemies
    Garuda's channeling lines in the Howling Eye (Hard)
    Effects have been enlarged to improve visibility.
    The red line has been made into a dashed line.

    DoT damage now affects objects such as crates and barricades.

    The frequency with which player position is updated during trials and PvP has been increased.
    * Monitor server stress will be closely monitored before these adjustments are applied to other duties.

    ----

    Again, there are way more notes in the lodestone, so be sure to check that out.

  2. #2
    Nidhogg
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    SE's math confuses me.
    The Devaluation Timer
    The price of a plot of land is set to be reduced 14% every six hours.

    Example:
    Small
    - Starting Price: 8,000,000 gil
    - 10 Days Later: 7,552,000 gil
    - 15 Days Later: 7,328,000 gil
    - 30 Days Later: 6,656,000 gil
    - 90 Days Later: 3,698,000 gil
    * The price will reduce a maximum of 360 times in 90 days and will will fall to half its starting price.
    3,698,000 is less than 50% of 8mil. 8mil reduced by 14% is 6,880,000 and that's supposed to be after only 6 hours. But up above they say that after 10 days it will only be 7,552,000. You might get that if it's .14% and not 14% drop.

  3. #3
    Bagel
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    It should actually be 0.14%, not 14%.

  4. #4
    Pandemonium
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    Bonus EXP awarded for handing in HQ items for tradecraft leves has been decreased.
    Dammit.

  5. #5
    Ridill
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    Quote Originally Posted by Buffy View Post
    Dammit.
    They're boosting base leve rewards for certain leves, seems like a fair tradeoff.

  6. #6
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    I'll reserve judgement until I see which ones are being boosted and by how much. I don't see why they'd make this change if the net effect ends up being roughly equivalent.

    Still gonna burn all my levels on WVR and LTW this weekend though.

  7. #7
    Salvage Bans
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    T5 will be harder if virus can't be rotated and rain of death is taken away... guess i'll have to be flawless in precasting stoneskin and cure 2.

    Not to mention that medica 2 won't be strong enough to refill everyone after a fireball, but at least cure 3 will be viable maybe with increased range?

    Thanks for nerfing holy too, we can thank people on forums for that I guess...

  8. #8
    Melee Summoner
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    "The effects of the following actions can now be overwritten by the original caster, regardless of the difference in potency:"

    "Status affliction resistances will now begin counting after the last corresponding status affliction is received."

    can someone clarify what these 2 lines mean for someone of my limited intelligence? tried doing a google translate on the jp translation but that made me even more confused.

  9. #9
    Ridill
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    The second one is confusing, but I'm pretty sure for the first one they just forgot to put a list of actions.

  10. #10
    Old Odin
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    The second one is diminishing returns shit. Under current system:

    Repose: 30s sleep (TIMER STARTS) > 15s sleep > 7s sleep > (a few second later, 60s CC resist timer resets)

    Under 2.1 change, the TIMER STARTS will be after the last successful proc. So if you did the above, CC timer for sleep would not reset until 60 seconds after the 7s sleep was applied.

    This is a very good change for PvP, unsure if it's that important for PvE.

  11. #11
    Relic Shield
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    Quote Originally Posted by Seravi Edalborez View Post
    The second one is diminishing returns shit. Under current system:

    Repose: 30s sleep (TIMER STARTS) > 15s sleep > 7s sleep > (a few second later, 60s CC resist timer resets)

    Under 2.1 change, the TIMER STARTS will be after the last successful proc. So if you did the above, CC timer for sleep would not reset until 60 seconds after the 7s sleep was applied.

    This is a very good change for PvP, unsure if it's that important for PvE.
    Now I know why they nerfed eruption damage.

  12. #12
    Impossiblu
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    This is one of the worst balance patches I've ever seen in an MMO

  13. #13
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    That's a little hyperbolic. They fucked over PLD and nerfed BRD. That's about it.

    Edit: I guess they also kind of fucked stunning, which explains why they nerfed Chim's TP moves and Eruption.

  14. #14
    Old Odin
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    Silence was never on the CC timer though, so all it does for Chim is neuter Stun specifically.

  15. #15
    Impossiblu
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    They nerfed more than that, and buffed things that didn't need to be buffed.

  16. #16
    a p. sweet dude
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    Please elaborate.

  17. #17
    Impossiblu
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    Virus, Rain of Death, and Medica II nerfs equal out to a pretty major decrease in damage control. Totally unnecessary.

    Scathe nerf? Rly? It was bad enough as it was.

    Internal Release/Blood for Blood nerfs, unnecessary. Instead of just taking one away from BRD, they blanket nerfed it for any class that uses them subbed.

    Hawk's Eye didn't need a buff, as minor as the buff is.

    Dragoon abilities outside of Jumps didn't need a buff.


    The only things that they did right were Warrior and Monk changes; however, they failed to properly balance the other jobs along with them. There will still be a rather large disparity between each class for their respective roles. Don't even get me started on those housing prices

  18. #18
    a p. sweet dude
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    Quote Originally Posted by Prothescar View Post
    Virus, Rain of Death, and Medica II nerfs equal out to a pretty major decrease in damage control. Totally unnecessary.

    Scathe nerf? Rly? It was bad enough as it was.

    Internal Release/Blood for Blood nerfs, unnecessary. Instead of just taking one away from BRD, they blanket nerfed it for any class that uses them subbed.

    Hawk's Eye didn't need a buff, as minor as the buff is.

    Dragoon abilities outside of Jumps didn't need a buff.


    The only things that they did right were Warrior and Monk changes; however, they failed to properly balance the other jobs along with them. There will still be a rather large disparity between each class for their respective roles. Don't even get me started on those housing prices
    I can almost guarantee Virus and Rain of Death were changed to fuck over PLD and promote the use of at least one WAR, because now PLD has access to less mitigation, WAR retains the same amount, and now you need a WAR instead of a class you were already bringing (BRD and anyone subbing Virus). These are the changes that really bother me.

    I don't play BLM so I don't really know what you use Scathe for in the first place but they buffed Freeze and BLM was in good shape to begin with. SMN DPS was bananas so the loss of Thunder only serves to bring them more in line with other DPS. I'd argue it hurts SCH more than SMN but they clearly want the healers to heal, not DPS.

    Internal Release and Blood for Blood were nerfed because of the buffs to every class that gets sub-class access to them (except BRD). WAR got buffs, MNK got buffs, DRG got buffs.

    Hawk's Eye is whatever, BRDs don't miss anyway so I don't see why they changed it unless it bypasses perfect evasion on some new mob.

    I'm gonna argue they did the WAR changes wrong, because they're extremely potent adjustments (Vengeance, what the fuck?) and they implemented them while simultaneously nerfing PLD with the loss of Rain of Death and Virus uptime. They also completely neglected to unfuck Awareness, provide any reason whatsoever to use Tempered Will, give Shield Swipe an effect that actually processes on mobs, or provide any reason to use Cover other than wanting to see how much damage you can take in one hit.

    Some highly suspect adjustments? Absolutely. One of the worst balance patches ever? Hardly.

  19. #19
    Yoshi P
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    Guarantee that a good number of the changes were done due to PvP. Scathe is a perfect example sinnce it didn't need any changing for PvE as it was barely even used.

  20. #20
    a p. sweet dude
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    If these changes are because of PvP and they doing this instead of just creating separate skills for PvP areas, my mind will be blown to smithereens.

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