I heard that the jobs were pre-selected and that you could not change your job.
I heard that the jobs were pre-selected and that you could not change your job.
Bleh that's gay >.> i guess Drk one must be somethin really special then. Also sam enhancing third eye seems like it might be good? Maybe it makes Seigan obsolete (having hasso up, with 30 sec third eye recast, multiple anticipations, and random counters (only if u wear afv2 pants though maybe).
Edit: Bst (but i guess Bst wasn't preselected) and Nin would of been nice tests too, do you have any idea if your nin tested the "Augments: Mijin Gakure" on Nagi (does it allow nin to not die when using mijin? Like how beastmen dont)?
How could you enhance SA?
Uh, 110% dmg boost from Dex? Um... +.25 pDif cap on Crits?
I mean, there are lots of ways I can think of which they would implement, I expect it will be like X's knife though, a flat +.x pDif cap raise for SA and TA crits.
In the room, there were 9 groups of 6 computers. In every group the jobs were as follows:
WAR/NIN
MNK/WAR
THF/NIN
RDM/WAR
WHM/NIN
BLM/RDM
So they were basically the starting 6 jobs.
Some of the THF's at some stations had Mythic + Kraken Club
All of the WHM's had Mythic + Kraken Club
One station had the BLM statless Mythic (the one you get when you complete Task and Duties) as Vivix pointed out
When I played the MNK the first time around this is what they gave us:
http://i274.photobucket.com/albums/j...1228601645.jpg
This one however was broken due to the fact that after using aftermath at 300% TP and getting the Lv.3 Icon, the attack values in the equipment screen did not change whereas on WAR there was a change. I would've snapped more pictures but the staff was getting on people for taking pictures.
Also, in regards to the reports of higher crits with aftermath...
After going thru a lot of what I saw yesterday and what people have posted, I am going to have to take back my earlier assumption about criticals and say that these weapons so far do NOT have a hidden super critical. The reason being is that in the BC, the mobs were stupidly weak and were obviously ignoring the pDIF cap. Conqueror was doing roughly 500-600 normal dmg on the mobs and about 700+ for criticals. When Aftermath and Berserk were in effect, the criticals jumped to 1000 but the normals increased as well. The added attack from Augmented Berserk (+30%) and the extra attack from Aftermath made this possible. This is why on the Adamantoise, the damage I saw was consistent with what you'd see on a mob with high defense (~120 Normal hits 230-269 Criticals). We never saw Conqueror break 300 on the Adamantoise.
I wonder why every of those test char with mythic weapons were equipped with a peacock charm instead of a sea torque in the neck spot...
Because the dev team forgot about sea a long time ago.
The picture of the weapon looks pretty cool.
Did anyone notice the typo in the Yagrush description?
"Increases magic Acc./Acc." instead of "Increases magic Acc./Atk." Unless they actually intend on having Yagrush increase melee accuracy after WS.
That is how it is in the game .DAT's. Usually Mages get increased MACC and M. Attack with aftermath, so maybe it is how you say, increased Magic Accuracy and increased Melee Accuracy. I'd rather have increased Melee Attack to switch between Hexa Strike when aftermath is still up and Mystic Boon to reapply aftermath.
Yea, I never thought that was a typo. The way I saw it, it was to make sure WHM always hit, so it could land enfeebles and spam Mystic Boon.
Banish and Holy fucker
Why would you use a WHM for holy when you can use a PLD?
Come on Rocl.
Go back to Campaign with your Conqueror and masturbate to your DNC sub.
Go level SMN
So any bets on SE giving up on that statement about "we want RotZ relics to be the most powerful". These mythics seems fairly strong. I could see SE saying these are 'good enough'.
Can somebody explain the level effeccts of the aftermaths? do those pop up based on tp or is it like dnc debuffs?
Yes, for instance if you do the WS at 100-199% TP the aftermath effect icon has a 1 like Finishing moves on DNC. 200-299 puts a 2, and 300% puts a 3.
From what I noticed, you can stack the numbers up to a max of 3. For instance if you are at 1 and you are able to do another WS while you still have aftermath, the aftermath effect number jumps to 2.