Lol I got the same PM from him today when I logged into KI.
I can't wait to see the new DI update..... it dies fairly quick on our server anyways. I think wabo linkshell has beaten it in under 23 minutes or something crazy like that.
Lol I got the same PM from him today when I logged into KI.
I can't wait to see the new DI update..... it dies fairly quick on our server anyways. I think wabo linkshell has beaten it in under 23 minutes or something crazy like that.
OT
jesus christ isaac your sig is such win
I won't leak morality crap, but a company that makes as much money as Square-Enix does not need to add "pay $XX.99 for special in-game stuff". Leave that to little known Korean click-to-move MMOs please.
Oh, and fuck year for warps to Crawler's Nest [S]. I love that zone.
I smell a pretty big pooch-screw here for Salvage adjustments.
For SSR, I can't really complain because our salvage group has had comparatively decent luck with drops, but I still get the impression that the "slight increase" will bring the drop level to "effing terrible" to "monumentally depressing."
Adjusting Mad Bomber is a total cop-out. I don't get excited when I see that Mad Bomber is up. I WOULD be excited if after ganking Mad Bomber a Gate Widow would show its whore-face and drop some 35's.
I FUCKING CAME OH MY GOD THANK YOU!- MP is no longer consumed should the player execute a Blood Pact ability but it fails to activate.
Furthermore, distance-related activation failures will not trigger a recast time.
*However, activation failure caused by the effect of the dragoon job ability "Super Jump" will remain unchanged.
I need a new pair of pants now.- Blood Pacts abilities will now be rendered unusable if the summoner or avatar is afflicted with a status such as amnesia.
- The area of effect range for Blood Pact: Ward abilities that enhance or heal has been increased and is now equivalent to that of white magic spells such as "Protectra."
- Blood Pact: Ward "Hastega"
The Blood Pact: Ward ability "Hastega" has been adjusted to nullify the effects of Slow in the same manner as the white magic "Haste."
- Blood Pact: Rage "Meteor Strike / Geocrush / Wind Blade / Grand Fall / Heavenly Strike / Thunderstorm"
Both damage and TP-based damage dealt by the above abilities has been increased.
- Blood Pact: Rage "Tidal Wave"
The range of effect for the above ability has been increased and is now equal to that of other Blood Pact: Rage abilities available when Astral Flow is activated.
- Blood Pact: Rage "Ruinous Omen"
The range of effect for the above ability has been increased and is now equal to that of other Blood Pact: Rage abilities available when Astral Flow is activated.
They fixed Dynamis drop rates, why not Salvage eh guy.
In before my sarcasm is not detected.
It's fixed, Max™Imageshack account fails more than no-account uploads these days, dunno why.
Spoiler: show
+1 just waiting out the update time now, who wants more memetic jokes, name a FFXI topic and it'll happen (sooner or later).
I've made my peace with the salvage drop rates, but I still think the zones are somewhat unbalanced.
In AR you can kill all the NM's and the mega boss in a run and even if you don't see a 35 drop, you still walk away with the Alexandrite pouches as a consolation prize. The same is the true for most of the other zones, save Bhaflau.
In Bhaflau, you can pop all the ramparts, and NEVER see an NM, and you walk away with nothing.
You're trolling, right?
That thread implies nothing of the sort, and in any case it's incomplete. And do you really think that SE would use a whole update note and introduce a new feature just for three pieces of armor that they spent *another* update on?
And if you want to get really technical:
This would imply that some sellable armor can be augmented, and since the rewards from CP are ex, there must be other pieces that are augmentable.Equipment once treasured, now auctioned off for a purseful of gil or relegated to a dank, lonely corner of your Mog House in favor of more potent apparel better suited to your burgeoning abilities.
Anyone have any ideas what NPC's would be good to check for the new spells?
I'm thinking of the Federal Magic Reserve in Windy might have at least one.