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  1. #1
    Relic Weapons
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    Ragnarok

    Job Adjustments and Additions: Part I (10/14/2009)

    http://www.playonline.com/pcd/topics.../4952/4952.jpg

    The November version update will feature a host of welcome refinements for three time-honored professions: rangers, beastmasters, and summoners. In Part I of our preview, we shine the spotlight on rangers and unveil the adjustments that will have the hunters and huntresses of Vana'diel sharpshooting like never before!

    Ranger Job Adjustments

    Job Ability Adjustments
    - Velocity Shot
    The duration of this ability will be increased from five minutes to two hours.

    - Unlimited Shot
    Once activated, this ability will remain in effect until you successfully hit your mark.

    - Camouflage
    Rangers with this ability in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.

    Ranged Attack Adjustments
    - Ranged attack enmity
    Less enmity will be incurred the further away you are from the target of your ranged attacks.

    - Detailed damage messages for ranged attacks
    Damage messages displayed after a successful ranged attack will indicate the effectiveness of the attack, allowing for players to better gauge their positioning. Critical hit and missed attack messages will remain unchanged.

    http://www.playonline.com/pcd/topics...952/4952_5.jpg


    This concludes our preview of the adjustments scheduled for rangers in the upcoming version update.
    Other jobs set to receive fine-tuning will be featured in the coming days, so keep your eyes glued to this space!

  2. #2
    Ridill
    Join Date
    Aug 2004
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    12,275
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    FFXIV Character
    Septimus Atumre
    FFXIV Server
    Gilgamesh
    FFXI Server
    Bahamut

    Wonder if the ranged attack adjustments (enmity and detailed messages) will work for CORs and SAMs.

  3. #3
    Falcom is better than SE. Change my mind.
    Join Date
    Jun 2006
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    17,291
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    This is kind of funny in a twisted way since I just finished RNG for my Maat's cap a few days ago.

    The ranged attack adjustment will be nice for my COR though.

    Still crossing my fingers SE adjust BSTs

  4. #4
    New Merits
    Join Date
    Jan 2008
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    219
    BG Level
    4

    Would be nice if it worked for all jobs that used ranged. Wonder if it'll have any impact on thf.

    And yes I'm hoping for a nice bst update, but I'm not gonna hold my breath.

  5. #5
    E. Body
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    Phoenix

    Quote Originally Posted by Septimus View Post
    SAMs.
    Probably the only reason they're updating ranged attacks at all tbh.

  6. #6
    Nidhogg
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    Quote Originally Posted by Septimus View Post
    Wonder if the ranged attack adjustments (enmity and detailed messages) will work for CORs and SAMs.
    Could be a job trait, maybe from /RNG, depending on how it's executed.

    Either way, cool. It's nice to get new things, and these are all neat.

  7. #7
    Relic Shield
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    Shiva

    come on pup update!

  8. #8
    Can you spare some gil?
    Join Date
    Feb 2009
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    8,774
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    8

    I'm disappointed :\

  9. #9
    Ridill
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    Septimus Atumre
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    Gilgamesh
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    Bahamut

    Quote Originally Posted by Baelorn View Post
    Probably the only reason they're updating ranged attacks at all tbh.
    And why do you think I mentioned SAM? lol

  10. #10
    E. Body
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    Phoenix

    There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.
    Does this mean it normally wears off after 1 shot or am I reading it wrong?

  11. #11
    Bagel
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    Sep 2007
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    FFXI Server
    Valefor

    Quote Originally Posted by Darte View Post
    The November version update will feature a host of welcome refinements for three time-honored professions: rangers, beastmasters, and summoners.
    Just pointing it out again since it slipped past a couple of people (apparantly).

  12. #12
    Bagel
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    Valefor

    Quote Originally Posted by Baelorn View Post
    Does this mean it normally wears off after 1 shot or am I reading it wrong?
    Camouflage is really just an invisible effect, similar to a DNC that uses Spectral Jig, so it would normally wear off any time you take an action against a monster.

  13. #13
    If you stopped to actually learn something you might not post these uninformed posts.
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    wut, seems nice. Though DRK is missing -.-

  14. #14
    A. Body
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    Caitsith

    Heh why are PUPs hoping for updates? I've seen some pretty amazing PUPs hold their own, much like DNC, have to face facts that the community is so hell bent on not changing the set pattern nothing SE can do will change the player's mind, BLU is the only job that got lucky.

  15. #15
    E. Body
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    Phoenix

    Quote Originally Posted by Gergall View Post
    Just pointing it out again since it slipped past a couple of people (apparantly).
    Fuck didn't SMN just get an update not too long ago?

    BLM update: Coming November 2012.

  16. #16
    A. Body
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    Caitsith

    Quote Originally Posted by Baelorn View Post
    Fuck didn't SMN just get an update not too long ago?

    BLM update: Coming November 2012.
    No. According to the community:

    "Ability/Spells don't count as an update."

  17. #17
    E. Body
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    Phoenix

    New avatars onry?

  18. #18
    New Spam Forum
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    Oct 2008
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    3
    FFXI Server
    Bahamut

    BLM will go down in the history of FFXI as the job that never got an update.

  19. #19
    Chram
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    Quote Originally Posted by Destinye View Post
    Heh why are PUPs hoping for updates? I've seen some pretty amazing PUPs hold their own, much like DNC, have to face facts that the community is so hell bent on not changing the set pattern nothing SE can do will change the player's mind, BLU is the only job that got lucky.
    Because the automaton AI for healing and nuking has been broken ever since the damned (yet still awesome) whm and blm heads came out years ago? Soulsoother still refuses to heal a person no matter what if they or itself has an enfeebling effect it can heal instead, even if the person's at one HP. It also prioritizes healing itself and the master over the person currently tanking, which is a slight irritation. Easiest way to fix this would be to change silena/poisona/etcs priority with cures so it's proper, make the tank the highest priority healing target, and split the magic recast timer to enfeebling (make it so the automaton doesn't cast dia/bio if the target is under bind or sleep effects though), status cures, and healing. And of course make it so that if multiple timers are up, that healing is the one it chooses to cast first, status cure second, and enfeebling third.

    Oh, and automatons still try to silence mobs based on if they have MP, not based on if they actually have anything to cast.

    For nuking, the automaton will aspir if it's MP falls below 75%, which forces pups to DAD after every two nukes to avoid this annoyance and waste of 20 seconds. If it's HP falls below 75%, it will use drain, no matter what you do, again wasting 20 seconds for a weak ass nuke that's only useful for jobs that actually worry about MP. A hint, pup isn't one. For this one, I'd rather SE just get rid of the damn spells period and stick to nukes and abs-int only, but another possibility is to change the triggers to 50% or lower, and split the magic timers to enfeebling/aspir/drain (bio, blind, aspir, and drain), abs-INT (cause more INT is always a good thing), and nukes. For the priority, it should be abs-INT > nuke > enfeebling/drains.

    Those are the main fixes pup needs besides more melee gear options, which has improved, and ways for the automaton to not die so easily. (yay for 124ish defense with level 75 valoredge!) Namely, the automatons need actual defense in the 250ish range for mages, 300ish for sharpshot, and I'd say 500ish+ for valoredge. Or just give them lots of HP like bst pets and a lil more defense.

    Oh, and pup really REALLY needs 5 minute activate timer. 20 Minutes is ridiculous for a job that depends on it's pet for all it's specialty and anywhere from 40% to 100% of its damage, especially since the master dying also kills the automaton. And deactivating with not full HP on the automaton kills it. And paralyze on activate kills it. And entering most battlefields kills it. Oh, and getting on a chocobo kills it. You get the idea.

    But seriously, why hasn't the AI been fixed by now at least after around 2 years?

  20. #20
    PUP Power!
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    Sylph

    Quote Originally Posted by Destinye View Post
    Heh why are PUPs hoping for updates? I've seen some pretty amazing PUPs hold their own, much like DNC, have to face facts that the community is so hell bent on not changing the set pattern nothing SE can do will change the player's mind, BLU is the only job that got lucky.
    Well said sir but Psion does make some good points.

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