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Thread: Version Update (11/9/09)     submit to reddit submit to twitter

  1. #201
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    Quote Originally Posted by dejet View Post
    So now Garuda can get 25% haste! ~_~

    I so want to try and make like a bad ass DD build for her LOL

    cor rolls, pet attack to the max with 25% haste. still going to suck but seeing stuff like this makes me happy haha.
    Wait what? How?


    Also, epic dick move on SE's part. I was mildly excited, especially after reading Avatar's Favor would reduce perp cost. But then they had to corn hole RNG on top of once again no new avatars.

    Seriously sick of SE's broken promises.

  2. #202
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    Quote Originally Posted by Malacite View Post
    Wait what? How?


    Also, epic dick move on SE's part. I was mildly excited, especially after reading Avatar's Favor would reduce perp cost. But then they had to corn hole RNG on top of once again no new avatars.

    Seriously sick of SE's broken promises.


    I mixed up the moogle hat with the ACP body >.> never its still only 20%

    More so this is really an add to pup as they do not need to use their hat for pet haste anymore.

  3. #203
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    Quote Originally Posted by Spider-Dan View Post
    Ready (Sic doesn't exist for jug pets) has no recast, so I don't see your point. I don't even understand what you're talking about with the random TP move thing.


    Please explain how being forced to use only 1 of your 3 accumulated charges is "a pain."


    So instead of random chance of AoE move, now you can choose not to use said move. This is somehow bad.

    Give me a break.


    I wouldn't say you're good at it.


    Because it's a completely different command that works nothing like the still-existing Sic command for charmed pets?

    Err. Over reacting much...but ok. I'll play along.

    Are you sure the only timer is the charge timer? So we can use Ready whenever we have 100TP? Makes sic merits useless then outside of most group events (yay for more negative stuff).

    The random move thing I was referring to, was hoping that we could use a random TP move when we had 0 charges, which if there's no timer may still be possible, assuming the mob has enough acc to get 100TP before 1 min (which isn't always the case, and you're not prevented from using Ready unless you have at least 1 charge).

    You're also assuming we only use 1 charge per TP move from what I see above, or something similar. My assumption is that when you use Ready, all stored charges are used up (but I could be wrong.. I don't mind). This only makes a difference to later TP moves though. The point I was getting at, and making a lot of assumptions about, is that moves like Filamented hold will be 1 charge, and I can't use that until 1) the jug pet has built up 100TP (or zoolater), 2) used a 3 charge move (if you imply that we can chose the number charges used, I'm sure SE would have said if we could do this) 3) built up 100TP again (in under 2 mins).

    As for the aoe, you can chose whether or not to use Ready. You don't get to choose what TP move you use, only the subset given by the number of charges. If you're in a group of mobs, you don't want 1000 Needles or Spinning Top going off, because it's either a 3 charge move or wait until there's only 1 mob in camp.

    Actually going over what you wrote, I wonder whether you're even reading what I wrote correctly. Some of it doesn't make sense to what I wrote.

    Quote Originally Posted by Spider-Dan View Post
    I don't even understand what you're talking about with the random TP move thing.
    is probably the crux of it.


    If you want to know what I'm really thinking:
    I'm happy that we can choose from a smaller set of TP moves (specifically perhaps in the case of mobs with limited TP moves).
    I'm not so impressed about the way I think it's implemented. I'd like to be able to have the choice to use enfeebling or enhancing moves to start off with (e.g. in a setting when you don't have dedicated support, although good for you if you have your own dedicated rdm or whatever for everything you do), or go full DD mode at least. What I think this option limits you too is starting off with the more damaging moves, some of which are aoe.

    My own wishes for bst is that I would rather see some addition of ability that almost requires us to be given a spot in a party, like a thf for TH, hate control, feint, or drg for angon, etc. Ready gives the opportunity to perhaps be slightly more efficient, but nothing that will make a difference to our invites to events.

    So yes, I'm going to moan because while technically it might make us a little better, it's not going to do anything to my acceptance on bst to events, outside group pet parties.

  4. #204
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    Quote Originally Posted by Avarice View Post
    I lol'd. Hard.
    I'm still lolling

  5. #205
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    Update is out for those who don't force it~

  6. #206
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    Quote Originally Posted by Kriz View Post
    Update is out for those who don't force it~
    It was a fast update to today less then 30min on my schools net(slow as crap today)

  7. #207
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    Quote Originally Posted by Arcanesoul View Post
    Err. Over reacting much...but ok. I'll play along.

    Are you sure the only timer is the charge timer? So we can use Ready whenever we have 100TP? Makes sic merits useless then outside of most group events (yay for more negative stuff).

    The random move thing I was referring to, was hoping that we could use a random TP move when we had 0 charges, which if there's no timer may still be possible, assuming the mob has enough acc to get 100TP before 1 min (which isn't always the case, and you're not prevented from using Ready unless you have at least 1 charge).

    You're also assuming we only use 1 charge per TP move from what I see above, or something similar. My assumption is that when you use Ready, all stored charges are used up (but I could be wrong.. I don't mind). This only makes a difference to later TP moves though. The point I was getting at, and making a lot of assumptions about, is that moves like Filamented hold will be 1 charge, and I can't use that until 1) the mob has built up 100TP (or zoolater), 2) used a 3 charge move (if you imply that we can chose the number charges used, I'm sure SE would have said if we could do this) 3) built up 100TP again (in under 2 mins).

    As for the aoe, you can chose whether or not to use Ready. You don't get to choose what TP move you use, only the subset given by the number of charges. If you're in a group of mobs, you don't want 1000 Needles or Spinning Top going off, because it's either a 3 charge move or wait until there's only 1 mob in camp.

    Actually going over what you wrote, I wonder whether you're even reading what I wrote correctly. Some of it doesn't make sense to what I wrote.
    I may be reading this wrong, but I think you missunderstood how Ready works. Admitedly, there's a lot of assumptions in how people think it works, but they are somewhat logical. So here's how it should work:

    - Ready opens a list of abilities, each having a charge price next to them.

    - The charges you have accumulated define which of these moves are accessible. They don't (seem to) limit what you can choose. If you don't have enough charges for a certain ability, it should show greyed out or whatever other visual coding of this.

    - It's unknown if Ready has a timer, but it seems to imply there is not. We do not know if Ready can be used with 0 charges though, it likely cannot unless one of the menu entries is "Random, 0 charges". This does mean we lose the effect of the old Sic. Sadly, it seems to mean Sic merits are even worse than before (unless they affect charge load timers, but this is very unlikely since it has not been mentioned at all in the notes).

    - It implies that the price of an ability will be deducted from the curent charge amount. It's not said directly, but we have DNC as an example of this system.

    Anyway, it's quite better than what you seem to have understood of it.

  8. #208
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    Quote Originally Posted by Arcanesoul View Post
    Are you sure the only timer is the charge timer? So we can use Ready whenever we have 100TP? Makes sic merits useless then outside of most group events (yay for more negative stuff).
    Sic merits might also reduce Ready charge timer. Or maybe they won't. I guess we'll find out.

    The random move thing I was referring to, was hoping that we could use a random TP move when we had 0 charges,
    Based on what? Certainly not the preview notes.

    You're also assuming we only use 1 charge per TP move from what I see above, or something similar. My assumption is that when you use Ready, all stored charges are used up (but I could be wrong.. I don't mind).
    Based on what? Certainly not the preview notes.

    As for the aoe, you can chose whether or not to use Ready. You don't get to choose what TP move you use, only the subset given by the number of charges.
    OK, I give up. It's blatantly obvious that you never read the preview notes that explained Ready in the first place, and instead decided to just come in this thread and start mashing Reply.

    FINAL FANTASY XI Official Web Site

  9. #209
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    Still dunno why people think new avatars will do anything for SMN. Fenrir and Diabolos didn't "fix" SMN.

  10. #210
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    Quote Originally Posted by Destinye View Post
    Still dunno why people think new avatars will do anything for SMN. Fenrir and Diabolos didn't "fix" SMN.
    Fenrir till all this - pre for other avatars was our baby for solo(outside carbunc for kiteed fights)

    Diabolos added to kited fights 100% flat dmg. We did not have at the time the update to skill = acc or anything such as missed BP = BP time back. It did change the job, just over time they each lost what made them so great.

    A new avatar might not fix the job, however as far as I can tell smn does not really need a fix... I never have any prob saying in LS chat when a NM pops "Smn cool?" and getting a "ya" This update added even more for us to toy with, I just want the pet they said wed be getting like 5 years back is it?

  11. #211
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    Edit: Shows what i know. Carry on, carry on.

  12. #212
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    Updates have been swinging the game from FFXI to lolMMM, everytime i see an update for this stupid game its MMM shit, then useless job upgrades, does SE think that the lvl 55 smn shit is ganna keep ppl from lvling off summoner burns? BST got a nice upgrade, some new synthesis bullshit they created from air. Gimp a JA that wasnt even abused, the whole update is fail. We need one of those old school SE updates that focused on several jobs, if not all getting something new and beneficial, you know it would be nice if BLM got some kinda cool JA. But who am i kidding.


    But hell im totally into getting me one of those Chocobo vest things for racing my chocobo i let die like a year ago!

  13. #213
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    Quote Originally Posted by Destinye View Post
    Still dunno why people think new avatars will do anything for SMN. Fenrir and Diabolos didn't "fix" SMN.

    They don't do anything for summoner? You have to remember at the time fenrir was added melee acc on mobs was absolutely terrible. There was no sushi at the time and the only other way to boost your acc was through brd songs. It gave summoners a fighting chance to get into parties at the time. In addition he gave the only dark elemental astral flow and a couple of good debuffs as well as a decent upper level damage pact at a lower mo cost than the others.

    When Diabolos was added summoner didn't have a standard dark magical attack and certainly didn't have any good ranged attacks for use in end game. Other notable things he had were dream shroud and a damage+gravity pact as well as nightmare which is useful for sleeping things with DoT's on them (somebody's screw ups in dynamis, etc).

    A new avatar adds dimension to the things the job can do. A new avatar means 1-2 new offensive abilities, 1-2 new decent to good buffs and 1-2 new decent enfeebles.

  14. #214
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    Called it on the 1 minute charges for Ready. Damn BSTs never have faith. And... up goes the cost on Sun Water.
    And... up goes the cost on Sun Water.
    The problem is even with 1k Needles once every 3 minutes, that'd still be less useful than other DD jobs against HNMs(Though not that I am complaining because I would never use BST on HNMs. I am just trying to make a point).

    Anyway, besides HNMs, I don't really think buying Sun Water is worth it.

    Would a BST spend 20k every 15 minutes in a merit party just to parse equal to a piercing DD(SAM, WAR, DRG, for example)?

    Anyway, not that I am saying I do not welcome this change, I am glad BST got buffed; but what I am saying is that BSTs still aren't exactly worthy of most endgame party situations.

    Quote Originally Posted by Pergo View Post
    this is ridiculous, we technically should've gotten new avatars last update... makes me wonder if they scrapped the idea entirely
    I wonder if they decided to skip making new Avatars 'cause FFXIV is coming out next year.

    New Avatars should have been released by the end of 2009(and in fact, SE said they'll show us how to use it in the "FanFest 2009", what happened ot the Fan Fest?).

    Either SE decided to try to skip the work on making a new Avatar and hope no one notices or they do have the Avatar nearly ready but is saving it for a future update(that way, they can milk all the updates till FFXIV comes out).

  15. #215
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
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    So uhhh, anyone else's Windower borked post-update?

  16. #216
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    I think this explains FFXI development updates / releases pretty well: img252.imageshack.us/i/ffxiflowchart.jpg/

  17. #217
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    Quote Originally Posted by Kairos View Post
    Still dunno why people think new avatars will do anything for SMN. Fenrir and Diabolos didn't "fix" SMN.
    They don't do anything for summoner? You have to remember at the time fenrir was added melee acc on mobs was absolutely terrible. There was no sushi at the time and the only other way to boost your acc was through brd songs. It gave summoners a fighting chance to get into parties at the time. In addition he gave the only dark elemental astral flow and a couple of good debuffs as well as a decent upper level damage pact at a lower mo cost than the others.

    When Diabolos was added summoner didn't have a standard dark magical attack and certainly didn't have any good ranged attacks for use in end game. Other notable things he had were dream shroud and a damage+gravity pact as well as nightmare which is useful for sleeping things with DoT's on them (somebody's screw ups in dynamis, etc).

    A new avatar adds dimension to the things the job can do. A new avatar means 1-2 new offensive abilities, 1-2 new decent to good buffs and 1-2 new decent enfeebles.
    I agree, adding/clarifying to what you said; Diabolos made SMN at "least" semi-useful(and at the time, very useful for Kirin) against certain HNMs. Where as SMN used to be the "No THX, we don't want you" in a job application for an end game LS, now they have some merit.

    Fenrir helped SMN get more party invites. As you said, not only was there no sushi back then, but no one could afford a Sniper's Ring, Scorpion Harness, or Haubergeon back then.

    *BTW, Sniper's were the only Accuracy Rings back then, aside from DEX rings and Archer's Rings[Which costs as much as Sniper's].

    We're talking if you were seen with any of those gear: you were either a gil buyer or a Japanese player or both.

    Yeah, those gear were "that" rarely seen back in 2004(when Fenrir was released).

  18. #218
    You just got served THE CALLISTO SPECIAL
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    cheap hawks gay

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    Quote Originally Posted by Callisto View Post
    So uhhh, anyone else's Windower borked post-update?
    nvm, was just being dumb, it's just Recast that's borked atm

    Edit: lol check that yet again, I cannot get the wireless 360 controller to work with Windower now.

  19. #219
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    For anyone that cares about the Nation Quests:

    For San d'Oria, talk to Rholont to start off. After the scene, go to the chocobo stables and talk to... I forget his name, but it's the Elvaan with the long D name. After that, zone into Beaucedine Glacier (S) from Batallia Downs (S). Bring a fishing rod with you, btw... I regretted it. Then go to the farthest northeastern tower and click on the Colossal Footprints. After that you have to find some bait in a "craggy area southwest of here" and then fish up key items from certain spots. I haven't done this yet, as I didn't bring a freaking fishing pole and I don't feel like doing it at the moment XD

  20. #220
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    At least they didn't change anything for PUP so it may continue to rule the world.

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