It will be as easy as flipping modes anytime you want, between EXP and Merits. I'm sure they implemented it that way in the first place just in case they actually raised the cap like they are doing now. And why do people believe there is a special nerf coming out of no where for Convert subbed? I think you people are over-complicating things.
Is Meditate nerfed for Subjobs?
Is Manifestation/Ascension being nerfed for Subjobs?
Are they restricting certain abilities to prevent unbalanced game play?
Is /COR nerfed at all for a subjob?
answering yes to any of these should give reason to believe that they will nerf convert as well.
Just curious if they're going to increase it any or leave it as is. If they leave it as is my BLM still won't break 70 base INT at 80
Odds are it will stay the same though. Fucking Elvaan.
The fact that they omitted Convert from the list of altered abilities should give reason to believe they won't nerf Convert. Not saying they won't but at the moment it looks like they aren't.
for probably the billionth time in the last month, COR sub is not nerfed, a 37 COR and a 75 with COR sub will receive the same penalty to roll potency when buffing a Lv.75 player
What Sho said.
If they were going to nerf Convert they would have said so now.
What concerns me more is the actual job adjustments.
As much as I understand blocking Innin, it would have been the only offensive ability that /NIN grants to 2Hs & H2H. Will they adjust other subs to compensate, will they shift the responsibility of defense to the main job, or will /NIN still be the defacto defensive sub?
Certainly didn't seem that way at all when a friend of mine in a double BRD merit party went BRD/COR.
Actually I take that back, there's still the limitation of one roll only.
Those things are nerfed, but they were stated to be nerfed when they were released or became relevant. When Med was released, it was immediately stated it would be less powerful for sub, just as these abilities are now. Since nothing has been said about Convert, that means they aren't doing anything to it.
I don't see how convert is being over-powered as sub anyways.
RDM has access to so much "convert HP=>MP & vice versa" gear to maintain 1:1 ratio in before verting , has access to cure IV to cure that HP to full after verting , only job that can reach 1:1 ratio easily & cure themselves to full w/o spending much MP is SCH , WHMs usually have more HP than MP so I don't see why it should be nerfed.
For manifestation/accession , I think it still has limited use due to the fact you have only 2 charges even @99 , you will end up running out of strategems fast if you are that lazy ass & try to maintain both refresh/haste cycles on whole party , & for something like Sleep/II/Gravity/Bind/Stun , triple recast times hurt so much to be justified , so again I think I'm satisfied , it's not game breaker.
Stat progression isn't static from 1-75. It slows down as you get higher level. Additionally, racial differences peak at level 60, because for 61-75, stat growth for stats favored by a given race is cut in half. For example, a Mithra THF/NIN goes from 76 DEX at level 60, to 80 at 75. Galka/Taru/Hume go from 65 DEX to 73, and Elvaan goes from 62 to 70.
If the trends continue, first, stat growth will be extremely slow, and second, racial differences will continue to flatten out.
They could have also just made Innin/Yonin only work when dual wielding, like Hasso/Seigan only work for 2h weapons. It wouldn't prevent a BLM from dual wielding wants/clubs as an alternate strategy, or a PLD not use a shield...but it'd mean concessions.MAB +30 and Enmity -20 from an ability with no real downside except that you have to remain behind the mob is a wee bit overpowered for BLM. They could just fix it so Innin works on Ninjutsu only, as per the description, but then you've still got 30% crit rates and enmity, which is overpowered in its own right.
Possibly.
However, they've had as much time to figure it out as the other JAs and Convert has been around for much longer than any of those moves.
This. Annihilator + Hightail is not the best combo for Rng/Cor.
Annihilator with +6 Dmg (53 Dmg) + Hightail Bullet (75 Dmg) = 128 Dmg total
Culverin +1 (51 Dmg) + Heavy Shell (99 Dmg) = 150 Dmg total
Any Relic Rng can afford a Culverin +1 and Heavy Shell so this is the best option for Quick Draw. Now I can understand a Rng wanting to use Anni to not lose TP, but it will be lower in damage
I think it depends on the possible outcome it may cause.. Shadowbind for example isn't really anything game breaking but when it comes to Convert if they want to make it useful yet not overpowered I think it'd require more planning.
Just a theory, anyway.
They should just allow anni to use shells. The best weapon should be able to use all ammo
hmm
Annihilator dmg 53 +10 rng atk +20 rng acc
hightail dmg 89 +10 rng atk
vs
Culverian+1 dmg 51 +20 rng atk -12 rng acc
heavy shell dmg 99 rng atk +20 -15 rng acc
difference of 8 dmg ,20 rng atk,and -27 rng acc
but they are adding another trial for relic
on a seperate note anyone hear any rumors about them raising crafting levels?
Regarding the stat increases, Kinematics from Zam updated his stat calculators for level 80. It looks spot on so I am posting the links below:
FFXI Stats by race/job
http://bellsouthpwp2.net/k/i/kinemat...tatCalculator/
FFXI Skill caps by job
http://bellsouthpwp2.net/k/i/kinemat...CapCalculator/