August 5, 2013 Version Update

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August 5, 2013 Version Update
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By Azurea 2013-08-05 13:22:49  
/localsettings hidearmor [subcommand]

...sweet? An "everybody get naked" command!
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By Quiznor 2013-08-05 13:22:55  
Kalila said: »
Beorc Sword
DMG:193 Delay:480
"Magic Atk. Bonus"+8 Evasion+15
Great Sword skill +108
Parrying skill +113



anyone?
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By Kalila 2013-08-05 13:23:19  
http://www.bluegartr.com/threads/117312-FINDINGS-08-05-2013-Version-Update?p=5835738&viewfull=1#post5835738
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 Carbuncle.Arcksan
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By Carbuncle.Arcksan 2013-08-05 13:23:41  
lol yeah beorc was the name for human race right? xD
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By Quiznor 2013-08-05 13:23:58  
Carbuncle.Arcksan said: »
lol yeah beorc was the name for human race right? xD

yup!
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By Kalila 2013-08-05 13:25:08  
http://bg-wiki.com/bg/July_2013_Version_Update_Changes

Adoulin Quests
 Odin.Judont
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By Odin.Judont 2013-08-05 13:26:03  
(pretty sure last mission was The Twin World Trees looks like 12 new missions)
New Missions:
 Hades.Triet
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By Hades.Triet 2013-08-05 13:27:45  
Update looks like it has a bit of goodness...we'll find out! :D
 Lakshmi.Razius
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By Lakshmi.Razius 2013-08-05 13:31:11  
PS2 gets Final Fantasy XI: Blue Edition.
 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-08-05 13:31:55  
http://bg-wiki.com/bg/August_2013_Version_Update_Changes

Looks like the Skirmish armor sets were included in the patch.
 Fenrir.Phatstackodax
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By Fenrir.Phatstackodax 2013-08-05 13:33:09  
its up.
 Asura.Aikchan
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By Asura.Aikchan 2013-08-05 13:36:16  
Well so Skirmish Weapons +1 = Plams ilvl... (comparing the +Skills) Wonder if those can get augmented. if so might be better dmg wise.
 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-08-05 13:37:41  
Asura.Aikchan said: »
Well so Skirmish Weapons +1 = Plams ilvl... (comparing the +Skills) Wonder if those can get augmented. if so might be better dmg wise.

Yeah, that's great news for DW classes. I'll finally be able to stop off-handing a dagger on NIN.
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 Asura.Aikchan
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By Asura.Aikchan 2013-08-05 13:52:04  
Ragnarok.Alahra said: »
Asura.Aikchan said: »
Well so Skirmish Weapons +1 = Plams ilvl... (comparing the +Skills) Wonder if those can get augmented. if so might be better dmg wise.

Yeah, that's great news for DW classes. I'll finally be able to stop off-handing a dagger on NIN.

don't recall the way to update the weapons, was something needing a KI you get from winning, and probably is from the new zone... well now I regret /tossing few weapons, now to get them again since are just "fun" jobs...
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By Alpheus 2013-08-05 13:53:12  
There's apparently a graphical glitch if your plasm gear has more than 2 augments on it. The Type A/Rank/RP and ilvl portion is displayed outside of the item description box (as if there was simply no more room) just mentioning it because depending how squeamish SE is they may call a maintenance.
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By Quiznor 2013-08-05 13:54:08  
Alpheus said: »
There's apparently a graphical glitch if your plasm gear has more than 2 augments on it. The Type A/Rank/RP and ilvl portion is displayed outside of the item description box (as if there was simply no more room) just mentioning it because depending how squeamish SE is they may call a maintenance.

Sounds about right,they'll leave broken stuff in for years,and "omgshi-maintenance" small stupid things
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 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-08-05 13:57:00  
Asura.Aikchan said: »
Ragnarok.Alahra said: »
Asura.Aikchan said: »
Well so Skirmish Weapons +1 = Plams ilvl... (comparing the +Skills) Wonder if those can get augmented. if so might be better dmg wise.

Yeah, that's great news for DW classes. I'll finally be able to stop off-handing a dagger on NIN.

don't recall the way to update the weapons, was something needing a KI you get from winning, and probably is from the new zone... well now I regret /tossing few weapons, now to get them again since are just "fun" jobs...

Yeah, I don't really remember how you do it either. Thankfully, I've still got the katana in storage (because the model was kind of rare!). Been using the Skirmish sword for my BLU for awhile too, so I'll probably upgrade that.
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By chiquitito 2013-08-05 14:01:48  
+Skills on weapons... Anyone else noticed that +skill on weapons not added to your total skill? The guarding skill gets added to your total for example while H2H stays the same. Same with GK. Parrying is added and GK skill stays the same. Anyone else having this issue?
 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-08-05 14:06:18  
chiquitito said: »
+Skills on weapons... Anyone else noticed that +skill on weapons not added to your total skill? The guarding skill gets added to your total for example while H2H stays the same. Same with GK. Parrying is added and GK skill stays the same. Anyone else having this issue?

It's not an issue--it's by design. The new weapon skill stat on weapons is somewhat different from the stat we've normally seen on armor.
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By Alpheus 2013-08-05 14:12:50  
Yea it's functionally the same it just isn't represented in the combat skills display because reasons.

At least that's what I got from SE's explanation when they unveiled it at first.
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By Kalila 2013-08-05 14:16:39  
http://bg-wiki.com/bg/July_2013_Version_Update_Changes

Node 97
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 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-08-05 14:20:28  
Alpheus said: »
Yea it's functionally the same it just isn't represented in the combat skills display because reasons.

At least that's what I got from SE's explanation when they unveiled it at first.

More specifically, they were worried about dual wield jobs becoming super overpowered by having double the skill (and double the fun?) over 2H jobs. Skill on weapons applies only to the hand the weapon is equipped in as a result (so that DW jobs end up at the same total +skill level as 2H jobs do).
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 Bismarck.Moonlightespada
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By Bismarck.Moonlightespada 2013-08-05 14:24:24  
still waiting for clues on how to do the af quests,
have geo flagged
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By Einhejar 2013-08-05 14:25:16  
Trying to read and compare the bazillion stats on the new and adjusted gear is an OCD person's worst nightmare.
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By Kalila 2013-08-05 14:31:30  
  • Monstrosity

    Monstrosity is content were adventurers can unleash their souls upon the various monsters that roam Vana'diel and take control of their mental faculties, thus becoming a monster themselves.

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  • Participation

    • One needs only possess the "Ring of Supernal Disjunction" key item to partake in the mayhem.

  • Before you Wreak Havoc

    • Obtain the Key Item "Ring of Supernal Disjunction"

      Adventurers must complete the quest "Monstrosity," which is offered by the Suspicious Hume in the Pashhow Marshlands (E-12), to obtain the key item.

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    • Visiting the Feretory

      Examine the Odyssean Passage in one of the following areas while in possession of a ring of supernal disjunction to be transported to the Feretory, a liminal space where adventurers prepare themselves for their monstrous rampages.

      Northern San d'Oria (L-8)/Port Windurst(M-4)/Port Bastok(K-12)/Pashhow Marshlands(E-12)

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    • Monstrous Preparations

      Once inside the Feretory, the Equipment menu will metamorphose into "Customization." This new menu allows players to adjust various aspects of their bestial vessel, such as its species, abilities, and name.

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    • Species Selection

      What fun would Monstrosity be if adventurers could only possess one monster? There will be various species to choose from right from the start, and others may be unlocked by leveling up, exchanging infamy, and trading certain requisite items.

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    • As of the August 6 version update, players may possess the following types of monsters.
      Beasts / Plantoids / Vermin / Lizards



  • Monster Faculties

    Though monsters may not use equipment, they do possess innate knowledge termed "instincts," which function in the same manner. They can be learned by leveling up or exchanging infamy.

    * Instincts learned by leveling up differ from monster to monster.

    * Once an instinct has been learned, it may be used with any monster the player possesses.

    * Infamy exchange will be discussed later.


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  • Instinct Costs

    Instincts cost a certain number of points to equip, and the amount each costs differs depending on their attributes. Furthermore, each monster has its own instinct cost limit, which cannot be exceeded. The higher the monster's level and rank, however, the higher the cost limit will be.

  • Ranks

    One's rank will rise as follows, in accordance with the amount of infamy he possesses.

    Infamy Rank
    0 - 10,000 Mon
    10,001 - 20,000 NM
    20,000+ HNM
    * Infamy is capped at 10,000 as of the August 6 version update.

  • Infamy

    Slaying monsters yields players an amount of infamy equivalent to a tenth of the experience they obtain.

  • Maximum Levels

    The maximum level for monsters is 99.

    * The maximum level is also dependent upon the limit break quests a player has completed.

  • Naming

    Players may select up to two descriptors to modify the species name of the monster they possess.

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  • Area Selection

    • Journeying into the Field

      After finishing their preparations in the Feretory, players can examine the odyssean passage there and select "Stalk prey as a monipulator," which displays a list of possible areas into which they can foray.

      * Areas the player has yet to visit will not be displayed.

      * Selections also depend on the size of the monster possessed.

      * Monster sizes are categorized by the color of the icon border that displays during species selection.

    • Field Areas

      Each field area has a recommended level that displays on the selection menu and helps monipulators avoid biting off more than they can chew.

      * It is still possible to enter areas in which the recommended level is higher than the monipulator's.

      * Recommended levels correspond to the lowest level of monster in the area, and there may be fiends who are much stronger than the recommended level indicates.



    • <Field Areas to Prowl>
      Recommended Level Region Area
      Lv 1+ Ronfaure West Ronfaure
      Ronfaure East Ronfaure
      Gustaberg North Gustaberg
      Gustaberg South Gustaberg
      Gustaberg Zeruhn Mines
      Sarutabaruta West Sarutabaruta
      Sarutabaruta East Sarutabaruta
      Sarutabaruta Inner Horutoto Ruins
      Lv 2+ Ronfaure King Ranperre's Tomb
      Gustaberg Palborough Mines
      Sarutabaruta Giddeus
      Lv 3+ Ronfaure Ghelsba Outpost
      Gustaberg Dangruf Wadi
      Fauregandi Ranguemont Pass
      Lv 7+ Kolshushu Tahrongi Canyon
      Lv 8+ Ronfaure Fort Ghelsba
      Ronfaure Yughott Grotto
      Zulkheim Konschtat Highlands
      Zulkheim La Theine Plateau
      Lv 12+ Zulkheim Valkurm Dunes
      Lv 15+ Zulkheim Gusgen Mines
      Zulkheim Ordelle's Caves
      Norvallen Jugner Forest
      Derfland Pashhow Marshlands
      Kolshushu Buburimu Peninsula
      Kolshushu Maze of Shakhrami
      Aragoneu Meriphataud Mountains
      Lv 18+ Aragoneu Castle Oztroja
      Lv 20+ Norvallen Davoi
      Derfland Beadeaux
      Lv 23+ Norvallen Batallia Downs
      Lv 24+ Derfland Rolanberry Fields
      Lv 25+ Aragoneu Sauromugue Champaign
      Lv 26+ Qufim Island Qufim Island
      Lv 34+ Fauregandi Beaucedine Glacier
      Lv 38+ Valdeaunia Fauregandi
      Lv 40+ Norvallen The Eldieme Necropolis
      Derfland Crawlers' Nest
      Aragoneu Garlaige Citadel
      Lv 41+ Qufim Island Behemoth's Dominion
      Lv 42+ Norvallen Monastic Cavern
      Valdeaunia Xarcabard
      Lv 45+ Sarutabaruta Toraimarai Canal
      Lv 46+ Valdeaunia Castle Zvahl Keep
      Valdeaunia Castle Zvahl Baileys
      Lv 52+ Ronfaure Bostaunieux Oubliette
      • When monipulators first enter the field or retry in the same area after being defeated in combat, they will experience "gestation," which bestows the following effects. In addition, manipulators are advised to flee to a safe spot during gestation periods.
        • Undetectable by enemies
        • Invisible
        • Sprint
        • Inability to attack

        * The location at which manipulators spawn after either leaving the Feretory or retrying is randomly determined.

  • Other Methods for Unlocking Species

    • Unlocking Via Infamy Exchange

      Speak with Teyrnon in the Feretory to exchange infamy for new instincts and monster species.

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    • Unlocking Via Trading Items

      Certain subspecies may only be unlocked by trading specific items to the NPC Suibhne in the Feretory after fulfilling the requisite conditions.

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    • Requisite Items

      Suibhne will inform players as to what items they must procure after they have fulfilled the following conditions, so make sure to speak with him periodically.
      • Can possess the species of the subspecies they wish to unlock.
      • Are of the requisite level to unlock the subspecies.

        * In the event that a player can unlock multiple subspecies, Suibhne will inform him of one requisite item at random.

        * Any of the requisite items may be traded at any time. There is no reason for it to be the one Suibhne mentioned during a player's last conversation with him.



  • Text Commands

    • The text command /checkname (/cn) has been introduced.

      This command enables players to examine the true names of adventurers while they are possessing monsters in Monstrosity.

      * This command functions in the exact same manner as /check when using it on normal adventurers.
    • The text command /monsterskill (/ms) has been introduced.

      /monsterskill (/ms) "[m.s. name]" "[target name]"

      Uses a monster skill on specified target.

      You cannot use a job ability that you have not learned, or if the current environment restricts monster ability usage.

      * This command may only be used in Monstrosity.

  • Known Issues

    • Using attack-related spells or monster abilities after selecting oneself as the target of them makes one the subtarget. Furthermore, once a player removes himself as the subtarget, he cannot make himself the subtarget again.

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 Valefor.Houppelande
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By Valefor.Houppelande 2013-08-05 14:32:52  
Kalila - are you going to come back to try Monstrosity? :o
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By Kalila 2013-08-05 14:33:37  
Valefor.Houppelande said: »
Kalila - are you going to come back to try Monstrosity? :o
doubt it ._.
 Valefor.Houppelande
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By Valefor.Houppelande 2013-08-05 14:39:10  
ok :(
 Asura.Rekin
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By Asura.Rekin 2013-08-05 14:49:59  
This strikes me as odd.

The issue wherein the sheep special attack Sheep Bleat could be resisted if players had a formidable resistance against sleep.

in the part about resolved issues... Is the move suppose to be 100% accurate on players? Seems fairly backwards considering that almost all new gear has magic eva/resist on them.
 Fenrir.Lillaly
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By Fenrir.Lillaly 2013-08-05 14:55:48  
So i have a question.

I just bought forefront Cesti a few weeks ago...
Are mine going to be changed to these "New" ones? if so do you guys think its going to be better or worse for them?
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