[dev1135] New Special Job Abilities

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[dev1135] New Special Job Abilities
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 Quetzalcoatl.Lishje
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By Quetzalcoatl.Lishje 2012-11-16 12:43:42  
Wow, how many times does this make that they misspelled "Invincible" for the automaton?
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 Sylph.Takitu
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By Sylph.Takitu 2012-11-16 12:51:45  
Ok so they are basically saying that there are mobs that even with elemental seal can resist an enfeebling magic effect?

Seriously anyone can think of a mob like that?

Also Do you remember the wotg earring it says .. occasionally maximizes magic acc. Is it what they are aiming for?

Still stupid to give rmd just a shitty elemental seal +1 and arguing that it would be better when there's nothing that can resist ele seal ( not considering inmune mobs)
 Phoenix.Gameesh
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By Phoenix.Gameesh 2012-11-16 13:00:11  
Quetzalcoatl.Lishje said: »
Wow, how many times does this make that they misspelled "Invincible" for the automaton?

I'm glad I'm not the only one who noticed that >_>
Unless Valor model IS getting invisible... o_O;
 Valefor.Sapphire
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By Valefor.Sapphire 2012-11-16 13:11:20  
That ninja one is quite hilarious, SE is going to add more stuff with 100+ damage spikes so NINs can kill themselves using their SP.
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By Jassik 2012-11-16 13:19:01  
Valefor.Sapphire said: »
That ninja one is quite hilarious, SE is going to add more stuff with 100+ damage spikes so NINs can kill themselves using their SP.

Se has always countered strong abilities with tons of mobs immune to it, but spikes should rarely be an issue if your whm gives a crap and has a half decent bar spell set.
 Seraph.Koroma
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By Seraph.Koroma 2012-11-16 13:29:10  
Siren.Kalilla said: »

Beastmaster - - -


pray se pulls a RDM here and completely alters bst planned ability.
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 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-11-16 13:31:24  
So... they decided no to change the DRG sp?
 Carbuncle.Nynja
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By Carbuncle.Nynja 2012-11-16 13:32:32  
Sylph.Takitu said: »
Ok so they are basically saying that there are mobs that even with elemental seal can resist an enfeebling magic effect?

Seriously anyone can think of a mob like that?

The only mobs that will resist an ES spell are mobs with native immunity to that element or debuff. I've never heard of a partially resisted ES spell from a mob that isnt natively immune.
 Leviathan.Draylo
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By Leviathan.Draylo 2012-11-16 14:00:01  
Mobs can still resist ES + spell even if they aren't immune. Thinking off the top of my head, Kirin with stun and a low skill same deal with silence on Kirin/Suzaku.
 Siren.Kalilla
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By Siren.Kalilla 2012-11-16 14:30:18  

11-16-2012 01:00 PM
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Camate
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Happy Friday everyone!

The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

With that said please make sure to test it out as we would love to hear your feedback!

Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

Next, on to red mage's new special ability, which is being heavily discussed.

Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
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 Sylph.Mesheef
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By Sylph.Mesheef 2012-11-16 14:36:32  
Didn't I see somewhere that SE was dropping the resistance rates of enfeeble magic and making enfeebles more viable again?

If I did in fact see that....

Why are they wasting time making a crap *** SP for RDM to have a one spell deal with minimal resist?
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By Shirukenu 2012-11-16 14:39:29  
I'm still trying to think of a situation in which the scholar 2hr is useful.
It's like Kaustra, everything worth casting it on is incredibly resistant to it.
Any situation worth using the new 2hr on will be in an alliance where it's redundant.

Edit: I'm still gunna try to MPK black mages in my party. :)
 Siren.Kalilla
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By Siren.Kalilla 2012-11-16 14:39:57  
I'm sure it was dropped, but you're right. They did say they were going to drop resist rates completely at one point.
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By Enuyasha 2012-11-16 14:40:36  
Sylph.Mesheef said: »
Didn't I see somewhere that SE was dropping the resistance rates of enfeeble magic and making enfeebles more viable again?

If I did in fact see that....

Why are they wasting time making a crap *** SP for RDM to have a one spell deal with minimal resist?
I can only think of Saboteur -> SP -> needed (but highly resisted against)spell. Unfortunately...Slow II,Paralyze II,Gravity II,Addle, and other spells RDM could Sabo and make better are apparently done better by jobs with only the tier I and low enfeebling... :|

It also worries me like it worries others that they keep putting Invisible on the melee puppet...although, having a pocket Benediction for when ***gets bad is nice. Also, if it works with Overdrive Overdrive -> RDMbot Chainspell for mass lols.....or Overdrive -> BLMbot Manafont for damage...but the BLMbot would rip hate and die almost instantly...
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By Shirukenu 2012-11-16 14:42:11  
Enuyasha said: »
Sylph.Mesheef said: »
Didn't I see somewhere that SE was dropping the resistance rates of enfeeble magic and making enfeebles more viable again?

If I did in fact see that....

Why are they wasting time making a crap *** SP for RDM to have a one spell deal with minimal resist?
I can only think of Saboteur -> SP -> needed (but highly resisted against)spell. Unfortunately...Slow II,Paralyze II,Gravity II,Addle, and other spells RDM could Sabo and make better are apparently done better by jobs with only the tier I and low enfeebling... :|

I dont think they're better at enfeebling per ce, they just have other things they can do at the same time like cure or nuke harder.
 Sylph.Mesheef
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By Sylph.Mesheef 2012-11-16 14:42:13  
Siren.Kalilla said: »
I'm sure it was dropped, but you're right. They did say they were going to drop resist rates completely at one point.

Even if they don't drop it, RDM new SP will never even come close, even in specific situations to any of the other SP.

They only thing it would be useful for in my honest opinion is to !! a highly resistant mob.

Other than that why even make the SP?

Siren.Kalilla said: »
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

Kalilla found it, thanks. Whats even more sad is that it is the paragraph right after....
 Carbuncle.Nynja
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By Carbuncle.Nynja 2012-11-16 14:54:33  
Quote:
On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

Am I reading Slycer's translated version improperly (seen below)? Because even with RDM's new SP, if the mobs immune, its not going to land, which contridicts the above.

Quote:
*As long as the monster is not completely immune, the spell will be guaranteed to hit (there is still a possibility of half resist).
 Sylph.Takitu
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By Sylph.Takitu 2012-11-16 15:55:34  
Now that I think about it

I once saw a screenshot of a rdm stunning nidhogg. And I got resisted even with elemental seal.

So my question is elemental seal is just considered something like a set number for example magic acc +100

And the new effect will just maximize it like the earring of wotg ( meaning there is a cap then)
 Bismarck.Ihina
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By Bismarck.Ihina 2012-11-16 16:36:16  
Quote:
Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability.

So I guess this 2hr works with dark magic too, not just enfeebling.
 Asura.Vysere
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By Asura.Vysere 2012-11-16 17:35:43  
Phoenix.Gameesh said: »
But no... SE has once again proven that it has no idea how to balance Red Mage. I was under the impression that SE actually listened to the feedback of the fans and/or forums regarding these abilities. Unless they have more tweaks to the debuffing system coming in the future, I fear Red Mage will die out fast...

I thought RDM was already dead. This is just SE desecrating the grave even more.
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 Carbuncle.Pwnzone
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By Carbuncle.Pwnzone 2012-11-16 18:48:42  
Shirukenu said: »
I'm still trying to think of a situation in which the scholar 2hr is useful.
It's like Kaustra, everything worth casting it on is incredibly resistant to it.
Any situation worth using the new 2hr on will be in an alliance where it's redundant.

Edit: I'm still gunna try to MPK black mages in my party. :)

I cant wait for someone in my pt to call my sch fat so i can sick the vwnm on em. Ill have accession animus augeo up all fight then wam! Mofo wont know what hit him....wait yes he will
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By charlo999 2012-11-17 07:26:00  
Thing is about the rdm sp is that is there any fight that would change drasticaly if you could land any single enfeebling spell on said monster one time in a 1 hour period?
Point is enfeebling magic does not hurt a mob as much as SE are impying. Which is why the new sp is so crap.
I remember meriting para 2 and maxing my build out back in the day getting some good proc rates on lower stuff. Anything high that i had trouble landing on would take a load of casts, Then would proc for like 1-2 times and wear off.
Now your saying it will stick once every hour and i will get my 2 procs of para?
Or a 2-3 mins of slow 2 per hour?
Even if it lasted for a few casts of spells we dont have the base power in our enfeebling spells for it to be that powerful.
That isnt worthy of a sp.
If they are going to go down this route they need to add double-triple potency/duration of spells for a 30-45 sec duration whilst keeping the acc. And also give us 1 or 2 more spells to cast with it.
As it is slow 2 para 2 blind 2 addle maybe using the -evasion on grav is the only spells thats gonna be useful to cast with. Maybe dia and bio if they change the power. And blind 2 not so much seen as anything worth a dam will have capped hitrate regardless.
And even then as it stands other jobs can do these more powerful/same.

I want my extra powered ehnancing buffs that last for 9-10 mins of every hour back. Or a mega protect and a 39 mdt shell that lasts for 30 mins. At least i see that being very useful.
 Ragnarok.Taereon
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By Ragnarok.Taereon 2012-11-17 07:51:15  
A super debuff spell (let's call it Taereon) that addles, slow II, paralyze II, lowers attack and defense, blind II and sleeps (or binds) a mob for 5 min (10 minutes with composure up) would be special ability worthy and just what RDM needs to get back in the fray! It should also give party members in AOE 5 tick regain.
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By Leviathan.Kincard 2012-11-17 08:35:18  
Jassik said: »
Valefor.Sapphire said: »
That ninja one is quite hilarious, SE is going to add more stuff with 100+ damage spikes so NINs can kill themselves using their SP.

Se has always countered strong abilities with tons of mobs immune to it, but spikes should rarely be an issue if your whm gives a crap and has a half decent bar spell set.

NINs usually get stuck in a party without a WHM these days, but I dunno how much it'd help on HNM spikes. I do know that if you don't have a bar-spell killing yourself faster than a WHM can react is very possible though. Last time I did Gaunab, I went from full HP to 0 in what looked like a single turn after smacking his spikes. Granted the WHMs in that party probably didn't give a ***, but even if they did they couldn't have reacted fast enough.

If you're playing smart though, you'll make sure you have the proper buffs before you SP2 on a monster with ultra spikes anyway.
 Siren.Kalilla
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By Siren.Kalilla 2012-11-17 09:40:47  
A good WHM would see the spikes were casted, then react to the people who are still attacking and need a cure the most so everyone can stay alive and live through that phase. However, if you know your WHM can't keep up any longer and you die from it, and you had enough time to react, well it's just simply your fault :P
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By Leviathan.Kincard 2012-11-17 09:44:43  
I usually just stick on Fool's Drink when I see Blaze Spikes come up on Gaunab. In my defense that time I was dead by the time I realized his spikes were up. =P
 Siren.Kalilla
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By Siren.Kalilla 2012-11-17 09:47:08  
Being your fault you die isn't always such a bad thing, just too bad you have to sit out 5/3 minutes.

Still, if someone dies on my team regardless if they were at fault or not, it feels like it was my fault :|
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 Valefor.Omnys
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By Valefor.Omnys 2012-11-17 10:00:09  
Leviathan.Kincard said: »
Jassik said: »
Valefor.Sapphire said: »
That ninja one is quite hilarious, SE is going to add more stuff with 100+ damage spikes so NINs can kill themselves using their SP.

Se has always countered strong abilities with tons of mobs immune to it, but spikes should rarely be an issue if your whm gives a crap and has a half decent bar spell set.

NINs usually get stuck in a party without a WHM these days, but I dunno how much it'd help on HNM spikes. I do know that if you don't have a bar-spell killing yourself faster than a WHM can react is very possible though. Last time I did Gaunab, I went from full HP to 0 in what looked like a single turn after smacking his spikes. Granted the WHMs in that party probably didn't give a ***, but even if they did they couldn't have reacted fast enough.

If you're playing smart though, you'll make sure you have the proper buffs before you SP2 on a monster with ultra spikes anyway.

At least some huge spikes, barspells don't help as much as you'd like. 200 thunder resist (spell + haidate) at Teekesselchan (forgive me, just an example) only seemed to affect the damage by 50~ a hit.

A reduction to spike damage taken should be inherent to subtle blow. It "makes sense" even. Monks, ninjas, and dancers are agile and in real combat would strike their enemy at vulnerable spots, and not spikey spots.
 Siren.Kalilla
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By Siren.Kalilla 2012-11-19 12:10:50  
11-19-2012 07:01 AM
[BG source] [JP source]
Slycer
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Regarding Song Casting

Bahamut.Whitez (JP Player, Shantoto) said: »
Complaints about how it's hard enough to keep 4 songs up and it will be basically impossible to keep 5 songs up with Daurdabla plus the new SP for bard, comments about how it's a pain to have to cast songs in a specific order to overwrite others, etc.

We would like to do some tests regarding getting songs with shorter duration to overwrite songs of longer durations, to possibly overwrite based on remaining time rather than overall duration. We need to take abilities like Tenuto into account, so it will take some time to confirm.

In order to have more potent songs overwrite less potent ones we would need to go back for each song and reset the performance individually to make this adjustment, so it would require a significant change. Therefore, unfortunately, it will be very difficult to make this adjustment in the near future.

This may cause some inconvenience, but please understand.

Translated by: Slycer
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11-19-2012 07:02 AM
[BG source] [JP source]
Slycer
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Regarding New Monk SP Ability (continued)

Thanks for your feedback. We'd like to give a couple of responses to the discussion.

Asura.Catslave (JP Player) said: »
Although the double HP is interesting, it won't really help if you're tanking and it only lasts one minute, and it won't really matter if you aren't tanking. I don't really see many situations where it will be useful.

We received a lot of feedback about extending the duration of this ability to a few minutes, and we've also received a lot of more general feedback. For now, based on our testing, we're thinking a maximum of 60 seconds for this ability.

The purpose of this ability is not to last for a full battle, but rather to work in tandem with other jobs' SP abilities such as Invincible and Perfect Defense.

Bahamut.Kalkanturbo (JP Player, KalKan-R) said: »
Because of different races, I'd rather that you increase HP by a fixed amount rather than just double it. Since there is a fairly disappointing amount of high level HP gear, if you compare Galka and Tarutaru, it will be a huge difference with the ability active.

We may consider this. Since we would not fully fix the value as it would require a set amount for each level, we may give it a formula like increase HP by "(level x n) + (VIT x n)".

We may include this in the next test server update so we can test the pattern of HP increase.

Please continue providing your comments and feedback!

Translated by: Slycer
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11-19-2012 07:03 AM
[BG source] [JP source]
Slycer
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Regarding New Red Mage SP Ability (continued)

Another translation. I don't know why they responded to this because people obviously aren't reading. They already said that complete immunities wouldn't be affected....

Also, they decided to use these quotes to report a bug in which the ability was actually useful, and let us know that they will stamp it out posthaste.


Sylph.Rakusu (JP Player, Karakuri) said: »
I tested the new SP out on Shinryu. He was completely resistant to Sleep, Sleep II, Bind, Silence, and Break. I think something is bugged. I don't know if it's Shinryu specifically or the new SP.

Thank you for your testing reports.

Due to a bug in the new RDM ability, it is possible that the effect may occur even if an enemy is completely resistant. We are pursuing a fix, but the correct behavior as noted should be that there is no effect if an enemy is completely resistant.

For people who are testing specifically on Shinryu - the complete resistance is correct, and is the present situation. This is because the resistance adjustments of Abyssea monsters have not yet been completed. We will continue to adjust in the future so that monsters are not fully immune to debuffs as much as possible.

We apologize for the inconvenience.

Translated by: Slycer
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 Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-11-19 12:48:45  
Be nice if they would make putting up and keeping songs up easier.

#1 change I would want is make the requirement of getting another song based on the brd's song numbers and not on individual players. This would make sure there is no added complication of people being just a tiny bit out of range. It annoys me when I have to fully cycle through songs because one person moved to 10.1 distance.

Another annoyance is refreshing songs. For the first minute or so, you can't refresh songs, they just have no effect. So if someone runs out of range, and you need to cast again, the first set and the second set are out of alignment despite being the same song and you have a higher chance of the song wearing before you can refresh it.

I really wish they would make a distance improving item much like cor's ring.
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