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[dev1135] New Special Job Abilities
Quetzalcoatl.Lishje
サーバ: Quetzalcoatl
Game: FFXI
Posts: 82
By Quetzalcoatl.Lishje 2012-11-16 12:43:42
Wow, how many times does this make that they misspelled "Invincible" for the automaton?
[+]
Sylph.Takitu
サーバ: Sylph
Game: FFXI
Posts: 59
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
サーバ: Phoenix
Game: FFXI
Posts: 859
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
サーバ: Valefor
Game: FFXI
Posts: 1831
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.
[+]
By Jassik 2012-11-16 13:19:01
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
By Seraph.Koroma 2012-11-16 13:29:10
pray se pulls a RDM here and completely alters bst planned ability.
[+]
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4214
By Ragnarok.Sekundes 2012-11-16 13:31:24
So... they decided no to change the DRG sp?
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 6563
By Carbuncle.Nynja 2012-11-16 13:32:32
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
サーバ: Leviathan
Game: FFXI
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.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-11-16 14:30:18
| 11-16-2012 04:46 AM | | Slycer | | BG Translator |  |
| | Testing of New SP Abilities
In today's test server update, the new SP abilities for corsair, ninja, red mage, and monk were introduced. In order to allow for easy testing, the recast time on all SP abilities has been set to 10 seconds. To allow for testing of the new corsair SP, the old corsair SP timer is still set at 1 hour.
Please check out all of the new SPs and give us your feedback.
Additionally, the effect duration for the new monk SP ability has been changed to 30 seconds. This is still reflective of the old duration, and we will consider modifying it in future adjustments with a potential duration of 30, 45, or 60 seconds.
Translated by: Slycer | |
| 11-16-2012 06:56 AM | | Slycer | | BG Translator |  |
| | Regarding the New MNK SP Ability
{{Some guy was quoted here, gave some ideas regarding the MNK SP, including something about increased guard rate}}
Thanks for your feedback. We changed from the counter because we had a challenge with countering in response to differing enemy attack ranges. Since we could not solve this issue with the current battle system, we decided to change the ability.
About guard- it won't be the main effect, but I believe that it might be possible that the benefits of the new SP could be extended to including guarding at some point. However, please consider that ranged attacks cannot be guarded against.
Also, since we will continue these adjustments for some time, please continue to give us your feedback.
(Repeated note about 30 second duration on new MNK SP)
Translated by: Slycer | |
| 11-16-2012 07:01 AM | | Slycer | | BG Translator |  |
| | Regarding the New RDM SP Ability
Thanks for your feedback. I'm going to respond to some of your opinions about the new RDM SP ability.
Leviathan.Niuuu (JP Player, pix) said: »My only thoughts are on the RDM SP ability. Seriously, just one spell? It's like a crappy version of Elemental Seal. Enfeebling magic is weak as it is...maybe either allow for more casts in a shorter duration, or potentially to allow the spell to ignore monster immunity. |
Elemental Seal significantly increases magic hit rate, so it can still potentially be impacted by a very highly resistant monster. In the majority of situations where it is difficult to stick an enfeeble, it is because the monster is very highly resistant. In order to be able to stick the spell and ignore the resistance (bypassing Immunobreak), the new RDM SP ability can be used to give the debuff reliably.
As far as immunity goes, we are planning on tuning each monster individually and getting rid of immunity as much as possible. In Voidwatch, Legion, and the Limbus/Einherjar high level expansions, immunities have already been reduced to almost none. We will continue to perform these adjustments to other monsters as well as in all new content.
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. We'd be grateful if you'd test out this ability first and then let us know how you feel about it. {{This just in: Stun has a recast timer unless you use Chainspell}}
Also, about your opinion that the effects of enfeebling magic are too weak in the first place, we also want to give enfeebling magic a more noticeable effect and we would like to tackle this in the future as a separate issue.
Phoenix.Ploplo (JP Player) said: »About the RDM SP ability - will it wear off if the target has total immunity to a spell you cast? That would be kinda dumb, although I guess it can be used to check if a target is immune first. |
When an enfeebling spell is resisted completely, the effect will not be lost and will be carried over to the next enfeebling spell. By the way, if a monster is fully resistant to something, the log will have a message that says the target "completely resists" the effect, so you can check this first.
Translated by: Slycer | |

| 11-16-2012 04:42 AM | | Gildrein | | Community Rep |  |
| | [dev1135] New Special Job Abilities
New special job abilities will be introduced.
* These special abilities will not share the same recast time as previous ones.
* The recast time will be decreased from two hours to one.
* The abilities displayed with a gray background have not been included in the November 16 test server update.
| Job |
Ability Name |
Effect |
Effect Duration |
| Warrior |
WAR SP 2 |
Grants a 100% chance of activating Double Attack. |
60 sec |
| Monk |
MNK SP 2 |
Doubles your maximum HP and recovers health equal to this amount at the time of casting. (Added November 16, 2012) |
30 sec |
| White Mage |
Asylum |
Grants a powerful resistance to enfeebling magic and Dispel. |
30 sec |
| Black Mage |
Subtle Sorcery |
Decreases enmity generated by magic and increases magic accuracy. |
60 sec |
| Red Mage |
RDM SP 2 |
Increases the accuracy of your next enfeebling magic spell cast. Effect expires when either 60 seconds pass or an enfeebling magic spell is cast successfully. (Added November 16, 2012) |
60 sec |
| Thief |
- |
- |
- |
| Paladin |
- |
- |
- |
| Dark Knight |
Soul Enslavement |
Auto-attacks absorb target's TP. |
30 sec |
| Beastmaster |
- |
- |
- |
| Bard |
BRD SP 2 |
Allows an additional song to be cast on party members. |
180 sec |
| Ranger |
RNG SP 2 |
Halves the delay on ranged weapons.Grants a 100% chance of activating Double Shot and Triple Shot. |
60 sec |
| Samurai |
Yaegasumi |
Evades all special attacks that deal physical or magic damage.Enhances the potency of your next weapon skill every time you evade a special attack. |
45 sec |
| Ninja |
NIN SP 2 |
Increases your number of auto-attacks based on the number of your shadow images. (Added November 16, 2012) |
30 sec |
| Dragoon |
DRG SP 2 |
Eliminates the recast time of jump abilities. |
30 sec |
| Summoner |
Astral Conduit |
Eliminates recast times for Blood Pacts and fully restores MP upon activation. |
30 sec |
| Blue Mage |
Unbridled Wisdom |
Allows unlimited casting of blue magic spells that use Unbridled Learning. Additionally, Unbridled Learning will have no recast time. |
60 sec |
| Corsair |
COR SP 2 |
Reduces the recast time of party members' special job abilities, excluding yours, based on the number rolled. (Added November 16, 2012) |
Instantaneous |
| Puppetmaster |
Heady Artifice |
Allows automatons to use a special ability that varies by head.Harlequin Head: Mighty StrikesValoredge Head: InvisibleSharpshot Head: Eagle Eye ShotStormwaker Head: ChainspellSoulsoother Head: Benediction (will only affect the automaton and members of its master's party)Spiritreaver Head: Manafont |
Mighty Strikes: 45 secInvisible: 30 secEagle Eye Shot: InstantaneousChainspell: 60 secBenediction: InstantaneousManafont: 60 sec |
| Dancer |
Grand Pas |
Gives five finishing moves, resets flourish recast timers, and eliminates the cost of finishing moves. Effect ends either when its duration expires or is used three times. |
30 sec |
| Scholar |
Caper Emissarius |
Transfers the whole party's enmity to a party member of your choice. |
Instantaneous |
|
* Abilities implemented on the test server have provisional names, help text, and graphical effects. Actual effects of these abilities may be changed or adjusted. | |
| 11-16-2012 01:00 PM | | Camate | | Community Rep |  |
| | 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. | |
サーバ: Sylph
Game: FFXI
Posts: 138
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?
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. :)
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
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.
By Enuyasha 2012-11-16 14:40:36
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...
By Shirukenu 2012-11-16 14:42:11
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.
サーバ: Sylph
Game: FFXI
Posts: 138
By Sylph.Mesheef 2012-11-16 14:42:13
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?
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
サーバ: Carbuncle
Game: FFXI
Posts: 6563
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
サーバ: Sylph
Game: FFXI
Posts: 59
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
サーバ: Bismarck
Game: FFXI
Posts: 3187
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
サーバ: Asura
Game: FFXI
Posts: 25
By Asura.Vysere 2012-11-16 17:35:43
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.
Carbuncle.Pwnzone
サーバ: Carbuncle
Game: FFXI
Posts: 323
By Carbuncle.Pwnzone 2012-11-16 18:48:42
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
[+]
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
サーバ: Ragnarok
Game: FFXI
Posts: 213
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.
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2012-11-17 08:35:18
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.
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サーバ: Siren
Game: FFXI
Posts: 14552
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
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
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
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サーバ: Siren
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Posts: 14552
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 :|
Valefor.Omnys
サーバ: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2012-11-17 10:00:09
Leviathan.Kincard 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.
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Posts: 14552
By Siren.Kalilla 2012-11-19 12:10:50
| 11-19-2012 07:01 AM | | Slycer | | BG Translator |  |
| | 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 | |
| 11-19-2012 07:02 AM | | Slycer | | BG Translator |  |
| | 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 | |
| 11-19-2012 07:03 AM | | Slycer | | BG Translator |  |
| | 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 | |
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4214
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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