Version Update (Oct. 7)

言語: JP EN DE FR
2010-06-21
New Items
5596 users online
フォーラム » FFXI » General » version update (Oct. 7)
version update (Oct. 7)
 Bismarck.Ramyrez
Offline
サーバ: Bismarck
Game: FFXI
User: Ramyrez
Posts: 4746
By Bismarck.Ramyrez 2013-10-07 15:04:59  
For a fairly sparse update, it has some fairly potent useful things from an accessibility standpoint.

I'm mildly concerned about Corsair's lack of a higher I-level weapon in light of this update, but as has been said...m.acc wasn't a very big problem in the first place, so we'll see how it plays out.

I just want a shiny, non-boring new weapon for Corsair is all. Aphotic isn't bad, just bland. Halachuinic looks like a rust pipe. Even Donderbuss is really boring.

Corsair really needs an endgame exagun that's worth using, by damn!
[+]
 Ragnarok.Sekundes
Offline
サーバ: Ragnarok
Game: FFXI
User: Sekundes
Posts: 4217
By Ragnarok.Sekundes 2013-10-07 15:05:57  
Phoenix.Capuchin said: »
It really doesn't matter what the item level is. Any item level mainhand = increase in m.acc. Whether it's item level 113 or 119, it's still a significant buff, and a R15 plasm dagger/sword is still a "quality" main weapon.

I'm sure you're right that the thinking behind this change was more with mage jobs in mind, but COR getting some benefit is a nice side effect.
How does it not matter? The macc from a 113 to a 119 is a significant difference.
 Bismarck.Ramyrez
Offline
サーバ: Bismarck
Game: FFXI
User: Ramyrez
Posts: 4746
By Bismarck.Ramyrez 2013-10-07 15:07:12  
Quote:
It really doesn't matter what the item level is. Any item level mainhand = increase in m.acc. Whether it's item level 113 or 119, it's still a significant buff, and a R15 plasm dagger/sword is still a "quality" main weapon.

I'm sure you're right that the thinking behind this change was more with mage jobs in mind, but COR getting some benefit is a nice side effect.

Yeah. I'm not disagreeing that a buff is nice. It's just more of a complaint "in theory." Because "in theory," bards and red mages now have higher-grade melee weapons.

In theory.

Mostly I'm just being butthurt due to lack of shinies for Corsair. As noted above.
 Phoenix.Capuchin
Offline
サーバ: Phoenix
Game: FFXI
User: Anza
Posts: 4104
By Phoenix.Capuchin 2013-10-07 15:10:28  
Ragnarok.Sekundes said: »
Phoenix.Capuchin said: »
It really doesn't matter what the item level is. Any item level mainhand = increase in m.acc. Whether it's item level 113 or 119, it's still a significant buff, and a R15 plasm dagger/sword is still a "quality" main weapon.

I'm sure you're right that the thinking behind this change was more with mage jobs in mind, but COR getting some benefit is a nice side effect.
How does it not matter? The macc from a 113 to a 119 is a significant difference.

COR had macc+ ZERO before today. I think the macc from a 113 weapon is still a nice buff that didn't exist at all before, especially when it comes from using a weapon you may have been using anyway (definitely would be using if you're /DNC, like a good COR should be doing in a lot of situations anyway).

Or we could complain that BRD strangely gets on some THF gear just like it always has. Mandau? Hecatomb?

I'm not that worried. I know COR isn't intended to be a melee on the same level as a THF or DNC, and it more than makes up for things with nice guns and Last Stand (not to mention the main reason for the job's existence, the buffs)
By fractalvoid 2013-10-07 15:23:07  
some people want their cor/whm still as i said... would love to just /anon amd come whatever i want but is not how things work...

also i dunno what you'd be using dmg shots on in delve, and in things like wkr im fairly sure that mab would be.more beneficial than m.acc to help a random partial resist which likely won't happen.in wkr if you have -storm and someone is using af3+2 feet for the bonus.
 
Offline
Posts:
By 2013-10-07 15:29:39
 Undelete | Edit  | Link | 引用 | 返事
 
Post deleted by User.
[+]
 Ragnarok.Sekundes
Offline
サーバ: Ragnarok
Game: FFXI
User: Sekundes
Posts: 4217
By Ragnarok.Sekundes 2013-10-07 15:37:21  
Phoenix.Capuchin said: »
[
COR had macc+ ZERO before today. I think the macc from a 113 weapon is still a nice buff that didn't exist at all before, especially when it comes from using a weapon you may have been using anyway (definitely would be using if you're /DNC, like a good COR should be doing in a lot of situations anyway).

Or we could complain that BRD strangely gets on some THF gear just like it always has. Mandau? Hecatomb?

I'm not that worried. I know COR isn't intended to be a melee on the same level as a THF or DNC, and it more than makes up for things with nice guns and Last Stand (not to mention the main reason for the job's existence, the buffs)
I just wanted to make sure that no one thought that the same macc bonus would be applied for all iLVL weapons because an uncareful reading may have suggested such.

There were very few situations on cor where I've had macc issues and in those cases all I do is fire off shots so I'd have had a staff on anyway.
[+]
Offline
Posts: 9772
By Zerowone 2013-10-07 15:41:32  
Gerion said: »
Zerowone said: »
Quote:

The following adjustments have been made to magic accuracy.

Magic accuracy will now increase when wielding a weapon with a displayed item level in the main hand.

* This bonus will not display in the item help text, but still applies.

* The Voay Staff and Voay Staff +1 apply their lowered magic accuracy stats by subtracting them from this internal bonus, and as such have increased magic accuracy compared to previously.

The Magic Accuracy bonus been removed from the help text of the following items.

Kannakiri +1 / Dowser’s Wand / Tamaxchi / Aedold +1 / Forefront Wand / Mondaha Cudgel / Sharur / Sharur +1 / Aedold / Sasah Wand +1 / Lehbrailg +1 / Forefront Staff / Soothsayer Staff / Atinian Staff / Atinian Staff +1 / Sortilevel Staff / Lehbrailg

* Magic accuracy has been deleted from the help text only. The attrbiute itself has been increased.

When the section is read in whole, i think some of us might be getting our hopes up with respect to COR. Hopefully there was an adjustment with respect to marksmanship skill levels.

Though that last line is going to require some testing.


That last line just means that the weapons themselves no longer give any MACC on their own. The only MACC they give now is from the natural bonus MACC you get from them being item level weapons, which is higher than what they had. So, for example, the MACC from a level 117 weapon is higher than the +180 that the Atinian Staff used to have in the text.

I knew what it meant. What I meant was testing the undisclosed increased values.
 Ragnarok.Achira
Offline
サーバ: Ragnarok
Game: FFXI
User: Achira
Posts: 16
By Ragnarok.Achira 2013-10-07 15:49:59  
Bismarck.Greezy said: »
OMGz ty for login screen mute button!!!

Oh I'm not the only one who has had their eardrums blown out while on vent then decided to mule while IG?
[+]
 Shiva.Viciousss
Online
サーバ: Shiva
Game: FFXI
User: Viciouss
Posts: 8022
By Shiva.Viciousss 2013-10-07 15:55:23  
Ragnarok.Achira said: »
Bismarck.Greezy said: »
OMGz ty for login screen mute button!!!

Oh I'm not the only one who has had their eardrums blown out while on vent then decided to mule while IG?

Wow, 10 years later.
 Bahamut.Krizz
Offline
サーバ: Bahamut
Game: FFXI
User: Krizz
Posts: 3161
By Bahamut.Krizz 2013-10-07 15:59:48  
Uploaded my patch.
http://tehkrizz.net/FFXI/patches/20131007.rar
[+]
 
Offline
Posts:
By 2013-10-07 16:02:48
 Undelete | Edit  | Link | 引用 | 返事
 
Post deleted by User.
 Bismarck.Ihina
Offline
サーバ: Bismarck
Game: FFXI
User: Ihina
Posts: 3187
By Bismarck.Ihina 2013-10-07 16:35:58  
Err....so am I skilling up my brd's dagger/rdm's staff skill or is it only ilvl?
 Asura.Gregalen
Offline
サーバ: Asura
Game: FFXI
User: Gregalen
Posts: 59
By Asura.Gregalen 2013-10-07 16:37:22  
Anyone able to figure out if the swords I use for blu still help with the physical damage? I'm currently using dual skirm +1 swords
 Asura.Gregalen
Offline
サーバ: Asura
Game: FFXI
User: Gregalen
Posts: 59
By Asura.Gregalen 2013-10-07 16:37:39  
And i'm currently at work to.
 Cerberus.Ganlere
Offline
サーバ: Cerberus
Game: FFXI
User: Ganlere
Posts: 112
By Cerberus.Ganlere 2013-10-07 16:40:10  
Does BST no longer need the AF2+2 hands and merits, or am I understanding the Call Beast changes wrong?
Offline
Posts: 9772
By Zerowone 2013-10-07 16:48:39  
Just testing sword skill increase for blu physicals.



Buramen'kah CA+Efflux @85%TP

Below was just regular Delta Thrust both @300% no JAs while in a Reive: Gives an idea of dmg on multi's.

[+]
 Leviathan.Lsvtec
Offline
サーバ: Leviathan
Game: FFXI
User: Freazer
Posts: 23
By Leviathan.Lsvtec 2013-10-07 16:49:02  
Cerberus.Ganlere said: »
Does BST no longer need the AF2+2 hands and merits, or am I understanding the Call Beast changes wrong?
i would like to know this as well
 Cerberus.Conagh
Offline
サーバ: Cerberus
Game: FFXI
User: onagh
Posts: 3189
By Cerberus.Conagh 2013-10-07 17:14:07  


Spell damage on Butterflies, usually seeing 7800 however this is also one shotting the Butterlies so difficult to see if this is capped damage or just landing 3 hits etc.

Needs some serious testing on Harder content!

CA + Efflux @ 0 TP with 5/5 Enchainment merits.

98+153 STR on gear.
[+]
 Quetzalcoatl.Falkirk
Guide Maker
Offline
サーバ: Quetzalcoatl
Game: FFXI
User: Falkirk
Posts: 728
By Quetzalcoatl.Falkirk 2013-10-07 17:23:22  
Leviathan.Lsvtec said: »
Cerberus.Ganlere said: »
Does BST no longer need the AF2+2 hands and merits, or am I understanding the Call Beast changes wrong?
i would like to no this as well

You'll still need AF2+2/BA merits. I tried Call Beast with Lucky Lulush, Hunahpu (iLvl 115) and 5/5 Beast Affinity (but didn't have Monster Gloves +2 equipped) and it had 4972 MaxHP (which is what a level 109 Lucky Lulush should have) so you'll still need your augmented Gloves and max merits to get the most out of your iLvl pets.

The update is giving additional stat boosts (atk/acc/m.atk/etc.) on top of the regular level-up stat increases (HP/STR/DEX/etc.).
[+]
 Bismarck.Zuidar
Offline
サーバ: Bismarck
Game: FFXI
User: Radiuz
Posts: 1309
By Bismarck.Zuidar 2013-10-07 17:27:08  
Cerberus.Conagh said: »


Spell damage on Butterflies, usually seeing 7800 however this is also one shotting the Butterlies so difficult to see if this is capped damage or just landing 3 hits etc.

that has gotta hurt!
Offline
Posts: 369
By Vafruvant 2013-10-07 17:46:11  
Leviathan.Lsvtec said: »
Cerberus.Ganlere said: »
Does BST no longer need the AF2+2 hands and merits, or am I understanding the Call Beast changes wrong?
i would like to no this as well
I don't know a ton about BST, but let's take a look at the update text.

"The attack, defense, accuracy, evasion, magic accuracy, magic attack, and magic evasion of pets called using the “Call Beast” ability will now increase based on the item level of the weapon equipped in the main hand."

This, in conjunction with previous testing of an HP increase with the main hand item level, leads me to believe that they are merely correcting/balancing the power of pets post-level-increase. This update never mentioned anything about hit points, which were proven in the last update. However, I agree, there needs to be some testing done.
 Ragnarok.Inx
Offline
サーバ: Ragnarok
Game: FFXI
User: Inxmonk
Posts: 373
By Ragnarok.Inx 2013-10-08 07:42:03  
5/5 BA Merits and Augmented Monster Gloves+2 are still crucial for getting the most out of pre-Adoulin jugs.

Although mainhand iLVl sets the "hard" cap for the absolute maximum level a pet can be, they are still subject to the "soft" cap based on jug-type.

For example Faithful Falcorr has a potential maximum level of 114 because the "soft" spawn cap of lvl 99 can only be bumped up 15 levels with Aug. Monster Gloves+2 and 5/5 merits.

However attaining that requires a mainhand weapon > iLvl 114, meaning that if you swapped from Hunahpu (115) to Brethren (113), the pet's level would immediately drop to 113.

The change just makes pets scale better at >iLvl 100 by adding to more than just base attributes as it used to do.
Offline
Posts: 811
By Spiraboo 2013-10-08 07:57:15  
Cerberus.Conagh said: »


Spell damage on Butterflies, usually seeing 7800 however this is also one shotting the Butterlies so difficult to see if this is capped damage or just landing 3 hits etc.

Needs some serious testing on Harder content!

CA + Efflux @ 0 TP with 5/5 Enchainment merits.

98+153 STR on gear.


Let's go do another bee!
 Leviathan.Mckeag
Offline
サーバ: Leviathan
Game: FFXI
User: Tajinjr
Posts: 204
By Leviathan.Mckeag 2013-10-08 16:09:34  
Leviathan.Draylo said: »
Leviathan.Mckeag said: »
Where are my relic updates...

Did you not read the update schedule?


To busy playing GTA V and FFXIV. Didn't think this game was still alive.
 Leviathan.Draylo
Offline
サーバ: Leviathan
Game: FFXI
User: Draylo
By Leviathan.Draylo 2013-10-08 16:16:42  
Wow you are so edgy and cool.
 Leviathan.Mckeag
Offline
サーバ: Leviathan
Game: FFXI
User: Tajinjr
Posts: 204
By Leviathan.Mckeag 2013-10-08 16:47:25  
Leviathan.Draylo said: »
Wow you are so edgy and cool.
Thanks, I get that a lot.
[+]
 Cerberus.Conagh
Offline
サーバ: Cerberus
Game: FFXI
User: onagh
Posts: 3189
By Cerberus.Conagh 2013-10-08 17:01:09  
Spiraboo said: »
Cerberus.Conagh said: »


Spell damage on Butterflies, usually seeing 7800 however this is also one shotting the Butterlies so difficult to see if this is capped damage or just landing 3 hits etc.

Needs some serious testing on Harder content!

CA + Efflux @ 0 TP with 5/5 Enchainment merits.

98+153 STR on gear.


Let's go do another bee!

But the bee is Boring! incoming new Delve bosses kthanks!
 Bismarck.Snprphnx
Offline
サーバ: Bismarck
Game: FFXI
User: Snprphnx
Posts: 2715
By Bismarck.Snprphnx 2013-10-11 02:36:57  
More explanation of the magic skill and magic Acc changes

Quote:
Following yesterday’s post on magic accuracy, Producer Akihiko Matsui would like to explain about the new magic accuracy skill + system.

Originally Posted by Akihiko_Matsui
Matsui here.

I’d like to explain about the concept of the “magic accuracy skill +” that was implemented in the October version update.

This is not the existing “magic accuracy +” stat, it is a new system
Prior to the version update, we had added “magic accuracy +” to weapons individually so that players could deal with the high magic evasion of high level monsters.

However, considering the situation of jobs such as red mage, dark knight, ninja, and blue mage who equip weapons other than clubs and staves, there was a necessity to add magic accuracy to just about every weapon, and this removed one of the possible stat slots on weapons.

Also, as we had to give consideration for having two weapons when dual wielding, the amount of magic accuracy given to one-handed weapons would have to be limited making it inconvenient to dual wield, so we decided to adopt the “magic accuracy skill +” system that would be applied to only main hand weapons, much like the “combat skill +” stat.
Magic accuracy skill + for jobs whose mainly use ranged weapons
Similar to dual wield, we’d have to give consideration for how magic accuracy is applied to the both the ranged weapon and the main hand weapon as well as making it easy to understand like other jobs, and we decided to apply this to main hand weapons only.

However, since abilities and weaponskills associated with ranged weapons can only be used when they are equipped, we would like to explore whether we can implement the below:
Main weapons’ weaponskills and magic granted from support jobs reference main weapons’ magic accuracy skill +
Wildfire and other ranged weapon elemental weaponskills reference ranged weapons’ magic accuracy skill +
Standardized settings for magic accuracy skill + on equipment
We will not be setting values on a per weapon basis; instead we will be adding a standardized amount of magic accuracy skill + depending on the weapon type and item level. (There is a possibility in the future that we introduce weapons with special characteristics that deviate from the standard.)

Fundamentally, clubs and staves which are predominantly backline job weapons will have higher value of magic accuracy skill +. Also, within the same weapon types, the more magic focused staves as opposed to poles used for attacking will receive a somewhat higher amount of magical accuracy skill +.

Furthermore, considering that it is possible to equip a sub-weapon when using a club, we will be giving a slightly higher value of magic accuracy skill + to staves. (This will be only a very slight difference)

Please consider this adjustment one that preserves the magic-centric aspects of clubs and staves, while making it possible to utilize magic when you equip swords and two-handed swords.

I apologize for the inconvenience as this stat is not listed on the item help text currently.
Comparing frontline weapon types to backline weapon types, there is a disparity of roughly 1-3 item levels, but essentially we’ve added a higher amount of magic accuracy skill + to higher item level weapons, so please use item levels as a reference for this in the meantime as we prepare for the November version update.
Log in to post.