I’ll start with a vorseal that was added in the May version update, which is comparatively a bit easier to grasp the prereqs.
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Dev Tracker - news, discussions
About Vorseal Table:
Quote: You want hints, eh? Since it’s Friday and all, I suppose a tiny hint wouldn’t hurt. I’ll start with a vorseal that was added in the May version update, which is comparatively a bit easier to grasp the prereqs. Gotta be the add-on missions, was doing them on my mule to see what Vorseals they give but I'm having connection problems and can't get her back in now.
Pantafernando said: » About Vorseal Table: Quote: You want hints, eh? Since it’s Friday and all, I suppose a tiny hint wouldn’t hurt. I’ll start with a vorseal that was added in the May version update, which is comparatively a bit easier to grasp the prereqs. So that's add-ons, I'm betting. Quote: Quote: The initial effect of the job trait Inquartata gives a 5% increase to the rate of parry while the subsequent ranks increase this effect by 2%. The effect of “Inquartata +” when wearing Erilaz Leg Guards gives you an additional rank (+2%), and when wearing Erilaz Leg Guards +1, it gives you two additional ranks (+4%). While I cannot share the exact value of the parry cap, when fighting a monster that is the same level or above, the value is such that you will not be able to reach the maximum. On the other hand, when fighting monsters that are lower level than you, there will be cases that you reach the cap; however, these are monsters that are so weak that you wouldn’t be rewarded experience points from them. This is a 5% increase to your current parry rate. Another example is with the job ability Battuta. This gives a 40% increase to your base parry rate, and with each merit point upgrade into this ability it increases in 4% increments. Additionally, the effect from the job ability Battuta and the job trait Inquartata aren’t determined by the enemies’ strength, but applied directly as a percentage. (In cases where you see "Parry skill" and "Parry skill +", these values will change depending on an enemies’ strength.) Quote: Enfeebling Potency - How MND and INT Differences Play a Role Greetings, everyone! As many of you already know, MND and INT play a major role when enfeebling enemies, but depending on the difference between your stats and your foe’s stats the potency of your spells will differ. Let’s take a quick look at some examples of this and how different the potency becomes when you are able to overpower your enemy’s stats! Slow (Change in attack delay) Lowest effect value when MND is 75 less than your enemy: around 7.3% Highest effect value when MND is 75 more than your enemy: around 29.2% Slow II (Change in attack delay) Lowest effect value when MND is 75 less than your enemy: around 12.5% Highest effect value when MND is 75 more than your enemy: around 35.1% *With each merit point increase, the effect value grows by about 1%. Paralyze (Change in the rate of Paralysis) Lowest effect value when MND is 40 less than your enemy: around 5.0% Highest effect value when MND is 40 more than your enemy: around 25.0% Paralyze II (Change in the rate of Paralysis) Lowest effect value when MND is 40 less than your enemy: around 10.0% Highest effect value when MND is 40 more than your enemy: around 30.0% *With each merit point increase, the effect value grows by about 1%. Blind (Change in reduced physical accuracy effect) Lowest value when your MND is 40 under an enemy’s INT: 5 Highest value when your MND is 60 over an enemy’s INT: 30 Blind II (Change in reduced physical accuracy effect) Lowest value when your MND is 40 under an enemy’s INT: 15 Highest value when your MND is 60 over an enemy’s INT: 40 Distract (Change in reduced physical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 50 over an enemy’s MND: 10 *When your enfeebling magic skill is 125, the maximum value for this effect is 25. MND is then factored into this after. Distract II (Change in reduced physical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 50 over an enemy’s MND: 10 *When your enfeebling magic skill is 350, the maximum value for this effect is 40. MND is then factored into this after. Distract III (Change in reduced physical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 50 over an enemy’s MND: 10 *When your enfeebling magic skill is 610, the maximum value for this effect is 80. MND is then factored into this after. Frazzle (Change in reduced magical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 100 over an enemy’s MND: 10 *When your enfeebling magic skill is 135, the maximum value for this effect is 25. MND is then factored into this after. Frazzle II (Change in reduced magical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 100 over an enemy’s MND: 10 *When your enfeebling magic skill is 365, the maximum value for this effect is 40. MND is then factored into this after. Frazzle III (Change in reduced magical evasion effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 100 over an enemy’s MND: 10 *When your enfeebling magic skill is 625, the maximum value for this effect is 80. MND is then factored into this after. Addle (Change in reduced magical accuracy effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 100 over an enemy’s MND: 20 *Regardless of enfeebling magic skill, the amount of reduced magical accuracy is -20. Addle II (Change in reduced magical accuracy effect) Lowest value when your MND and an enemy’s MND are the same: 0 Highest value when your MND is 100 over an enemy’s MND: 50 ※*Regardless of enfeebling magic skill, the amount of reduced magical accuracy is -50. Quote: We’re planning to implement a feature that allows you to toggle certain effects on and off, such as alter ego auras. Getting this feature prepared will take some time, so please look forward to this in a future version update. Quote: [dev1283] New High-Tier Mission Battlefields
★One to be Feared Players will clash wills with Omega and Ultima. ★Dawn Cast off the Chains that shackle you in a struggle against Promathia.
The key items required to participate in these battlefields can be acquired from the following NPCs in exchange for merit points. Trisvain in Northern San d’Oria (J-7) Raving Opossum in Port Bastok (J-11) Mimble-Pimble in Port Windurst (L-5)
Players must be level 95 or greater and have completed the normal versions of the appropriate mission battlefield in order to receive its key item.
* Any player may select a difficulty level, but the battlefield's level will be determined by the first person to enter. * Players must have cleared the battlefield on normal to select either difficult or very difficult. * All party members must be in possession of the required key item to enter.
Spoils are rewarded both for vanquishing the boss and clearing the battlefield, and include items needed for reforging artifact, relic, and empyrean equipment in addition to equipment unique to each battlefield. Quote: [dev1284] New Seekers of Adoulin Quest A new Seekers of Adoulin quest will be added.
This quest concludes the Erfimia/Robertioux story arc that began with the quest The Secret to Success. Quote: [dev1285] Mog Garden Adjustments Rank 6 of monster rearing will be ulocked.
Pantafernando said: » Quote: Enfeebling Potency - How MND and INT Differences Play a Role Are those really supposed to be all MND? Even the Black Magic ones like Blind and Frazzle/Distract? Quote: Discontinuing “E-mail Address 2” (Sep. 28) In order to improve security, the “Email Address 2” in the Square Enix Account Management System will be discontinued on Sep. 28, 2015. *The time will be announced at a later date. After discontinuation, the registered “E-mail Address 2” that were saved on the servers will all be deleted, and the following functions will stop working. - Password resets using the “E-mail Address 2” - E-mail address changes using the “E-mail Address 2” Please make sure that the e-mail registered as “E-mail Address 1” is verified before the discontinuation of “E-mail Address 2”. We apologize for any inconvenience this may cause, and thank you for your understanding. Quote: [dev1286] Quality of Life Improvements
Windows/Xbox 360 Versions Only
Quote: Tetsujin has more or less figured out how the Amplifier functions. When you are trying to land a magic burst, the automaton will have its elemental magic cool down timers reset, and it will select the appropriate element to use for the burst. Automatons have been set to check their actions once every three seconds, and the way they use their elemental magic is determined by this routine check as well. This verification speed can actually be sped up even further by using the Tactical Processor. When you have three ice maneuvers with this attachment equipped, the check delay will be reduced to 1.15 seconds. Give it a shot Quote: Currently we do not have any plans to increase the cap for the Group 1 or Group 2 merit point categories. Quote: We currently do not have any plans to increase the availability and acquisition of Heavy Metal Plates, Riftcinders, and Riftdross. Quote: We understand the desire for geomancer to be added to the coin weapons from Walk of Echoes; however, we have no plans to do so at this time. Quote: In order to help, we need a little more information to determine what's happening. Are you attempting to summon alter egos for battles related to the avatar quests? If this is the case, this is working as intended, as we designed these encounters to restrict the use of Trust magic. The same applies for Einherjar. Please let us know if you are unable to summon alter egos while engaged in the Alexander fight related to the battlefield of the Treasure of Aht Urhgan mission "Nashmeira’s Plea." We have tested and confirmed that alter egos can be used for this mission battle. Pantafernando said: » About Vorseal Table: Quote: You want hints, eh? Since it’s Friday and all, I suppose a tiny hint wouldn’t hurt. I’ll start with a vorseal that was added in the May version update, which is comparatively a bit easier to grasp the prereqs. Quote: More hints? Okay, I’ll give you another. Quote: Thanks for the feedback thus far on Domain Invasion. In the September version update we will be implementing an evaluation system. This will be similar to what we have in place for reives, and you will be able to earn capacity points depending on the amount of evaluation points you accrue. Quote: When you have more than 30 MP that can be consumed, Full Cure will remove the following status ailments. (It removes the same status ailments that Benediction does.) Sleep*/Poison*/Paralyze*/Blind*/Silence*/Petrify*/Disease*/Curse*/Bind*/Gravity*/Slow*/ Addle/Intimidate/Kaustra/Mute*/Plague*/Bane*/Burn/Frost/Frost /Rasp/Shock/Drown/Dia/Bio/Flash/STR Down/DEX Down/VIT Down/AGI Down/INT Down/MND Down/CHR Down/HP Max Down/MP Max Down/ TP Max Down/Inhibit TP/Critical Hit Evasion Down/Accuracy Down/Attack Down/Evasion Down/Defense Down/Magic Accuracy Down/Magic Attack Down/Magic Evasion Down/Magic Defense Down/Helix/Gambit/Inundation/Quickstep/Box Step/Stutter Step/Feather Step *There are cases where status ailments from certain enemies cannot be cured. Quote: Effect Values of Indicolure Enfeebling Spells Greetings, geomancers! For your reference, the following is a list of the lowest and highest values for each of the Indicolure enfeebling spells. Hopefully this aids you in your adventurers! *The skill values are a combination of both geomancy skill and handbell skill. *Geomancy + shows the added value when you have +1 from equipment. The item “Idris” will boost the effect by 10 times.
Quote: Greetings, On the topic of automaton damage, I think you will be interested to hear about how the Flame Holder attachment works and see some data on the stats for various automaton weapon skills.
Now then, onto the weapon skill data…
Quote: [dev1287] Unity Concord and Records of Eminence Adjustments
Fafhogg UC. Not at all out of the realm of possibility that one of its drops would be an iLvl Ridill.
Paired with the new Joytoy = iLvl Sword-chucks, yo! Ridill would be nice, but my guess is a ilvl Aegishjalmr and Balmung. Anything but an ilvl Andvaranauts lol (Although this is SE we're talking about...).
I wonder if they're doing Behemoth/Aspid also, I don't see them giving out ilvl D rings, but they really don't have any good drops. An ilvl Sipar is the only thing I see with potential. I'd like them to do Behemoth/Aspid too, but not even stop there: Adamantking, Overlord, Manifest, Cerberus, Hydra, Khimaira, Gulool Ja Ja, Medusa, Gurfurlur, Ixion, Sandworm.
Sylph.Jeanpaul said: » I'd like them to do Behemoth/Aspid too, but not even stop there: Adamantking, Overlord, Manifest, Cerberus, Hydra, Khimaira, Gulool Ja Ja, Medusa, Gurfurlur, Ixion, Sandworm. That would be great, bring back all the HNM mobs. The way things are going, I am going to be very amused if the last Escha zone event is a Vrtra type mob. Offline
Posts: 367
The sky gods could be really neat to add!
Creecreelo said: » The sky gods could be really neat to add! I just hope they find a way to make the drops viable. I can't imagine Ridill fitting into current game FFXI.
Offline
Posts: 936
Please an ilvl Dring so I can congrat on those spending 100+ pops on KB.
I really like this new direction of telling us the stats on things rather then having us try to "figure it out" by testing against really weak mobs.
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