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Dev Tracker - Discussion
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 Sylph.Funkworkz
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By Sylph.Funkworkz 2019-03-09 17:10:43  


Stats posted for the final(?) Katana and Staff.

  • Note that they have unique names finally.

  • New katana stat: Regain varies depending on dual wield (???)

  • New staff stat: Magic Damage varies with TP



(???) - Someone else give a better translation, please.

Oh look, its the katana not the sword.
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By Taint 2019-03-09 17:21:23  
That’s A katana.
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By Afania 2019-03-09 17:22:01  
Sylph.Funkworkz said: »


Stats posted for the final (?) Sword and Staff.

  • Note that they have unique names finally.

  • Savage Blade damage bumped up to +60% on Sword.

  • New sword stat: Regain varies depending on dual wield (???)

  • New staff stat: Magic Damage varies with TP



(???) - Someone else give a better translation, please.

That's a katana, lol.

Edit: beaten
 Sylph.Funkworkz
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By Sylph.Funkworkz 2019-03-09 17:23:21  
just changed op lol, sorry for no 60% savage blade.
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By Treizekordero 2019-03-09 17:33:54  
I'm guessing here but looks like the skill goes up to +250 now? and it looks like acc+40, att+30, macc+40??

Base stats get +5 more than their Kaja counterparts...

I was also thinking since many of the Kaja weapons are good. Jobs like WAR could final form axe/kaja axe? Unless Barbarity/+1 is better than Kaja axe for offhand.
 Asura.Saevel
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By Asura.Saevel 2019-03-09 18:20:04  
The Weapon Skill bonus isn't being increased, which is good in most cases, while the base stats get a slight boost and some special effect is tossed on. Overall I think it's a solid enough upgrade. The staff is interesting, if it's bonus is large enough could make for a viable nuking DPS option for BLM/SCH/RDM as the REMA's currently suck for that.
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By Nyarlko 2019-03-09 18:50:38  
Katana: Regain from DW = They said "1.1", sounds like regain = 110% of your DW value.
Effect active when equipped in main hand only confirmed.

Staff: Magic Damage UP based on TP = Linked to specific TP values (tiered effect in other words. Guessing 1k/2k/3k.) Damage "+100" @ 3k TP. Most likely "Magic Damage" stat, possibly MAB though. They talk about it quite a bit, in case anyone who's actually fluent is willing to take a shot at a full translation. * hint hint *

Ambuscade: V1=Tonberry, V2=Hippogryph. They gave a detailed explanation on how to fight the hippogryph and fully explained the gimmicks. lol >< (It gets something akin to Airy Shield which prevents damage except during specific timing.)

Also, they showed off some lovely charts detailing the 5x new attachments coming out (which will be added to an NPCs stock for high prices AND craftable with Alchemy,) as well as 5x existing attachments getting adjusted. Point costs are getting lowered and effects are getting raised. Then they went into what seemed like quite a bit of talk about how exactly PUP attachments function.

The config utility is getting updated, possibly the installer as well. Think they are aiming for an April/May release.
 Asura.Topace
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By Asura.Topace 2019-03-09 20:39:54  
Was the tonberry ambu horrible? can't remember that one.
 Shiva.Arislan
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By Shiva.Arislan 2019-03-09 21:16:28  
Wasn't bad at all. Pretty standard fight.

https://www.ffxiah.com/forum/topic/50994/ambuscade-volume-1-june-2017
 Asura.Saevel
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By Asura.Saevel 2019-03-09 21:17:35  
Asura.Topace said: »
Was the tonberry ambu horrible? can't remember that one.

Uhggg, have to reset your hate after every run in the temple or risk eating 60K attacks. Otherwise I don't remember it being particularly difficult, lots of blinks and BLU pretty much owned it.
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 Asura.Topace
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By Asura.Topace 2019-03-09 21:46:11  
How annoying I don’t feel like having to cap to berry hate again after the ambu is over. My poor VS this month.
 Bismarck.Nyaarun
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By Bismarck.Nyaarun 2019-03-09 21:47:00  
Asura.Saevel said: »
Draylo said: »
What NMs are you talking about for end game that REQUIRE zerging?

Its not required, only that faster kills = easier and safer wins. This in turn leads players to seek the faster method as that's the path of least resistance.

Then I outlined why this is true, that difficulty in FFXI is just dice rolls and by lower the number of dice rolls the enemy gets you dramatically lower the chance of something bad happening. "Strategy" is mostly about which buffs to use, how to program your character automation (lua/react/ect) and occasionally coordinating something special like bard swaps or which thing to hit.

That's pitiful by any standard.

Now to compare I'll use a raid I just did the other night called the Curse of Strahd. This is a super short synopsis. It's for twelve people and you need one tank and one healer, everyone is expected to be capable of taking care of themselves for short periods of time and brings their own meds or remove status ailments.

Everyone gathers at start and enters raid, there are three items that must be taken, the Sunsword, the Icon of Ravenloft and Holy Symbol of Ravenkind. The first NPC will pull cards from a deck and the players must write down the order that the five cards are pulled (M D B H I for example)

Go in first room, kill trash, focus kill 3 Greater Shadows of Hate that have a stacking on-hit effect of reducing your max HP, curse potions remove this. After their dead, split up and search out smaller shadows of hate while tank goes into sergei's room and activates Strahd. After the shadows are dead and Strahd is finished his monologue exit to the starting room and tank to the NPC. The NPC will open a door to the tower and the real raid begins.

The tower is covered in traps with only a narrow ledge that can be walked on, a character with trap skills must go forward and disarm them while the rest of the fights the constantly re-spawning mobs. Every 30s someone will randomly be inflicted with "Grip of Strahd", it's a 15s terror (ffxi speak) effect that kills them upon expiring. When this happens one of the people carrying the Holy Symbol or Icon need to use their item to remove the Grip, these items recharge every 30s. Upon safely reaching the top the first fight against Strahd starts. Inside Strahd will summon trash mobs and randomly put down several blue circles, get out of the circles or take a few thousand damage. Trash mobs will overwhelm the group if not kept down. After causing Strahd to run away you leave his room and the tank stays to hold Strahd (he'll reappear in next area) while the rest use dimension door back to the start, use rest shrine, and get ready for doors.

In doors the players split up so that one person is in each of the ten clusters of doors map while the tank waits for the signal. Once the signal is given the tank exits the tower causing Strahd to spawn and the doors to unlock, each player must now check their four doors looking for torches labeled with the names from the cards, upon finding one they call out it's name and location (M 8.1) and check all their other doors. Once all are found the players need to hit them in the sequence given at the start. During this time tons of trash mobs will spawn and start swarming the players, hitting the fifth correct torch cause's the trash to despawn. After all touches are lit players gather at entrance to final room.

After resting and buffs, players enter the final fight that has Strahd and his three brides. Strahd starts out invincible but hitting him with the Sunsword makes him vulnerable for a short period, thus a melee needs to nerf their DPS to keep him vulnerable, for us it's usually the tank. Work Strahd's HP down to about 5~10%, then disengage and work all three of his brides HP's down to similar levels, if one is killed it will respawn at full health. Cause Strahd's HP to hit 0, then immediately kill all three brides, then the person carrying the Sunsword plunges it into his chest and you win the raid. If these aren't done in order, Strahd regens back to 25% and the brides are all back at 100%. Lots of circles and red mist to avoid as they are all instant death to any non-tank character.


And that is one of the more straight forward raids, Tempest Shrine and Fire on the Mountain are more complicated, Temple of the Deathwyrm gives people nightmares. This is just a good example of one requiring teamwork, communication, division of roles and a general amount of utility.


Faster kills dont always equate to easier and safer wins. Zergs arent always the safest option as they forego Subtle Blow, which can lead to wipes themselves through mob TP spam.

Non zerg methods utilizing MNKs and NINs can usually be far safer, and sometimes even faster, than your standard zerg method, unless your zerg kills before a mob can TP.
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 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2019-03-09 21:49:58  
I wouldn't have that argument with Saevel. You're right, but he'll argue against it for weeks anyway.
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 Asura.Chaostaru
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By Asura.Chaostaru 2019-03-09 22:17:41  
Shiva.Arislan said: »
Having read it all, It seems like its gonna suck *** lol. I dont wanna reset tonberry hate...
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 Asura.Saevel
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By Asura.Saevel 2019-03-09 22:37:22  
Bismarck.Nyaarun said: »
Faster kills dont always equate to easier and safer wins.

Yes they do, it's why everyone use's SMN's and why using MNK's is a sideshow for those bored. NM's have a floor on how fast they can use TP moves regardless of TP feed, that floor is incredibly easy to reach.
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 Leviathan.Stamos
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By Leviathan.Stamos 2019-03-10 00:29:50  
Pupdate stuff. Copying from other thread


Tension Spring V: 18/21/24/27% attack
Loudspeaker V: 40/50/60/70 Mab
Tranquilizer IV: 40/60/80/110 Macc
Stabilizer V: 40/50/65/80 acc
Scope IV: 40/50/65/80 racc



Looks like Two fire attachments they are adding brings the weapon damage value up. They are base and II up

5/15/30/45 for the base
10/20/35/50 for II

The two ice attachments are magic damage up

20/40/60/80 base
40/60/80/120 for II

And the wind one translate to Ranged damage +

5/15/30/45%


They are lowering the cost of attachments as well. Also, heat capacitor, eraser, and barrage turbine will not consume maneuvers
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By geigei 2019-03-10 09:07:50  
Anyone who play pup i guess.
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By Numquam 2019-03-10 11:01:07  
DirectX said: »
So just a better DD? Who cares about that really?

I care.
 Bismarck.Nyaarun
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By Bismarck.Nyaarun 2019-03-10 11:35:28  
Asura.Saevel said: »
Bismarck.Nyaarun said: »
Faster kills dont always equate to easier and safer wins.

Yes they do, it's why everyone use's SMN's and why using MNK's is a sideshow for those bored. NM's have a floor on how fast they can use TP moves regardless of TP feed, that floor is incredibly easy to reach.

Then you have never been in a real party designed to use MNK properly. Theres a reason why nin tank mnk DD is the safest way to clear omen+ fights.
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By SimonSes 2019-03-10 11:48:04  
Not sure what Saevel was thinking, but I think he meant that you can throw 10 dds and mob still wont tp faster than with 4, which is true. If he meant that subtle blow and mnk diesnt matter and you will still reach same tp feed, then he clearly is wrong. So depends what he meant :P
 Leviathan.Comeatmebro
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By Leviathan.Comeatmebro 2019-03-10 11:53:25  
NMs can TP about once every 7 seconds. With heavy DD(or any kind of DD in an alliance), they will frequently be using 2500-3000 TP moves every 7 seconds.

With a party using 2-3 subtle blow DPS, you can extend it to 20-30 seconds between TP and reduce the average TP on WS to well below 2000.

The floor he's referring to is the 7 seconds, he just refuses to acknowledge that subtle blow has value because he can't comprehend that TP/Second is a more meaningful measurement of survivability than TP/fight in most cases. (If you can do 4x more damage by zerging, and the mob can still only TP once per 7 seconds, you can potentially kill the mob with less total TP eaten.. they're just in faster succession. It's true this is better in some cases, but it is not anywhere near all of them.)

Can go back a few months in the MNK thread and read the whole argument if you want, it's already been done to death 2-3x there.
 Asura.Zanosan
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By Asura.Zanosan 2019-03-10 11:53:26  
Bismarck.Nyaarun said: »
Asura.Saevel said: »
Bismarck.Nyaarun said: »
Faster kills dont always equate to easier and safer wins.

Yes they do, it's why everyone use's SMN's and why using MNK's is a sideshow for those bored. NM's have a floor on how fast they can use TP moves regardless of TP feed, that floor is incredibly easy to reach.

Then you have never been in a real party designed to use MNK properly. Theres a reason why nin tank mnk DD is the safest way to clear omen+ fights.

Why would you bother bringing a NIN tank (or any tank at all) when you could bring any shitty 800 skill geo with a Wilt/Fade/Vex mix and let the MNKs tank
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 Lakshmi.Buukki
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By Lakshmi.Buukki 2019-03-10 12:28:53  
Plenty people value the usefulness of MNK in a lowman/low tp feed scenario. It's fight dependent. Just because the general playerbase doesn't understand simple fight mechanics does not mean its negligible.
 Asura.Saevel
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By Asura.Saevel 2019-03-10 12:34:10  
Bismarck.Nyaarun said: »
Asura.Saevel said: »
Bismarck.Nyaarun said: »
Faster kills dont always equate to easier and safer wins.

Yes they do, it's why everyone use's SMN's and why using MNK's is a sideshow for those bored. NM's have a floor on how fast they can use TP moves regardless of TP feed, that floor is incredibly easy to reach.

Then you have never been in a real party designed to use MNK properly. Theres a reason why nin tank mnk DD is the safest way to clear omen+ fights.

Checks current meta, see's MNK still as the least desired job in the entire game.

Your statement is factually incorrect and your opinion is moot.

YouTube Video Placeholder


The underdog MNK brigade couldn't stay in their thread anymore and have infested the rest of the forums.
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 Ragnarok.Inx
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By Ragnarok.Inx 2019-03-10 12:48:53  
Funny, I see SMN being used for less and less content these days, certainly as an out and out DD. Seems like the "current meta" these days is somewhat different than in Reisenjima's heyday.

I'd suspect its going to get even more that way in the future given the power-creep on melee jobs has massively outstripped gains made by pet jobs over the last couple of years.
 Asura.Frod
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By Asura.Frod 2019-03-10 12:54:10  
Ragnarok.Inx said: »
Funny, I see SMN being used for less and less content these days, certainly as an out and out DD. Seems like the "current meta" these days is somewhat different than in Reisenjima's heyday.

I'd suspect its going to get even more that way in the future given the power-creep on melee jobs has massively outstripped gains made by pet jobs over the last couple of years.

the only reason SMN isn't wide spread in dynamis-d is because of geo's debuff potency nerf in that content. A SMN is just as capable of crazy numbers there, it just requires extra sources of debuff/buffs. However, a minimally supported SMN will easily top the parse on wave 3 bosses in all four dynamis zones.
 
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