|
Dev Tracker - news, discussions
By Ruaumoko 2016-10-28 11:40:07
Good changes.
Now fix Scythe, SE
or nerf gsword What?
Serveur: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2016-10-28 11:56:12
Valefor.Prothescar said: »Good that they've noticed MNK, it's in the worst position out of any job atm. Indirectly affects PUP too but you don't really look at it for the master's damage. A large boost in H2H base dmg could be pretty scary, though not sure how far it'll go without a change to some H2H WSs unless they plan to focus on white dmg.
Depending on what they do with Smite, DRK and WAR (does DRG get Smite?) could be pretty disgusting. SMN buffs are a bit strange since it's already a pretty powerful and almost riskless DD, but I guess we'll see what happens. I don't want to be that guy, but we should consider the possibility of smn getting nerfed this time. I'm thinking about how flaming crush would become too stronk with the incoming h2h changes, so they might tweak the formula a bit to compensate that.
Nerf SMN. Right. The one job that's not been bandwagoned and has remained quietly used here and there for end game but whose potential is only maximized by having a COR and GEO.
This is where I politely extend you the middle finger. Did you care to read what i wrote before pulling ur finger out of your...glove?
Of course I read what you posted, and in all honesty, I'm not trying to be rude to you. What I don't understand, though, is how people can frivolously suggest nerfs for SMN based on nonsensical forecasts on the strengths of how Flaming Crush will react to upcoming changes.
I honestly don't think people understand the asinine amount of effort and resources that go into SMN's gear before they can even output respectable BP damage - especially for high-tier end game content. If we're closing a skillchain with Flaming Crush for capped damage, in most (if not all) cases, it's due to the SMN's gear, having COR and/or GEO buffs or all of the above.
Right now SMN isn't in a good place to bust out serious DPS on it's own without the aid of other support jobs. I wish this wasn't the case but it is what it is. There are plenty of monster weakness to exploit and superior gear can still offer capped damage or burst damage, but at the end of the day for high-tier end game, you aren't seeing people shouting for SMN in /yell (as of yet).
I can't possibly fathom why this job should be altered, changed, tweaked or otherwise messed with in any way shape or form (unless it were positive changes). Ok, let me rephrase it, as i suspect you did misunderstand me after all.
I did not suggest that smn deserves a nerf, only that, since it is my understanding that flaming crush's physical part is treated as h2h, with the upcoming buff for h2h damage, they might tweak the formula down to keep its numbers closer to what they are now. It's only pure speculation, not different from half(more?) of the latest posts in the thread. No reason to get your feelings hurt, i wish your job all the best things in the world from now till the servers (may that never happen, lord) shut. There are two different terms being referred to as H2H here; the weapon type, which monks use, and the damage type, which H2H weapons inflict, as well as some blood pacts. The fact that they share the same name is an unfortunate relic of our limited knowledge of it years ago.
They are adjusting the H2H weapon type, not the H2H damage type; the latter is simply a multiplier to the final damage depending on what mob you're hitting, and doesn't have any equations or stats associated with it at all. SE adjusting the H2H weapon type won't affect the damage done by other sources of damage that are classified as inflicting H2H damage type.
By ScaevolaBahamut 2016-10-28 13:09:00
Quote: We’ve got a couple of job adjustments on top, included some adjustments to summoner blood pacts, and a review of the hand-to-hand weapon damage calculation formula. These changes include an increase to physical blood pact attribute caps and increase maximum hand-to-hand damage, providing further strengths to damage-dealing capabilities. We’ve also got several adjustments to the Smite job trait.
I don't know why y'all are assuming this means Smite's getting buffed. They're making a point of specifically not saying that, in contrast to H2H and blood pacts.
Siren.Kyte
Serveur: Siren
Game: FFXI
Posts: 3332
By Siren.Kyte 2016-10-28 13:12:38
I wouldn't be too surprised if they just give additional trait levels to the jobs that get less of them, and maybe give it to a job or two that don't get any naturally (SAM, maybe RUN).
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2016-10-28 13:27:23
Need a cor version of daken!! Call it Akimbo or something Idk! *wants things too*
By Treizekordero 2016-10-28 13:28:17
2 weeks away... ugh.. I can't wait to see what Smite and H2H are gonna do post update.
I hope they change the levels the smite jobs get. I'd like to see DRG and MNK have 3 tiers of smite like WAR, 2 tiers for PUP and SAM.
Valefor.Omnys
Serveur: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2016-10-28 13:29:03
Need a cor version of daken!! Call it Akimbo or something Idk! *wants things too*
Trigger Finger
Phoenix.Capuchin
Serveur: Phoenix
Game: FFXI
Posts: 3603
By Phoenix.Capuchin 2016-10-28 13:48:26
Valefor.Prothescar said: »My actual prediction is that PUPs come out of this on top. MNK will get a boost to make them competitive but not over the top, whereas a high-end PUP is already competitive, and this will just inch them farther along.
Yeah PUP could come out of this as a real monster DD, as opposed to today where it's really more tank-oriented, or pet-party focused for those lovable oddball pet LSes ;)
MNK has some native offensive advantages over PUP with KA/Footwork, Impetus, Focus. But automatons have been beefed up substantially over the past year, and can easily more than make up for the gap from the players themselves. This is already clearly the case today, but nothing looks to be changing with a non-job specific H2H buff. Gear is largely the same these days with a few exceptions (most notably, PUP not having access to Adhemar gear, and some JSE weapon differences - but arguably PUP comes out better on that front with stuff like a Mythic that also gives OA2-3x to the puppet).
For reference, my typical current master/automaton damage split is something like 60%/40% with a good hybrid set. In some circumstances, the puppet can pull ahead or at least be more like 50-50. And my PUP (master only, not counting the major contribution from the puppet) probably does roughly 80% the DPS of an equally well geared MNK. That all adds up to master+puppet combined really thrashing a MNK. Also doesn't account for stuff like PUP can pretty easily "self" light or dark SC with the master+puppet team, which obviously isn't something MNK can do (or PUP's generally superior SC flexibility thanks to Stringing Pummel).
What will be particularly interesting to see is how weapon base damage plays into this change, as there are some pretty significant differences in DMG/Dly H2H options. Perhaps DMG isn't quite as major if H2H WS remain not really the highlight of H2H users' overall DPS. But then again, maybe the overall formula is adjusted to give DMG more weight for "white damage" too.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2016-10-28 14:37:38
On the PUP front, I wish they would remove skillchain aspect from inhibitors, or give a stand alone STP attachment.
[+]
Valefor.Kiaru
Serveur: Valefor
Game: FFXI
Posts: 361
By Valefor.Kiaru 2016-10-28 14:46:16
Good changes.
Now fix Scythe, SE
or nerf gsword What? What's there not to understand?
Scythe is super weak, probably the 2nd worst weapon in the game.
Great sword is stronger than most 2h weapons, to the point where WARRIOR is going to be using greatsword over gaxe in most situations.
Gsword might be a little too strong, but it's probably ok. The best solution is to fix scythe (and gaxe? I dunno what's wrong with gaxe don't play war)
Serveur: Odin
Game: FFXI
Posts: 2255
By Odin.Llewelyn 2016-10-28 14:50:59
Scythe is super weak, probably the 2nd worst weapon in the game. Incorrect.
to the point where WARRIOR is going to be using greatsword over gaxe in most situations. Is your point really that every job should be using their highest skill weapon or there's a flaw in the game?
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2016-10-28 14:56:47
I actually parse very well using my Anguta and spamming Cross Reaper.
Phoenix.Capuchin
Serveur: Phoenix
Game: FFXI
Posts: 3603
By Phoenix.Capuchin 2016-10-28 15:06:51
On the PUP front, I wish they would remove skillchain aspect from inhibitors, or give a stand alone STP attachment.
Seriously. Especially now that Speedloaders exist and have better SC logic, there's really zero reason to keep the SC properties on Inhibitors. Would be far better off as a purely Store TP attachment.
By Pantafernando 2016-10-28 15:07:36
Quote: Announcing the November Version Update
A fine day to you, adventurers! Matsui here to provide you with some tidbits of information about the upcoming version update, scheduled for Thursday, November 10.
We’ve got a couple of job adjustments on top, included some adjustments to summoner blood pacts, and a review of the hand-to-hand weapon damage calculation formula. These changes include an increase to physical blood pact attribute caps and increase maximum hand-to-hand damage, providing further strengths to damage-dealing capabilities. We’ve also got several adjustments to the Smite job trait.
Of course, it wouldn’t be a version update without new foes and rewards for Ambuscade, and we hope you enjoy tackling the new challenges on offer in November.
In terms of quality-of-life improvements, we’ve added some teleportation locations for survival guides and home points, a topic that has been of some debate on the official forums. These additions will make traveling throughout Vana’diel even easier, so take this opportunity to explore the world!
November also brings along with it XI Day (11/11), and we’ve got a special anniversary event complete with rewards boasting all-new graphics. We’d like for as many people to experience this event as possible, so we’re also hosting a Return Home to Vana’diel Campaign—bring your friends back to XI and enjoy spending time together! This campaign brings along with it a plethora of other mini-campaigns and events, the details of which we will make available at a later date.
The table below contains a specific list of items scheduled for the November version update. As always, last-minute issues may arise that may cause some of these items to be pushed back to a later date.
Content and System-related
Ambuscade
・Add new notorious monsters
Survival Guide
Expand areas in which survival guides are found
Home points
・Add home points
Mog Garden
・Adjust the growth system
・Add messages
Adventuring Fellow
・Add more equippable equipment and weapons
Battle-related
Summoner
・Adjust pet commands
Smite
・Adjust effect values
Hand-to-hand
・Adjust damage calculations
Item-related
Ambuscade
・Create new reward items
Guild Shops
・Add new items
Synergy
・Add new recipes
Porter Moogle
・Add to the list of supported items
Synthesis
・Adjust the amount of deliverable items requested
Certain recipes
・Add help text
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2016-10-28 15:11:22
On the PUP front, I wish they would remove skillchain aspect from inhibitors, or give a stand alone STP attachment.
Seriously. Especially now that Speedloaders exist and have better SC logic, there's really zero reason to keep the SC properties on Inhibitors. Would be far better off as a purely Store TP attachment.
Yeah, when you're in a melee heavy party that is just spamming WS. If you have set, it mostly just sits there
By Pantafernando 2016-10-28 15:12:24
Quote: Blue Magic List
The following blue magic spells are learnable as of Thursday, October 27, 2016.
http://forum.square-enix.com/ffxi/threads/51569-Blue-Magic-List-%28By-Family%29?p=586764#post586764
Blue Magic List (By Family)
Name Level Family
Sandspin 1 Amorph
Pollen 1 Vermin
Foot Kick 1 Beast
Power Attack 4 Vermin
Sporut Smack 4 Plantoid
Wild Oats 4 Plantoid
Metallic Body 8 Aquan
Cocoon 8 Vermin
Queasyshroom 8 Plantoid
Battle Dance 12 Beastman
Head Butt 12 Beastman
Feather Storm 12 Beastman
Helldive 16 Bird
Healing Breeze 16 Beast
Sheep Song 16 Beast
Bludgeon 18 Arcana
Cursed Sphere 18 Vermin
Blastbomb 18 Beastman
Blood Drain 20 Bird
Claw Cyclone 20 Beast
Poison Breath 22 Undead
Soporific 24 Plantoid
Screwdriver 26 Aquan
Bomb Toss 28 Beastman
Wild Carrot 30 Beast
Grand Slam 30 Beastman
Sound Blast 32 Bird
Chaotic Eye 32 Beast
Death Ray 34 Amorph
Smite of Rage 34 Arcana
Digest 36 Amorph
Pinecone Bomb 36 Plantoid
Jet Stream 38 Bird
Blank Gaze 38 Beast
Uppercut 38 Plantoid
Mysterious Light 40 Arcana
Terror Touch 40 Undead
Venom Shell 42 Aquan
MP Drainkiss 42 Amorph
Blitzstrahl 44 Arcana
Stinking Gas 44 Undead
Mandibular Bite 44 Vermin
Magnetite Cloud 46 Beastman
Geist Wall 46 Lizard
Awful Eye 46 Lizard
Refueling 48 Arcana
Blood Saber 48 Undead
Sickle Slash 48 Vermin
Jettatura 48 Bird
Ice Break 50 Arcana
Self-Destruct 50 Arcana
Frightful Roar 50 Demon
Cold Wave 52 Arcana
Filamented Hold 52 Vermin
Hecatomb Wave 54 Demon
Radiant Breath 54 Dragon
Feather Barrier 56 Bird
Magic Fruit 58 Beast
Flying Hip Press 58 Beastman
Light of Penance 58 Beastman
Death Scissors 60 Vermin
Dimensional Death 60 Undead
Spiral Spin 60 Vermin
Maelstrom 61 Aquan
Eyes on Me 61 Demon
Bad Breath 61 Plantoid
Seedspray 61 Plantoid
Memento Mori 62 Undead
Body Slam 62 Dragon
1000 Needles 62 Plantoid
Spinal Cleave 63 Undead
Frenetic Rip 63 Demon
Frypan 63 Beastman
Hydro Shot 63 Beastman
Feather Tickle 64 Bird
Yawn 64 Bird
Voracious Trunk 64 Beast
Infrasonics 65 Lizard
Zephyr Mantle 65 Dragon
Frost Breath 66 Lizard
Sandspray 66 Beastman
Corrosive Ooze 66 Amorph
Diamondhide 67 Beastman
Enervation 67 Beastman
Warm-Up 68 Beastman
Firespit 68 Beastman
Tail Slap 69 Beastman
Hysteric Barrage 69 Beastman
Regurgitation 69 Lizard
Amplification 70 Amorph
Cannonball 70 Vermin
Asuran Claws 70 Beast
Lowing 71 Beast
Gheat Breath 71 Beast
Triumphant Roar 71 Demon
Disseverment 72 Luminian
Saline Coat 72 Luminian
Subzero Smash 72 Aquan
Ram Charge 73 Beast
Temporal Shift 73 Luminian
Mind Blast 73 Demon
Actinic Burst 74 Luminion
Reactor Cool 74 Luminion
Magic Hammer 74 Beastman
Plasma Charge 75 Luminian
Vertical Cleave 75 Luminian
Exuviation 75 Vermin
Plenilune Embrace 76 Beast
Acrid Stream 77 Voragean
Leafstorm 77 Plantoid
Cimicine Discharge 78 Vermin
Regeneration 78 Aquan
Animating Wail 79 Undead
Battery Charge 79 Arcana
Blazing Bound 80 Voragean
Demoralizing Roar 80 Lizard
Final Sting 81 Vermin
Goblin Rush 81 Beastman
Vanity Dive 82 Empties
Magic Barrier 82 Demon
Whirl of Rage 83 Arcana
Benthic Typhoon 83 Voragean
Auroral Drape 84 Empties
Osmosis 84 Voragean
Quadratic Continuum 85 Empties
Fantod 85 Bird
Thermal Pulse 86 Vermin
Empty Slash 87 Empties
Dream Flower 87 Plantoid
Occultation 88 Empties
Charged Whisker 88 Beast
Winds of Promyvion 89 Empties
Delta Thrust 89 Lizard
Everyone's Grudge 90 Beastman
Reaving Wind 90 Bird
Barrier Tusk 91 Beast
Mortal Ray 91 Demon
Water Bomb 92 Beastman
Heavy Strike 92 Arcana
Dark Orb 93 Demon
White Wind 94 Dragon
Sudden Lunge 95 Vermin
Quadrastrike 96 Demon
Vapor Spray 96 Luminian
Thunder Breath 97 Dragon
Orcish Counterstance 98 Beastman
Amorphic Spikes 98 Amorph
Wind Breath 99 Dragon
Barbed Crescent 99 Undead
Nature's Meditation 99 Vermin
Tempestuous Upheavel 99 Vermin
Rending Deluge 99 Aquan
Embalming Earth 99 Lizard
Paralyzing Triad 99 Elemental
Foul Waters 99 Amorph
Glutinous Dart 99 Beastman
Retinal Glare 99 Plantoid
Subduction 99 Arcana
Thrashing Assault 99 Beastman
Erratic Flutter 99 Vermin
Restoral 99 Archaic
Rail Cannon 99 Archaic
Diffusion Ray 99 Archaic
Sinker Drill 99 Arcana
Molting Plumage 99 Bird
Nectarous Deluge 99 Plantoid
Sweeping Gouge 99 Beast
Atramentous Libations 99 Undead
Searing Tempest 99 Elemental
Spectral Floe 99 Elemental
Anvil Lightning 99 Elemental
Entomb 99 Elemental
Saurian Slide 99 Beastman
Palling Salvo 99 Vermin
Blinding Fulgor 99 Elemental
Scouring Spate 99 Elemental
Silent Storm 99 Elemental
Tenebral Crush 99 Elemental
Unbridled Learning
Name Level Family
Thunderbolt 95 Beast
Harden Shell 95 Lizard
Absolute Terror 96 Dragon
Gates of Hades 97 Beast
Tourbillion 97 Arcana
Polar Bulwark 98 Dragon
Bilgestorm 99 Demon
Bloodrake 99 Undead
Droning Whirlwind 99 Vermin
Carcharian Verve 99 Aquan
Blistering Roar 99 Lizard
Uproot 99 Plantoid
Crashing Thunder 99 Bird
Polar Roar 99 Beast
Might Guard 99 Dragon
Cruel Joke 99 Undead
Cesspool 99 Amorph
Tearing Gust 99 Elemental
Blue Magic List (By Element)
Name Level Family
Foot Kick 1 Beast
Power Attack 4 Vermin
Sprout Smack 4 Plantoid
Wild Oats 4 Plantoid
Queasyshroom 8 Plantoid
Battle Dance 12 Beastman
Head Butt 12 Beastman
Feather Storm 12 Beastman
Helldiver 16 Bird
Bludgeon 18 Arcana
Claw Cyclone 20 Beast
Screwdriver 26 Aquan
Grand Slam 30 Beastman
Smite of Rage 34 Arcana
Pinecone Bomb 36 Plantoid
Jet Stream 38 Bird
Uppercut 38 Plantoid
Terror Touch 40 Undead
Mandibular Bite 44 Vermin
Sickle Slash 48 Vermin
Death Scissors 60 Vermin
Dimensional Death 60 Undead
Spiral Spin 60 Vermin
Seedspray 61 Plantoid
Body Slam 62 Dragon
Spinal Cleave 63 Undead
Frenetic Rip 63 Demon
Frypan 63 Beastman
Hydro Shot 63 Beastman
Tail Slap 69 Beastman
Hysteric Barrage 69 Beastman
Cannonball 70 Vermin
Asuran Claws 70 Beast
Disseverment 72 Luminian
Subzero Smash 72 Aquan
Ram Charge 73 Beast
Vertical Cleave 75 Luminian
Final Sting 81 Vermin
Goblin Rush 81 Beastman
Vanity Dive 82 Empties
Whirl of Rage 83 Arcana
Benthic Typhoon 83 Voragean
Quadratic Continuum 85 Empties
Empty Slash 87 Empties
Delta Thrust 89 Lizard
Heavy Strike 92 Arcana
Sudden Lunge 95 Vermin
Quadrastrike 96 Demon
Amorphic Spikes 98 Amorph
Barbed Crescent 99 Undead
Paralyzing Triad 99 Elemental
Glutinous Dart 99 Beastman
Thrashing Assault 99 Beastman
Sinker Drill 99 Arcana
Sweeping Gouge 99 Beast
Saurian Slide 99 Beastman
Fire
Name Level Family
Blastbomb 18 Beastman
Bomb Toss 28 Beastman
Sound Blast 32 Bird
Self-Destruct 50 Arcana
Firespit 68 Beastman
Lowing 71 Beast
Heat Breath 71 Beast
Triumphant Roar 71 Demon
Exuviation 75 Vermin
Blazing Bound 80 Voragean
Fantod 85 Bird
Thermal Pulse 86 Vermin
Orcish Counterstance 98 Beastman
Nature's Meditation 99 Vermin
Searing Tempest 99 Elemental
Ice
Name Level Family
Ice Break 50 Arcana
Cold Wave 52 Arcana
Memento Mori 62 Undead
Infrasonics 65 Lizard
Frost Breath 66 Lizard
Reactor Cool 74 Luminion
Spectral Floe 99 Elemental
Wind
Name Level Family
Healing Breeze 16 Beast
Chaotic Eye 32 Beast
Mysterious Light 40 Arcana
Stinking Gas 44 Undead
Refueling 48 Arcana
Frightful Roar 50 Demon
Hecatomb Wave 54 Demon
Feather Barrier 56 Bird
Flying Hip Press 58 Beastman
Feather Tickle 64 Bird
Voracious Trunk 64 Beast
Zephyr Mantle 65 Dragon
Leaf Storm 77 Plantoid
Animating Wail 79 Undead
Auroral Drape 84 Empties
Occultation 88 Empties
Reaving Wind 90 Bird
White Wind 94 Dragon
Wind Breath 99 Dragon
Tempestuous Upheaval 99 Vermin
Subduction 99 Arcana
Erratic Flutter 99 Vermin
Molting Plumage 99 Bird
Silent Storm 99 Elemental
Earth
Name Level Family
Sandspin 1 Amorph
Metallic Body 8 Aquan
Cocoon 8 Vermin
Magnetite Cloud 46 Beastman
Filamented Hold 52 Vermin
Bad Breath 61 Plantoid
Diamondhide 67 Beastman
Warm-Up 68 Beastman
Cimicine Discharge 78 Vermin
Barrier Tusk 91 Beast
Enbalming Earth 99 Lizard
Entomb 99 Elemental
Lightning
Name Level Family
Blitzstrahl 44 Arcana
Temporal Shift 73 Luminian
Mind Blast 73 Demon
Plasma Charge 75 Luminian
Charged Whisker 88 Beast
Thunder Breath 97 Dragon
anvil Lightning 99 Elemental
Water
Name Level Family
Cursed Sphere 18 Vermin
Poison Breath 22 Undead
Venom Shell 42 Aquan
Awful Eye 46 Lizard
Maelstrom 61 Aquan
Corrosive Ooze 66 Amorph
Regurgitation 69 Lizard
Amplification 70 Amorph
Acrid Stream 77 Voragean
Demoralizing Roar 80 Lizard
Water Bomb 92 Beastman
Vapor Spray 96 Luminian
Rending Deluge 99 Aquan
Foul Waters 99 Amorph
Nectarous Deluge 99 Plantoid
Scouring Spate 99 Elemental
Light
Name Level Family
Pollen 1 Vermin
Sheep Song 16 Beast
Wild Carrot 30 Beast
Blank Gaze 38 Beast
Radiant Breath 54 Dragon
Magic Fruit 58 Beast
Light of Penance 58 Beastman
1000 Needles 62 Plantoid
Yawn 64 Bird
Saline Coat 72 Luminian
Actinic Burst 74 Luminion
Magic Hammer 74 Beastman
Plenilune Embrace 76 Beast
Regeneration 78 Aquan
Battery Charge 79 Arcana
Winds of Promyvion 89 Empties
Retinal Glare 99 Plantoid
Restoral 99 Archaic
Rail Cannon 99 Archaic
Diffusion Ray 99 Archaic
Blinding Fulgor 99 Elemental
Darkness
Name Level Family
Blood Drain 20 Bird
Soporific 24 Plantoid
Death Rat 34 Amorph
Digest 36 Amorph
MP Drainkiss 42 Amorph
Geist Wall 46 Lizard
Blood Saber 48 Undead
Jettatura 48 Bird
Eyes on Me 61 Demon
Sandspray 66 Beastman
Enervation 67 Beastman
Magic Barrier 82 Demon
Osmosis 84 Voragean
Dream Flower 87 Plantoid
Everyone's Grudge 90 Beastman
Mortal Ray 91 Demon
Dark Orb 93 Demon
Atramentous Libations 99 Undead
Palling Salvo 99 Vermin
Tenebral Crush 99 Elemental
Unbridled Leaning
Name Level Family
Tourbillion 97 Arcana
Bilgestorm 99 Demon
Bloodrake 99 Undead
Fire
Name Level Family
Gates of Hades 97 Beast
Ice
Name Level Family
Polar Roar 99 Beast
Water
Name Level Family
Charcharian Verve 99 Aquan
Cesspool 99 Amorph
Wind
Name Level Family
Droning Whirlwind 99 Vermin
Tearing Gust 99 Elemental
Earth
Name Level Family
Harden Shell 95 Lizard
Lightning
Name Level Family
Thunderbolt 95 Beast
Crashing Thunder 99 Bird
Light
Name Level Family
Polar Bulwaer 98 Dragon
Uproot 99 Plantoid
Mighty Guard 99 Dragon
Darkness
Name Level Family
Absolute Terror 96 Dragon
Blistering Roar 99 Lizard
Cruel Joke 99 Undead
Serveur: Fenrir
Game: FFXI
Posts: 1342
By Fenrir.Richybear 2016-10-28 15:39:41
Sweet Jesus adventuring fellow update!
[+]
Quetzalcoatl.Khajit
Serveur: Quetzalcoatl
Game: FFXI
Posts: 440
By Quetzalcoatl.Khajit 2016-10-28 20:37:06
Good changes.
Now fix Scythe, SE
or nerf gsword What? What's there not to understand?
Scythe is super weak, probably the 2nd worst weapon in the game.
Great sword is stronger than most 2h weapons, to the point where WARRIOR is going to be using greatsword over gaxe in most situations.
Gsword might be a little too strong, but it's probably ok. The best solution is to fix scythe (and gaxe? I dunno what's wrong with gaxe don't play war) If you do that then Wars will just buy blurred lances instead since stardiver is just as good a ws as resolution on paper.
It's also alot more complicated than simply buffing scythe and gaxe to not suck.
Serveur: Fenrir
Game: FFXI
Posts: 3285
By Fenrir.Skarwind 2016-10-28 21:30:35
Great Axe has its uses. Sadly it falls behind in high buff situations. Ukkos limited to 2-3 hits normally. The damage is amazing if a Windbuffet+1 procs. If it was turned into a 4-5 hit weaponskill it would be pretty beastly. A warrior can still be good/competitive with it but it takes a lot of effort. Great Axe's biggest pro is its utility. Its very powerful when skillchaining or when used to self skillchain. It also pairs well with a CDC spamming BLUs.
The weaponskill damage is lower than other options but I found the frequency and skillchain properties make up for that lack of damage.
Wanting to nerf greatsword is stupid when the vit mod on upheaval, amount of hits on ukkos, and int mods on entropy/quietus are the issues.
If you want to use GAXE so bad make a conquerer. I know its next on my to do list. Atleast GAXE gains a lot from the 40% crit boost that blood rage gives. For rag it only boosts white damage.
Valefor.Kiaru
Serveur: Valefor
Game: FFXI
Posts: 361
By Valefor.Kiaru 2016-10-28 22:31:38
Wanting to nerf greatsword is stupid when the vit mod on upheaval, amount of hits on ukkos, and int mods on entropy/quietus are the issues.
WS mods that aren't STR for 2h weapons really make no sense. Especially an INT one...
It would be really easy to fix scythe and gaxe, you just fix their ftps/"damage varies with tp" and their modifiers to not be HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE(hi int).
Lakshmi.Lenus
Serveur: Lakshmi
Game: FFXI
Posts: 517
By Lakshmi.Lenus 2016-10-28 23:43:05
Need a cor version of daken!! Call it Akimbo or something Idk! *wants things too*
You mean a 3rd roll;;
Lakshmi.Lenus
Serveur: Lakshmi
Game: FFXI
Posts: 517
By Lakshmi.Lenus 2016-10-28 23:50:10
Wanting to nerf greatsword is stupid when the vit mod on upheaval, amount of hits on ukkos, and int mods on entropy/quietus are the issues.
WS mods that aren't STR for 2h weapons really make no sense. Especially an INT one...
It would be really easy to fix scythe and gaxe, you just fix their ftps/"damage varies with tp" and their modifiers to not be HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE(hi int).
I would like for them to someday change entropy to str, keep the values the same so it can be somewhat competitive.
Another thing I'd love is if they made 1 hit ws's 99% accuracy so I would stop seeing catastrophe miss so much <.<
Valefor.Kiaru
Serveur: Valefor
Game: FFXI
Posts: 361
By Valefor.Kiaru 2016-10-29 01:23:35
Great Axe has its uses. Sadly it falls behind in high buff situations. Ukkos limited to 2-3 hits normally. The damage is amazing if a Windbuffet+1 procs. If it was turned into a 4-5 hit weaponskill it would be pretty beastly. A warrior can still be good/competitive with it but it takes a lot of effort. Great Axe's biggest pro is its utility. Its very powerful when skillchaining or when used to self skillchain. It also pairs well with a CDC spamming BLUs.
The weaponskill damage is lower than other options but I found the frequency and skillchain properties make up for that lack of damage.
Wanting to nerf greatsword is stupid when the vit mod on upheaval, amount of hits on ukkos, and int mods on entropy/quietus are the issues.
If you want to use GAXE so bad make a conquerer. I know its next on my to do list. Atleast GAXE gains a lot from the 40% crit boost that blood rage gives. For rag it only boosts white damage. Alright I did some minor testing with my crap freshly dinged no new end game gear DRK's gear.
Resolution and cross reaper do about the same damage on the puk/dragons in escha(cross reaper doing a bit more), and I assume that's because my gear is so bad I'm not actually pdif capped on them so the -15% attk penalty on resolution is actually a penalty.
theorycraft: The reason resolution is one of the strongest WS in the game right now is because when it doesn't have an actual -15% attack penalty on things thanks to geo's and other jobs insane -def down debuffs, it does more damage than most WS in the game. It's balanced around that -15% penalty, but you can get so much attk(You can stack on that attk since STR gives attk, and it's boosted by str.) and defense down that the penalty is no longer a thing. Resolution seems pretty well designed and balanced, tbh.
My conclusion from this:
Obviously STR modded WS are going to be better than ones with much less important damaging stats, such as INT or VIT without some type of secondary bonuses such as much ftp or something.
If geo, and more specfically, idris, was not as powerful at removing defense from enemies resolution would not be that much further away than some of the other weapons in strength. However, stuff like entropy would still be bad so...
They should just make all 2h WS scale with str, there's no actual reason they shouldn't I think?
Seems like a pretty easy fix. Make every 2h WS scale with STR, give at least every 2h weapon 1 decent ftp/damage varies with tp/str scaling WS. Try to rebalance around that. I'm not exactly sure why they haven't done this already.
edit:
I'm sure this is all information that anyone who's played current FF14 for more than 15 minutes can realize, but yeah.
By tristenn 2016-10-29 02:08:32
I don't think Resolution overkills. What I mean by that is it will only show damage for the HP the mob has left that may be why your seeing the same damage. If you want to test with capped pdif the WKR's are a better place for that.
At 100 tp Resolution pulls ahead of Cross Reaper quite a bit for me even Catastrophe and entropy are close in damage to Cross Reaper at 100 tp (10-12k). At 275 TP my highest Reso was 39k avg 24k and for crossreaper 24k is the highest I've noticed and normally around 18-20k. Base Damage for both weapons were around the same for testing.
Edit: Miss read you were saying you think were NOT pdif capped. What I said above is still true I think there isn't enough HP left on those weaker mobs for you to see the reso damage. Even when I don't have capped pdif Reso always pulls ahead of Cross reaper for me.
Serveur: Valefor
Game: FFXI
Posts: 173
By Valefor.Monkeynutz 2016-10-29 02:20:02
I don't think Resolution overkills. What I mean by that is it will only show damage for the HP the mob has left that may be why your seeing the same damage...
I'd be very surprised if that was the case. The only other thing in this game that I can think of that behaves that way is healing magic. You can auto-attack for much more hp than a mob has remaining, you can even drain more hp than a mob has. Why would this one WS cap it's display damage at the mob's remaining health when nothing else in the game does that?
By tristenn 2016-10-29 02:23:42
I think all of the merit WS don't over kill. Maybe I'm remembering wrong get back to you tommorrow.
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2016-10-29 02:24:51
the additional hits of a multihit weaponskill will not land if the damage would exceed the remaining HP of a mob. so if 5 hits deal 1k each and a mob has 2k hp you will only get 2 hits.
[+]
Carbuncle.Nynja
Serveur: Carbuncle
Game: FFXI
Posts: 3895
By Carbuncle.Nynja 2016-10-29 02:28:22
Its almost 2017 and we still have to explain that multi hit WS's stop dealing damage when the mob dies.
example:
mob has 10k hp, using a 5 HIT ws that deals 3k hp per swing.
swing 1: 3k/10k
swing 2: 6k/10k
swing 3: 9k/10k
swing 4: 12k/10k mob dies, WS deals 12k damage
swing 5: never registers
By Afania 2016-10-29 02:37:41
That's how multi hit ws DD used to lose parse in Einharjer because dealing full ws dmg on final blow is serious business.
Serveur: Valefor
Game: FFXI
Posts: 173
By Valefor.Monkeynutz 2016-10-29 02:44:40
I suppose that would be a problem for Resolution since it's ftp carries. I've never noticed any such variance with MNK multi-hit WSs for what I'm sure are obvious reasons.
Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
-----
Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
|
|