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Final Fantasy XI Test Server Update (11/09/2012)Follow

#27 Nov 20 2012 at 7:42 AM Rating: Excellent
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And they'll spend more time 'fixing' it than just coming up with a better idea.
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#28 Nov 20 2012 at 12:27 PM Rating: Excellent
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Camate wrote:

Howdy!

During this week’s Test Server update we will be implementing the new special abilities for the three remaining jobs: thief, paladin, and beastmaster. Below is an overview of each ability.

Thief

Steals a beneficial effect from the target. (Effect duration: instant)

- For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
- In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.

Paladin

Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)

While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.

Beastmaster

While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)

Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.


Be sure to try them all out on the Test Server and let us know what you think!

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=380294#post380294
#29 Nov 20 2012 at 12:57 PM Rating: Excellent
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Man are they ever out of ideas.
#30 Nov 20 2012 at 2:48 PM Rating: Excellent
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Camate wrote:
b]Thief[/b]

Steals a beneficial effect from the target. (Effect duration: instant)

- For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
- In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.


So... It's just Aura Steal, except you can use it to steal an original SP effect from a mob?

Wow, that's not situational at all.... ::dubious::
So, if the mob is a WAR, MNK, or SAM, and can use the respective 2-Hour, then it's a useful buff to the player for a few seconds. If it's a BLM, RDM, PLD, THF, or DRK, then at least you can take the buff off of the mob...
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#31 Nov 20 2012 at 2:50 PM Rating: Excellent
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Also, I am totally pissed that they took away Hundred Counters Smiley: mad
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#33 Nov 20 2012 at 4:16 PM Rating: Good
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KodoReturns wrote:
Camate wrote:
b]Thief[/b]

Steals a beneficial effect from the target. (Effect duration: instant)

- For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
- In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.


So... It's just Aura Steal, except you can use it to steal an original SP effect from a mob?

Wow, that's not situational at all.... ::dubious::
So, if the mob is a WAR, MNK, or SAM, and can use the respective 2-Hour, then it's a useful buff to the player for a few seconds. If it's a BLM, RDM, PLD, THF, or DRK, then at least you can take the buff off of the mob...


Inb4 this shares the same timer with Aura Steal and Steal because giving Thief anything. At all. Even if it's a useless shared timer. Falls under the umbrella excuse #4,091 of "Makes Thief too Powerful".

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#34 Nov 20 2012 at 5:54 PM Rating: Excellent
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that bst ability looks like garbage. HAI GUYZ I CAN SPEND THOUSANDS OF GIL TO DO 600 DMG TO A TARGET WITH MY LEET PET SKILLZ

(I have a less ragey analysis here)

I don't understand why some jobs get WTF AWESOME SP abilities and others get crap.

Edited, Nov 20th 2012 3:58pm by Olorinus
#35 Nov 20 2012 at 6:30 PM Rating: Excellent
I dunno, having no recast timer on Call Beast can be handy for short term fights. I remember when the level cap fight for 95 first came out, before the rarab tails were added, our x4 BST method meant that the pets WOULD die at some point (they ate the taru's Hundred Fists), and if at least one person didn't have CB back up by the time he was done, we were in trouble.
#36 Nov 20 2012 at 9:52 PM Rating: Good
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One day SE might get this right.
#37 Nov 20 2012 at 11:43 PM Rating: Excellent
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Professor stupidmonkey wrote:
Also, I am totally pissed that they took away Hundred Counters Smiley: mad
It's too hard for them to think about how it's going to work if two MNKs were using it against each other.
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#38 Nov 21 2012 at 3:38 AM Rating: Excellent
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It's a good thing you can't steal instant SP.
THF steals Mijin Gakure! THF explodes!

The rest is meh, looks like they have no idea what to do at the moment.
But I guess (and hope) that things will unfold themselves when SoA and it's adjustments and new features are out.
We have no idea about the new enemies there, their behavior and interaction with both existing jobs and the new ones with their respective mechanisms.

Edited, Nov 21st 2012 10:38am by Eeri
#39 Nov 21 2012 at 6:04 AM Rating: Good
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I can see it now... magic-immune mob that uses Invincible and you need the THF SP2 to take it down.

After you first steal/dispel Protect, Shell, Regen, Aquaveil...
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#40 Nov 21 2012 at 9:21 AM Rating: Excellent
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It was confirmed on the JP official forums that THF SP2 will give priority to SP abilities.

Oriole, Community Rep. wrote:
はい。SPアビリティ以外にも複数の効果がかかっていた場合、SPアビリティの効果を優先して盗みます。
Yes. In the event that there are multiple effects in addition to SP abilities the SP ability will be given priority to steal.

It also sounds like the steal is guaranteed with further talk about it. In response to a JP poster who asked if the large damage of the previous THF ability could be added to this one, Oriole responding by saying that it is possible to add damage, but an accuracy determination would also be necessary and it would be possible for the original 100% successful stealing effect to miss based on that check.

I'd honestly rather just have it steal an SP ability 100% of the time rather than SE fiddling with balance and making the steal miss just for some damage. At least stealing an SP is useful and increases THF's utility in fights.

The PLD ability sounds fine to me, but only if it's a massive amount of attack and accuracy down. Would make AoE spam helpful, would be nice if they added magic atk and/or acc down but I have some feeling given their lack of innovation lately that they are reserving that for Rune Fencer to be completely opposite of PLD. Magic Invincible and a Magic Weapon Bash that greatly lowers magic attack and acc down.

Players seem to be happy about BST's SP2. I honestly don't see the appeal in it. It's certainly better than eating your pets by far, but it's sounds more like just relief that it's not that versus actually being useful. There's so much JA timers needed to even execute this. Call Beast/Charm > Fight > Sic/Ready > Leave. Given the duration you'll likely only get this off 4-5 times with JA and pet move delay. In which all this time your pet or yourself aren't providing any DoT. Not to mention you're defenseless solo.

I haven't researched all BST familiars but it doesn't seem like the damage of 4-5 moves is worth the gil of rapidly consuming jugs and spamming JA's.
#41 Nov 21 2012 at 9:32 AM Rating: Decent
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BST ability looks neat. To bad it costs money to use effectively.
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#42 Nov 21 2012 at 1:00 PM Rating: Excellent
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Camate wrote:

Greetings!

I’d like to answer some of the questions we have received so far, and also share some feedback with you.

Thief

Quote:

Camate, can you ask if the THF SP2 will force an SP steal in the case one is present? This is the only way this ability would be useful, because there's a lot of effects on higher NMs that can't be dispelled through normal means that groups would not want to be targeted through this ability.


In the case there are multiple enhancing effects on your target, the SP ability will be the highest priority when stealing.

Also, I’m sure many of you have encountered issues where your inventory is full and were unable to execute an Aura Steal; however, for this special ability even if your inventory is full you will be able to use it.

Finally, there was a request to make it so this new special ability steals a beneficial effect as well as deals major damage. While this is technically possible, the current effect makes it so the steal is 100% accurate. If we were to tack on the damage effect as well, we would have to change it so there is a possibility of a miss. Also, even if we were to add a damage effect it would not be a very high value.

Paladin

Quote:

For the Paladin SP, how greatly will it reduce attack damage and accuracy of the target? As Kincard stated if it reduces attack and accuracy enough it can be used to help save a group from being hit by a large AoE attack. If this is the case then the 30 second duration of this debuff and the low damage output may be justified. ^^


It would be really difficult to give a good comparison with actual values since there is no effect that is close to this one; however, consider that the effect will be very close to the below:

- For the weakens attack effect, consider it similar to having your own attack power reduced to 1.
- For the impairs accuracy effect, it will be several folds stronger than Puk’s Obfuscate.


Make sure to try it out on the Test Server so you can get a better idea of this effect’s strength.

Also, while this ability cannot miss, it will not have affect monsters that are Invincible or otherwise immune to damage. Likewise, the effect will only influence physical attacks and will not apply to elemental damage.

Beastmaster

Quote:

Can you confirm with the dev team that this will not be impeded by the need for "charges" in order to use Ready commands? In other words, will a mob called using Call Beast also receive (in addition to 300tp) the max amount of charges possible as well (currently 3)?


Let me clarify a bit more on how this ability will work…

- When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
- The recast timers for both Sic and Ready will become 0 while the effect is active.
- Charges will be set to the maximum, and while the effect is active they will not be consume even when using Sic or Ready.


With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=380616#post380616

Edited, Nov 21st 2012 2:01pm by Szabo
#43 Nov 21 2012 at 3:47 PM Rating: Good
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welp not needing to repeatedly call beast makes it slightly better. Still given how crappy most moves are it is pretty meh but could be a lot worse.
#44 Nov 21 2012 at 5:02 PM Rating: Decent
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I'm actually content with those three.

I'm amazed they finally got BST's SP2 right, tbh
#45 Nov 21 2012 at 6:19 PM Rating: Good
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I'm very content with all 3 as well now that I understand how strong PLD and BST's are. Spamming abilities on one pet makes it well worth it.
#46 Nov 22 2012 at 5:24 AM Rating: Good
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Final Fantasy XI Test Server Update (11/22/2012)
Screenshot

Screenshot

Gildrein wrote:

[dev1137] Salvage Battlefield Expansion

* The following content is in development. Specific details may differ from the release version.

This battlefield expansion is aimed at seasoned adventurers and many of the rules are based on those of previous Salvage content. The method by which Pathos of Alzadaal restrictions can be removed, however, has been modified.

*The Silver Sea Remnants and Bhaflau Remnants have been introduced with the November 22 update, meaning that all Salvage areas are now available for entry.

Differences from Previous Salvage Content

- Entry is restricted to adventurers level 96 and above.
- Pathos of Alzadaal restrictions may no longer be removed by imbued items, but by the following methods:
- Defeating certain monsters in specified areas will randomly remove a Pathos of Alzadaal restriction from participants.
- Examining the Runic Lamps within each remnant will allow players to remove restrictions of their choice.

* Runic Lamps will be available near remnant entrances and teleport exits.

* The chance for removing restrictions, and which monsters' defeat are capable of removing restrictions, are still under development.



Test Server Settings

- Participants may enter battlefields alone.
- Remnants Permits will not be required for entry.
- No time restrictions will be placed on battlefield reentry.
- The placement and strength of enemies, as well as items obtainable, may differ from the release version.
- Boss enemies are still under development, and will be replaced with substitute enemies.
- Notorious monsters that only spawn under certain conditions will not be introduced.



http://forum.square-enix.com/ffxi/threads/27277

Screenshot

Gildrein wrote:

[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 22 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. 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.
60 sec

Thief - THF SP 2 - Steals one beneficial effect currently on an enemy, including previous special job ability effects.
In the event there are no beneficial effects on the target, the ability will miss and be considered cast.
(Added November 22, 2012) Instantaneous

Paladin - PLD SP 2 - Damages enemies with your shield and drastically lowers their melee attack power and accuracy.
(Added November 22, 2012) Instantaneous

Dark Knight - Soul Enslavement - Auto-attacks absorb target's TP. 30 sec

Beastmaster - BST SP 2 - Increases the likelihood of charming enemies and eliminates the recast time for Call Beast. When either Charm or Call Beast is used, the charmed monster/called pet will have 300 TP and there will be no ability delays for either Sic or Ready.
(Added November 22, 2012) 60 sec

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. 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. Instantaneous

Puppetmaster - Heady Artifice - Allows automatons to use a special ability that varies by head.

Harlequin Head: Mighty Strikes
Valoredge Head: Invisible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
Spiritreaver Head: Manafont Mighty Strikes: 45 sec
Invicible: 30 sec
Eagle Eye Shot: Instantaneous
Chainspell: 60 sec
Benediction: Instantaneous
Manafont: 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.


http://forum.square-enix.com/ffxi/threads/26302-dev1135-New-Special-Job-Abilities

Edited, Nov 22nd 2012 6:28am by Szabo
#47 Nov 22 2012 at 12:23 PM Rating: Good
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How is new Salvage? Is it remotely decent? I thought their ideas for changing unlock methods would get rid of a lot of the annoying tedium of using and passing cells.

Also, will the community still call them 2 hours if they're on a one-hour timer? I think yes!
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#48 Nov 22 2012 at 12:47 PM Rating: Excellent
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Erecia wrote:
How is new Salvage? Is it remotely decent? I thought their ideas for changing unlock methods would get rid of a lot of the annoying tedium of using and passing cells.!
Hard to tell, last time I tried there were no drops, no NMs, and all the mobs were placeholders, so it was a lot of toads and stuff to kill, on the test server you can clear several floors solo.


Erecia wrote:
Also, will the community still call them 2 hours if they're on a one-hour timer? I think yes!

I've been tryng to get used to calling the "SPs" in-game, but 90% of the time, I get the reply "What's an SP?" >.>
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#49 Nov 22 2012 at 1:26 PM Rating: Decent
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Quote:
I've been tryng to get used to calling the "SPs" in-game, but 90% of the time, I get the reply "What's an SP?" >.>


I'll probably be calling them 2hrs and 1hrs, myself

I still don't even know what SP even stands for, tbh. The most obvious guess is "special" but that still seems kinda odd.
#50 Nov 22 2012 at 3:08 PM Rating: Good
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The icon for a 2-hour says 'SP' on it.
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#51 Nov 22 2012 at 5:51 PM Rating: Excellent
"Special Power" is my guess.
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