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Job Adjustments for the Next Version Update Follow

#1 May 08 2013 at 2:29 PM Rating: Excellent
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Akihiko Matsui wrote:

In the next version update we will be making the job adjustments outlined below.

There are still aspects that have not been finalized, but please look it over as an outline of things to come. Once I have more concrete details I will be sure to share them with you all.

• Elemental magic adjustments

We will be making the adjustments outlined here.

• One-handed weapon status modifier adjustments

During the version update on March 27th, we performed adjustments so that "The maximum amount of damage dealt based upon the attack-to-defense ratio is now the same for both one-handed and two-handed weapons." As a next step to this, we will be adjusting the way in which status modifiers are applied.

• Pet job adjustments

As long as characters are not increasing in level (fundamentally), pet job levels as well will not increase, so we are making it possible to further enhance pets through the equipment players wear. Below are the different plans we have for each of the pet jobs:

• Beastmaster

Addition of new familiar pets

• Dragoon

Addition of polearms that have stats to increase the parameters of wyverns.

• Summoner

Addition of grips that have stats to increase the parameters of avatars.

• Puppetmaster

Addition of animators that have stats to increase the parameters of automatons.

• Geomancer and rune fencer adjustments

Addition of artifact equipment, merit points, and limit break quests.

http://forum.square-enix.com/ffxi/threads/33461-Job-Adjustments-for-the-Next-Version-Update?p=432138#post432138

Camate wrote:

Geomancer and Rune Fencer Artifact Equipment

As we mentioned previously, artifact armor for both geomancer and rune fencer will be implemented during the next version update.

The plan is to release this new equipment for level 99 and I would like to explain why the development team decided to do this.

First, one reason is that Adoulin content is for level 99+ and as such the monsters in those areas are extremely high level, and trying to acquire level 50-60 gear in these areas just doesn't make sense.

The other major reason is that most of you are looking forward to wearing these new artifact armors to do battle with the monsters that lurk in Adoulin areas, so the development team made the decision to implement them at the proper level in which they can be used.

Item-level wise we are planning for these to be at least level 105, but as it is still in development, it may change.

With that said, the quest difficulty will match the item-level, so you might feel a bit nostalgic having to organize parties to hunt down this gear, much like you all had to do back in the day for your first artifact sets.

http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=442044#post442044

Okipuit wrote:
Quote:

Does this mean that RUN and GEO won't get Relic armor and Empyrean armor?

In the next version update, only geomancer and rune fencer artifact armor will be added.

As Camate mentioned previously, this gear is for level 99 (item level 105), so while the term artifact is used, you can consider that it will be more powerful than that of the level 50-60 artifact for other jobs.

We'll keep you posted on information about other equipment for these jobs as it becomes available!

http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=442939#post442939

Camate wrote:

Greetings geomancers!

To get a little more specific and build on what Okipuit mentioned previously, in the next version update we will be performing the below adjustments to geomancer in addition to adding a merit point category.

• Shortening of the casting time for geomancy spells (indi and geo)
• Addition of the job trait “Clear Mind”
• Addition of the job trait “Max MP Boost”
• Adjustment to the level in which the “Conserve MP” job trait is learned
• Addition of the spells “Sleep” and “Sleep II”
*To go along with the addition of Sleep and Sleep II enfeebling skill will also be added.

http://forum.square-enix.com/ffxi/threads/33579-Suggestions-for-improvements-to-Geomancer?p=439962#post439962

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Gildrein wrote:

[dev1151] Job Adjustments: Rune Fencer

• Rune Fencer has been added to the Categories under Merit Points.

• Group 1

• Rune Enhancement Effect
Increase potency of runes harbored by 2 points.

• Vallation Effect
Add a magic defense bonus to Vallation and a magic defense bonus to Valliance of 1 point per harbored rune.

• Lunge Effect
Increase the accuracy of Lunge by 3 points per harbored rune.

• Pflug Effect
Enhance the likelihood of resistance activating by 1 point per harbored rune.

• Gambit Effect
Shorten recast time by 10 seconds.


• Group 2

• Battuta
Increases the likelihood of parrying and deals counter damage after parrying dependent upon harbored runes.
Recast: 5 min. Increase chance of parrying by 4 percent and increase counter damage by 4 points per rune harbored.

• Rayke
Expends runes to reduce elemental resistance of the target.
Recast: 5 min. Increase duration of effect by 3 seconds.

• Inspiration
Grants a “Fast Cast” effect to Vallation and Valiance.
Increase cast speed by 10 percent.

• Sleight of Sword
Grants a “Subtle Blow” effect during Swordplay.
Increase the maximum value of Subtle Blow by 5 points.


http://forum.square-enix.com/ffxi/threads/34606-dev1151-Job-Adjustments-Rune-Fencer

Gildrein wrote:

[dev1150] Job Adjustments: Geomancer

• Geomancer has been added to the Categories under Merit Points.

• Group 1

• Full Circle Effect
Increase the amount of MP returned by 5 percent.

• Ecliptic Attrition Recast
Shorten recast time of Ecliptic Attrition and Lasting Emanation by 10 seconds.

• Life Cycle Recast
Shorten recast time by 10 seconds.

• Blaze of Glory Recast
Shorten recast time by 20 seconds.

• Dematerialize Recast
Shorten recast time by 20 seconds.

 
• Group 2

• Mending Halation
Causes your luopan to vanish and restores HP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 5 percent.

• Radial Arcana
Causes your luopan to vanish and restores MP of party members within area of effect.
Recast: 5 min. Increase amount of HP restored by 3 percent.

• Curative Recantation
Grantsa healing effect to Full Circle.
Increase amount of HP healed by 5 percent.

• Primodial Zeal
Shortens casting times of elemental magic spells while under the effects of Collimated Fervor.
Shorten cast time by 10 percent.


http://forum.square-enix.com/ffxi/threads/34430-dev1150-Job-Adjustments-Geomancer

Camate wrote:

Greetings everyone,

I have a bit of information to share with you about in regards to rune fencer and geomancer artifact equipment.

• About the quest to obtain artifact equipment
The quest monsters you will need to fight in order to obtain rune fencer and geomancer artifact equipment will be a trigger popped monster.

In the next version update we will be adding item level 106 weapons and armor which can be purchased with Bayld, so by possessing these items, or Skirmish grade weapons (level 105), these quests can be undertaken with less than 6 people.

As many of you have been wondering, just like previous artifact equipment quests, these new quests will begin with the artifact weapon. Rune fencers will receive a nice shiny great sword, while geomancers will receive a club and bell. These will be roughly the same item level as the equipment.

• Item level for rune fencer and geomancer artifact equipment
Previously we had mentioned that the item level for rune fencer and geomancer artifact equipment would be 105; however, due to the fact that we will be implementing the Bayld items mentioned above, we have decided to change the level to 109.

• Rune fencer and geomancer job-specific equipment
We'll introduce relic and empyrean armor for rune fencer and geomancer in the future.

http://forum.square-enix.com/ffxi/threads/34368-Geomancer-and-Rune-Fencer-Artifact-Equipment?p=445861#post445861

Camate wrote:

Greetings beastmasters!

Apologies that I have no images to share, but I can tell you that we will be adding 3 new types of pets (a rabbit type, chapuli type, and crab type) that can be obtained through synthesis recipes, as well as another pet which can be obtained by Mweya Plasm!

http://forum.square-enix.com/ffxi/threads/34273-We-need-new-Jug-pets-for-seekers.?p=445882#post445882
-------------------------

Okipuit wrote:

We are planning to make it possible to climb those alluring vines! However, before you imagine yourself swinging from vine to vine and climbing all over Morimar Basalt Fields, you will need to acquire the correct survival skill.

http://forum.square-enix.com/ffxi/threads/32884-Those-rope-like-vines-clearly-meant-for-climbing-up-cliffs-in-Adoulin....?p=431260#post431260

Edited, Jun 17th 2013 4:18pm by Szabo
#2 May 08 2013 at 3:15 PM Rating: Good
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Doesn't matter, they've already invalidated anything that they'd release for RUN and GEO.
#3 May 09 2013 at 3:02 AM Rating: Good
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Okipuit wrote:
Geomancers and Rune Fencers, we're doing our very best to implement your limit break quests in the next version update.

"limit break quests" had better also include AF/Relic/Empy gear and merits, because who the *$%@# cares about Genkai 5. They won't count towards Maat's Cap, and every player already has ten jobs at Lv.99.

Okipuit wrote:
We are planning to make it possible to climb those alluring vines! However, before you imagine yourself swinging from vine to vine and climbing all over Morimar Basalt Fields, you will need to acquire the correct survival skill.

Figured this was coming, those vines couldn't be more obvious, that zone is fairly annoying to traverse, especially when the deeper bivouacs aren't available.

Edited, May 9th 2013 4:02am by KodoReturns
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#4 May 09 2013 at 1:43 PM Rating: Good
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Going ahead and just going to use this topic for the news below, adding to OP too.

Akihiko Matsui wrote:

In the next version update we will be making the job adjustments outlined below.

There are still aspects that have not been finalized, but please look it over as an outline of things to come. Once I have more concrete details I will be sure to share them with you all.

• Elemental magic adjustments

We will be making the adjustments outlined here.

• One-handed weapon status modifier adjustments

During the version update on March 27th, we performed adjustments so that "The maximum amount of damage dealt based upon the attack-to-defense ratio is now the same for both one-handed and two-handed weapons." As a next step to this, we will be adjusting the way in which status modifiers are applied.

• Pet job adjustments

As long as characters are not increasing in level (fundamentally), pet job levels as well will not increase, so we are making it possible to further enhance pets through the equipment players wear. Below are the different plans we have for each of the pet jobs:

• Beastmaster

Addition of new familiar pets

• Dragoon

Addition of polearms that have stats to increase the parameters of wyverns.

• Summoner

Addition of grips that have stats to increase the parameters of avatars.

• Puppetmaster

Addition of animators that have stats to increase the parameters of automatons.

• Geomancer and rune fencer adjustments

Addition of artifact equipment, merit points, and limit break quests.

http://forum.square-enix.com/ffxi/threads/33461-Job-Adjustments-for-the-Next-Version-Update?p=432138#post432138

Edited, May 9th 2013 3:50pm by Szabo
#5 May 09 2013 at 6:29 PM Rating: Good
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Gear that increases the stats of pets directly? That feels somewhat heretical after a decade of basically "lolnope"
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#6 May 09 2013 at 6:51 PM Rating: Good
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Still no RDM...
#7 May 09 2013 at 8:41 PM Rating: Excellent
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Still no Cait Sith >.<
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#8 May 09 2013 at 8:42 PM Rating: Good
Erecia wrote:
Gear that increases the stats of pets directly? That feels somewhat heretical after a decade of basically "lolnope"


Now they just need to break that cardinal rule about Buffs and pets. Come on new director, I know you have it in you!
#9 May 09 2013 at 10:04 PM Rating: Decent
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Erecia wrote:
Gear that increases the stats of pets directly? That feels somewhat heretical after a decade of basically "lolnope"
Maybe I missed something, but that's not different from all the current gear in-game with "Pet: Stat" on it.
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#10 May 09 2013 at 10:08 PM Rating: Decent
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Most of it, for BST atleast, is augmented isn't it? Hoping they mean gear that naturally has it on the equipment. Otherwise its Tanaka's return.
#11 May 09 2013 at 10:32 PM Rating: Excellent
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problem is that pet buffing gear doesn't fix the problem, it just gives us a temporary band-aid. Smiley: oyvey
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#12 May 10 2013 at 2:23 AM Rating: Good
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And even worse, if a DRG wants to boost their Wyvern's damage, they now have to put away whatever super weapon they had before, and... equip some weird Polearm. Really not the best gearslot for extra wyvern stats if you're going to gimp your own damage output with it :/ Not that i'm a DRG or anything, but it just seems really weird to me...
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#13 May 10 2013 at 3:14 AM Rating: Excellent
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Ruisu wrote:
Erecia wrote:
Gear that increases the stats of pets directly? That feels somewhat heretical after a decade of basically "lolnope"
Maybe I missed something, but that's not different from all the current gear in-game with "Pet: Stat" on it.

Most of that gear is for PUP and SMN, and what little BST gets is mostly defensive in nature.

The bigger problem is that since any one piece of equipment can only have so many stats on it, SE has take player stat+'s off the armor to put "Pet: stat+" onto the armor. This ends up resulting in either no change in power at all, or since spells, armor, food, job abilities, and auras don't affect pets, a net loss in power by using the pet gear.
#14 May 10 2013 at 3:54 AM Rating: Decent
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louispv wrote:
The bigger problem is that since any one piece of equipment can only have so many stats on it, SE has take player stat+'s off the armor to put "Pet: stat+" onto the armor. This ends up resulting in either no change in power at all, or since spells, armor, food, job abilities, and auras don't affect pets, a net loss in power by using the pet gear.
Indeed. The problem is pretty obvious, but SE's devs for some reason refuse to go the way of making pets scale with their masters' stats.
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#15 May 10 2013 at 9:11 AM Rating: Good
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I agree with the sentiments so far on the pet update. Without the ability to effect pets with support-type jobs and scaling pets. It just doesn't put pet jobs forward enough. Equipping more pet gear, means removing something else. So while I'm definitely appreciative about getting something rather than nothing, it doesn't fix the problem.
#16 May 10 2013 at 12:06 PM Rating: Good
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Camate wrote:

Greetings everyone (and happy Friday!),

I'd like to follow up a bit about the planned wyvern enhancements for dragoon.

To give a simpler idea of what we have planned, by equipping a high content level weapon, we are envisioning that the stats of your wyvern also increase along with you. It's somewhat close to what a player mentioned about making it so your wyverns damage value, delay, attack, and defense increase based on your own values.

Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats. (We will be making it possible to enhance your wyverns after we implement the RME revamps.)

Also, the reason we didn't choose grips was because there are varieties of strong pieces of equipment that can be selected based on the situation, and if we were to make these enhance wyverns, it would be difficult to choose other options.

With that said, we felt it would be best for dragoons to be able to enhance their wyverns with their weapons.

http://forum.square-enix.com/ffxi/threads/33461-Job-Adjustments-for-the-Next-Version-Update?p=433063#post433063
#17 May 10 2013 at 12:56 PM Rating: Good
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Camate wrote:
Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats.

"Gear already exists that enhances wyverns, but this time it's different, we plan to add gear that enhances wyverns."

Maybe it loses something in the translation? <.<
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#18 May 10 2013 at 1:06 PM Rating: Default
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KodoReturns wrote:
Camate wrote:
Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats.

"Gear already exists that enhances wyverns, but this time it's different, we plan to add gear that enhances wyverns."

Maybe it loses something in the translation? <.<


Homam Boots, Wyvern perch etc is already gear that enhance the wyvern but nothing in a meaningful manner whereas compared to making your polearm equipped currently to enhance it. It might also mean more gear will enhance the wyvern without it needing to be "Wyvern: <boost here>", least that's what I got from reading the Japanese version.
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#19 May 10 2013 at 5:03 PM Rating: Good
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New jug pets? Unless they're finally going to balance out the circle and give us a decent bird pet, I have this mental image of upgraded sheep. Be nice if they just took the current caps off the post 75 jug pets altogether and let us work with that.
#20 May 10 2013 at 5:36 PM Rating: Excellent
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#21 May 10 2013 at 8:16 PM Rating: Good
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#22 May 12 2013 at 2:42 AM Rating: Good
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Szabo wrote:
Camate wrote:

Greetings everyone (and happy Friday!),

I'd like to follow up a bit about the planned wyvern enhancements for dragoon.

To give a simpler idea of what we have planned, by equipping a high content level weapon, we are envisioning that the stats of your wyvern also increase along with you. It's somewhat close to what a player mentioned about making it so your wyverns damage value, delay, attack, and defense increase based on your own values.

Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats. (We will be making it possible to enhance your wyverns after we implement the RME revamps.)

Also, the reason we didn't choose grips was because there are varieties of strong pieces of equipment that can be selected based on the situation, and if we were to make these enhance wyverns, it would be difficult to choose other options.

With that said, we felt it would be best for dragoons to be able to enhance their wyverns with their weapons.

http://forum.square-enix.com/ffxi/threads/33461-Job-Adjustments-for-the-Next-Version-Update?p=433063#post433063

Oh wonderful! DRG, the job that already had buffs hit it's pet (via empathy) and needs pet boosts the least, gets their pets stats to scale with the masters. BST on the other hand gets to have fun with "new stronger jugs" that will require gabbrath meat and rockfins, which will be "stronger" for the whole 2 minutes it takes for them to die to AoE's, because they lack shell, regen, barspells or any outside healing. Then it's time to fork over another 1.5 million gil for the ingredients required to synth 2 more.

And we'll have to, because the old pets will be completely obsolete, what with them still having effectively 80 damage weapons and att/acc that would make a melee RDM laugh.

If you're making wyverns get stronger based on increasing a dragoon's stats, why aren't you just doing exactly the same thing for the other 3 pet jobs?

Edited, May 12th 2013 4:44am by louispv
#23 May 13 2013 at 6:13 AM Rating: Excellent
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Ruisu wrote:
Erecia wrote:
Gear that increases the stats of pets directly? That feels somewhat heretical after a decade of basically "lolnope"
Maybe I missed something, but that's not different from all the current gear in-game with "Pet: Stat" on it.

Except for one thing. They are doing it to slots that are already basic to the job and don't get in the way of your choice of armor. PUP already has to use an animator, so putting the upgrade in that is a lot less annoying than forcing you to wear a specific body, hands, etc. slot gear for the buff.

SMN is rarely seen not holding a staff, so yes to grips. And BST just getting better jugs is almost too easy. But I don't want to think of what you have to farm the ingredients from. Watch them use Umbril Ooze as a jug ingredient.

DRG almost always uses a polearm, which seems wrong because it forces you to use THAT weapon. So that really should also be a grip, but apparently SE thinks there are more important grip choices already. I don't DRG so I wouldn't know. But it does kind of limit you with regards to RME type uber-weapons in that they will have to put the wyvern stats on every DRG polearm uber-weapon that they ever make.

Lady Jinte wrote:
problem is that pet buffing gear doesn't fix the problem, it just gives us a temporary band-aid. Smiley: oyvey

A band-aid is still better than the **** sandwich we've already been getting for years, aside from the bump in level 76+ jug pet strength and the PUP AI update.

At least all this new stuff will have level 99 on it, so every now and then we might have the fun of seeing someone's armor pop off after a de-level like back in the 75 days.
#24 May 13 2013 at 6:20 AM Rating: Default
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Elwyn wrote:

At least all this new stuff will have level 99 on it, so every now and then we might have the fun of seeing someone's armor pop off after a de-level like back in the 75 days.


I was just thinking about that!
#25 May 13 2013 at 9:30 AM Rating: Good
Happened to one of our PLDs on the grasshopper in Delve last weekend. Smiley: lol
#26 May 13 2013 at 10:37 AM Rating: Good
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Elwynbelwyn wrote:

At least all this new stuff will have level 99 on it, so every now and then we might have the fun of seeing someone's armor pop off after a de-level like back in the 75 days.


Wait, why is that a good thing? I mean other than the lulz? De-levelling in the 75 days was a horrible aspect of this game. I remember that being a prime reason people didn't want to come certain jobs to activities. Assuming you can easily get exp by finding colonization rieves populated enough to quickly recap between Delve which is now the new grind, no problem. However, that is a problem at various times because no one is actually doing this content which isn't even a month old!!!
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