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The July Version Update Has Blown into Adoulin!Follow

#1 Jul 08 2013 at 11:12 AM Rating: Good
Darqflame's Peon
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http://forum.square-enix.com/ffxi/threads/35228-July-9-2013-%28JST%29-Version-Update

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NOC_EU wrote:


Event-related

• New Seekers of Adoulin missions have been added.
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• The following areas are now available.
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Celennia Memorial Library / Yorcia Weald / Marjami Ravine / Dho Gates

• New coalition assignments have been implemented for the new areas added in this version update.

• One new quest has been added to new Ulbukan areas.

• The follows quests have been added for geomancers and rune fencers to undertake.
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• Limit Break quests (from level seventy to seventy-one)
Completing this quest will raise your maximum level in these jobs to 75.

• Mog Gardens have been added.
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Read On for details.

• Celennia Memorial Library is now available for experienced pioneers.
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At Celennia Memorial Library, players are able to view information gathered by the Scout’s Coalition and can receive items, key items, bayld, and other rewards by completing coalition assignments, defeating Naakuals, and engaging in other heroic deeds.
* Viewing the information contained in the library requires possession of the key item Celennia Memorial Library Card.

• The following adjustments have been made to coalitions.
• The maximum coalition rank has been increase to four. Accordingly, each coalition will offer new services when they increase to the fourth rank.
• Traditional Armor, Traditional Weaponry, and Traditional Armor II equipment sold by the Peacekeeper’s Coalition have had their bayld cost lowered.
• New items are now purchasable from Vesca at the Peacekeeper’s Coalition:
Forefront Cesti / Forefront Dagger / Forefront Blade / Forefront Claymore / Forefront Axe / Forefront Labrys / Forefront Scythe / Ichijintanto / Ichijinto / Forefront Wand / Forefront Staff / Forefront Scepter / Forefront Bow / Forefront Gun / Forefront Bowgun / Forefront Flute / Huactzin Shield / Forefront Animator / Convocaller / Repulse Mantle
* The Peacekeepers' Coalition's Traditional Weaponry II service must be available to purchase this equipment.
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• The following adjustments have been made to frontier bivouacs.
• The rate at which frontier bivouacs lose durability over time has been decreased.
• The rates of construction progression and durability increase for the Couriers' Coalition's "Provide Support" assignment have been increased.
• The administrator residing at each frontier bivouac will now let players see the construction progress or durability of the corresponding bivouac in numerical form depending on whether or not the bivouac has been completed.
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• The following adjustments have been made to ergon loci.
• The extent to which a particular locus has been surveyed will now decrease more slowly over time.
• The Scout’s Coalition’s "Land Surveys" coalition assignment has been adjusted, and the extent to which a particular locus has been surveyed per assignment has been increased.

• The following adjustments have been made to the reive evaluation system.

• The difficulty of lair and colonization reives in the following areas have been adjusted.
The detection radii, spawning numbers, HP, attack, and other attributes of monsters appearing in reives have been decreased to better accommodate solo players and small parties.

• Lair Reives
Yahse Hunting Grounds / Ceizak Battlegrounds
 
• Colonization Reives
Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates

• The following adjustments have been made to Wildskeeper Reives.

• Additional key items are available for purchase from Dimmian in Eastern Adoulin (E-6).

Resurrection Retardant Axe / Insulator Tablet

• The cost for purchasing the following key items has been decreased from 100,000 bayld to 50,000 bayld.

Brier-proof Net / Compass of Transference / Magma Mitigation Set

* The bayld cost for these items will further decrease based on the fame earned from completing coalition assignments and quests in Adoulin.

• The following adjustments have been made to Delve.

• Additional items have been made available for Mweya Plasm.

• Ceizak Battlegrounds
• Dashavatara Sash
The key item semi-pure celadon yggzi is required to purchase this item.

• Foret de Hennetiel
• Adlivun Arrow / Jug of Translucent Broth
The key item semi-pure zaffre yggzi is required to purchase these items.
• Achiyalabopa Arrow / Achiyalabopa Bullet / Achiyalabopa Bolt
The designation Dakuwaqa Trawler is required to purchase these items.

• Morimar Basalt Fields
• Adlivun Bullet / Adlivun Bolt
The key item semi-pure alizarin yggzi is required to purchase these items.


Battle-related

• New monsters have been added to Seekers of Adoulin areas.
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• The upper limit on the resistance against magic for both PC and monsters has been increased.
(Added on July 10th, 2013)

• The minimum amount of enmity generated from job abilities, such as pet commands, and spells has been adjusted as given below.
              	 
               Pre-adjustment 	  	Post-adjustment 
Damage-volatile enmity 	1 	→ 	0 
Time-volatile enmity 	1 	→ 	1


• Status modifiers for hand-to-hand, one-handed, and ranged weapons have been adjusted as given below.
* As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot are now the same as those for two-handed weapons.

  
•  One-handed Weapons 
Main Weapons 	Pre-adjustment Post-adjustment 
Attack (STR) 	50% 	→ 	75% 
Accuracy (DEX) 	50% 	→ 	75% 
 
Sub Weapons 	Pre-adjustment Post-adjustment 
Accuracy (DEX) 	50% 	→ 	75% 
 
      
•  Ranged Weapons 
Ranged Weapons 	Pre-adjustment Post-adjustment 
Attack (STR) 	50% 	→ 	75% 
Accuracy (AGI) 	50% 	→ 	75% 


 
•  Hand-to-hand 
Main Weapons 	Pre-adjustment Post-adjustment 
Attack (STR) 	50% 	→ 	62.50% 
Accuracy (DEX) 	50% 	→ 	75%


*The attack and accuracy status modifiers for hand-to-hand weapons will be applied to both hands.

• The damage, MP cost, casting time, and recasting time for elemental magic spells have been adjusted.

• The damage of elemental magic spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

 
Tier I 	    INT+0	    INT+100 
	Before	After	Before	After 
Earth	10	10	42	160 
Water	16	25	66	165 
Wind	25	40	92	170 
Fire	35	55	108	175 
Ice 	46 	70 	126 	180 
Lightning 60	85	149	185 
 
 
Tier II    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	78 	100 	175 	350 
Water 	95 	120 	195 	355 
Wind 	113 	140 	213 	360 
Fire 	133 	160 	233 	365 
Ice 	155 	180 	255 	370 
Lightning 178	200	278	375 
 
 
Tier III    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	210 	200 	360 	550 
Water 	236 	230 	386 	560 
Wind 	265 	260 	415 	570 
Fire 	295 	290 	445 	580 
Ice 	320 	320 	470 	590 
Lightning 345	350	495	600 
 
Tier IV   INT+0	    INT+100 
	Before	After	Before	After 
Earth 	381 	400 	581 	850 
Water 	410 	440 	610 	870 
Wind 	440 	480 	640 	890 
Fire 	472 	520 	672 	915 
Ice 	506 	560 	706 	930 
Lightning 541	600	741	955 
 
 
Tier V 	     INT+0	    INT+100 
	Before	After	Before	After 
Earth 	626 	650 	855 	1200 
Water 	680 	700 	909 	1217 
Wind 	734 	750 	967 	1235 
Fire 	785 	800 	1014 	1252 
Ice 	829 	850 	1058 	1270 
Lightning 874	900	1103	1287

 
The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
 
Tier I 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	9 	4 	1.5 	0.5 	6.5 	2 
Water 	13 	10 	1.75 	0.5 	7.75 	2 
Wind 	18 	16 	2 	0.5 	9 	2 
Fire 	24 	22 	2.25 	0.5 	10.25 	2 
Ice 	30 	28 	2.5 	0.5 	11.5 	2 
Lightning 37	34	3	0.5	13	2 
 
 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	43 	36 	3.25 	1.5 	14.5 	6 
Water 	51 	43 	3.5 	1.5 	15.75 	6 
Wind 	59 	51 	3.75 	1.5 	17 	6 
Fire 	68 	60 	4.25 	1.5 	18.5 	6 
Ice 	77 	68 	4.5 	1.5 	19.75 	6 
Lightning 86	77	4.75	1.5	21	6 
 
 
Tier III    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
 Earth 	92 	64 	5.25 	3 	22.5 	15 
Water 	98 	75 	5.5 	3 	24 	15 
Wind 	106 	88 	5.75 	3 	25.25 	15 
Fire 	113 	101 	6 	3 	26.5 	15 
Ice 	120 	115 	6.25 	3 	27.75 	15 
Lightning 128	129  	6.75	3	29.25	15 
 
 
Tier IV    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	138 	112 	7 	6 	30.75 	30 
Water 	144 	129 	7.25 	6 	32 	30 
Wind 	150 	148 	7.5 	6 	33.25 	30 
Fire 	157 	169 	8 	6 	34.75 	30 
Ice 	164 	190 	8.25 	6 	36 	30 
Lightning 171	213  	8.5	6	37.25	30 
 
 
Tier V 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	222 	156 	8.75 	10 	39 	45 
Water 	239 	182 	9.25 	10 	40.25 	45 
Wind 	255 	210 	9.5 	10 	41.5 	45 
Fire 	270 	240 	9.75 	10 	42.75 	45 
Ice 	282 	272 	10 	10 	44 	45 
Lightning 294	306	10.25	10	45.5	45


• -ga Spells
The damage of these spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
.
 
-ga 
Tier I 	       INT+0	    INT+100 
	Before	After	Before	After 
Earth 	56 	60 	123 	310 
Water 	74 	80 	146 	315 
Wind 	96 	100 	155 	320 
Fire 	120 	120 	208 	325 
Ice 	145 	160 	241 	350 
Lightning 172 	200 	271 	375


 
-ga  
Tier II  INT+0	    INT+100 
	Before	After	Before	After 
 
Earth 	201 	250 	300 	600 
Water 	232 	280 	331 	610 
Wind 	266 	310 	365 	620 
Fire 	312 	340 	411 	630 
Ice 	350 	370 	450 	640 
Lightning 392 	400 	541 	650 


 
-ga  
Tier III   INT+0	    INT+100 
Earth 	434 	500 	525 	950 
Water 	480 	540 	630 	970 
Wind 	527 	580 	676 	990 
Fire 	589 	620 	738 	1015 
Ice 	642 	660 	791 	1035 
Lightning 697 	700 	846 	1055


The MP cost, casting times, and recast times of these spells will be adjusted.
 
-ga 
Tier I 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	37 	24 	2.5 	2 	11 	5 
Water 	47 	34 	2.75 	2 	12.25 	5 
Wind 	57 	45 	3 	2 	13.5 	5 
Fire 	71 	57 	3.5 	2 	15.25 	5 
Ice 	82 	80 	3.75 	2 	16.5 	5 
Lightning 95 	105 	4 	2 	17.75 	5


 
-ga 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	109 	93 	4.25 	4 	19 	10 
Water 	123 	112 	4.5 	4 	20.25 	10 
Wind 	138 	131 	5 	4 	21.75 	10 
Fire 	158 	153 	5.25 	4 	23.25 	10 
Ice 	175 	175 	5.5 	4 	24.5 	10 
Lightning 193 	200 	6 	4 	26 	10


 
-ga 
Tier III    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	211 	175 	6.25 	7 	27.25 	25 
Water 	231 	202 	6.5 	7 	28.5 	25 
Wind 	252 	232 	6.75 	7 	29.75 	25 
Fire 	277 	263 	7.25 	7 	31.5 	25 
Ice 	299 	297 	7.5 	7 	32.75 	25 
Lightning 322 	332 	7.75 	7 	34 	25


• -ja Spells

The damage of these spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.


 
-ja 
Spells 	    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	719 	750 	947 	1300 
Water 	782 	800 	1010 	1317 
Wind 	844 	850 	1076 	1335 
Fire 	902 	900 	1130 	1352 
Ice 	953 	950 	1181 	1370 
Lightning 1005 	1000 	1233 	1387


The MP cost, casting times, and recast times of these spells will be adjusted.

 
-ja 
Spells 	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After  
Earth 	299 	298 	7 	7 	45 	45 
Water 	322 	318 	7.25 	7 	46.25 	45 
Wind 	344 	338 	7.5 	7 	47.5 	45 
Fire 	364 	358 	7.75 	7 	48.75 	45 
Ice 	380 	378 	8 	7 	50 	45 
Lightning 396 	398 	8.25 	7 	51.25 	45


• -ra Spells

The damage of these spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.


 
-ra 
Tier I      INT+0	    INT+100 
	Before	After	Before	After 
Earth 	128 	150 	217 	400 
Water 	153 	180 	250 	415 
Wind 	179 	210 	279 	430 
Fire 	216 	240 	316 	445 
Ice 	247 	270 	347 	460 
Lightning 282 	300 	382 	475


 
-ra 
Tier II    INT+0	    INT+100 
	Before	After	Before	After 
Earth 	317 	350 	417 	700 
Water 	356 	390 	456 	720 
Wind 	396 	430 	496 	740 
Fire 	450 	470 	600 	760 
Ice 	496 	510 	646 	780 
Lightning 544 	550 	694 	800


The MP cost, casting times, and recast times of these spells will be adjusted.
 
-ra 
Tier I     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	73 	57 	3.25 	1.5 	15 	5 
Water 	85 	68 	3.5 	1.5 	16.5 	5 
Wind 	97 	80 	4 	1.5 	18 	5 
Fire 	115 	97 	4.25 	1.5 	19.5 	5 
Ice 	129 	111 	4.5 	1.5 	21 	5 
Lightning 144 	126 	5 	1.5 	22.5 	5


 
-ra 
Tier II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	160 	150 	5.25 	3 	23 	15 
Water 	177 	169 	5.5 	3 	24.5 	15 
Wind 	195 	188 	6 	3 	26 	15 
Fire 	218 	213 	6.25 	3 	27.5 	15 
Ice 	237 	235 	6.5 	3 	29 	15 
Lightning 258 	258 	7 	3 	30.5 	15


• Ancient Magic Spells
The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.

The MP cost, casting times, and recast times of these spells will be adjusted as shown below.

 
AM   I    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	337 	315 	18.25 	12 	42.75 	60 
Water 	368 	315 	18.75 	12 	43.75 	60 
Wind 	322 	315 	18 	12 	42.25 	60 
Fire 	383 	315 	19 	12 	44.5 	60 
Ice 	307 	315 	17.75 	12 	41.5 	60 
Lightning 352 	315 	18.5 	12 	43.25 	60


 
AM   II    MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Earth 	287 	280 	10 	10 	90 	60 
Water 	287 	280 	10 	10 	90 	60 
Wind 	287 	280 	10 	10 	90 	60 
Fire 	287 	280 	10 	10 	90 	60 
Ice 	287 	280 	10 	10 	90 	60 
Lightning 287 	280 	10 	10 	90 	60


• Comet
The damage of Comet will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

 
      	    INT+0	    INT+100 
	Before	After	Before	After 
Comet   964 	1000 	1193 	1387


The MP cost, casting times, and recast times of elemental magic spells will be adjusted.

 
      	     MP Cost	    Cast Time	  Recast Time 
	Before	After	Before	After	Before	After 
Comet   367 	350 	11 	10 	60 	45

 

• The following job-related adjustments have been made.

• Thief
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• The job abilities Steal and Despoil have been adjusted to no longer share reactivation timers.

• Beastmaster
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• New pets that can be summoned via the Call Beast job ability have been added.
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• Reference attributes when calling pets over level 99 have been changed.

If at or below level 99: PC’s Level + the pet’s maximum level
If over level 99: Main weapon item level + the pet’s maximum level
 
* The internal level will still be level 99, but the pet's stats will be raised.
* If the main weapon is switched out when a pet is active, the increased stats will change based on the new main weapon.

• The effects of the “Beast Affinity” job trait earned through merit points will now apply even above level 99. The following pets have the possibility of being greater than level 99.

Slippery Silas / Turbid Toloi / Crafty Clyvonne / Dipper Yuly /
Flowerpot Merle / Luckly Lulush / Nursery Nazuna / Dapper Mac / Discreet Louise / Fatso Fargann / Presto Julio / Malibuster Cetas / Audacious Anna / Swift Sieghard / Faithful Falcorr / Bloodclaw Shasra / Bugeyed Broncha / Gorefang Hobs / Gooey Gerard / Crude Raphie

• Dragoon
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• A dragoon’s wyvern’s attributes will now increase in line with the item level of the weapon equipped in the main weapon slot.
* This change only affects weapons that have their item levels displayed.
* If the main weapon is switched out when the wyvern is active, the increased stats will change based on the new main weapon.


• Summoner
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• A summoner’s avatar’s attributes will now increase in line with the item level of the item equipped in the ammo slot.
* Equipment that increases the attributes of avatars has been added.
* If the item equipped in the ammo slot is switched out when the avatar is active, the increased stats will change based on the new ammo


• Blue Mage
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The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.
* This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill.

•Geomancer
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• The casting speed and recast timers for the following geomancy spells have been changed.

• Indicolures
Recast time: Twelve seconds (no change)
Casting time: Decreased from four seconds to two.
• Geocolures
Recast time: Decreased from twenty-four seconds to twelve seconds
Casting time: Decreased from eight seconds to two.

• The levels at which the job trait “Conserve MP” is learned have been adjusted.
Pre-adjustment: 10/30/50/70/90
Post-adjustment: 10/25/40/55/70/85/99

•The following job traits have been added.

 
Job Trait 	Level Acquired 
Clear Mind 	        20 
Maximum MP Increase 	30

* The levels listed are the levels when the corresponding traits are first learned, but the effect will increase in stages at higher levels.

• The following spells have been added

 
Spell 	Level Acquired 
Sleep 	        35 
Sleep II 	70

* Due to the addition of Sleep / Sleep II to their spell repertoire, geomancers will now receive the enfeebling magic skill.

• A category for geomancers has been added to the list of job-based merit points.

• Group 1

• Full Circle Effect
Increases the amount of MP returned by 5%.
 
• Ecliptic Attrition Recast
Shortens the recast time of Ecliptic Attrition and Lasting Emanation by ten seconds.
 
• Life Cycle Recast
Shortens recast time by twenty seconds.
 
• Blaze of Glory Recast
Shortens recast time by twenty seconds.
 
• Dematerialize Recast
Shortens recast time by twenty seconds.

• Group 2

• Mending Halation (Recast time: five minutes)
Causes your luopan to vanish and restores HP of party members within area of effect. Increases amount of HP restored by five percent.
 
• Radial Arcana (Recast time: five minutes)
Causes your luopan to vanish and restores MP of party members within area of effect. Increases amount of MP restored by three percent.
 
• Curative Recantation
Grants a healing effect to Full Circle. Increases amount of HP healed by five percent.
 
• Primordial Zeal
Shortens casting times of elemental magic spells while under the effects of Collimated Fervor. Shortens casting time by ten percent.

• Rune Fencer
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• A category for rune fencers has been added to the list of job-based merit points.

• Group 1

• Rune Enhancement Effect
Increases potency of runes harbored by two points.

• Vallation Effect
Adds an elemental damage reduction to Vallation and an elemental damage reduction to Valiance of one point per harbored rune.

• Lunge Effect
Increases the accuracy of Lunge by three points per harbored rune.

• Pflug Effect
Enhances the likelihood of resistance activating by one point per harbored rune.

• Gambit Effect
Shortens recast time by ten seconds.

• Group 2

• Battuta (Recast time: five minutes; Effect duration: ninety seconds)
Increases the likelihood or parrying and deals counter damage after parrying dependent on harbored runes. Increases chance of parrying by four percent and increases counter damage by four points per rune harbored.

• Rayke (Recast time: five minutes; Effect duration: thirty seconds)
Expends runes to reduce elemental resistance of the target. Increases duration of the effect by three seconds.

• Inspiration
Grants a “Fast Cast” effect to Vallation and Valiance. Increases casting speed by ten percent.

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


Item-related

• New synthesis recipes have been introduced.
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• New items have been introduced.
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• The amount of bayld needed to receive the following pieces of equipment has been lowered:

Karieyh Morion / Karieyh Haubert / Karieyh Sollerets / Karieyh Brayettes / Karieyh Moufles
Thurandaut Chapeau / Thurandaut Tabard / Thurandaut Boots / Thurandaut Tights / Thurandaut Gloves
Orvail Corona / Orvail Robe / Orvail Souliers / Orvail Pants / Orvail Cuffs
Coalition Shield / Orvail Gloves / Vineslash Cesti / Coalition Dirk / Coalition Blade
Coalition Sword / Coalition Axe / Trunkcleaver / Fieldrazer Scythe / Coalition Lance / Kotekirigo
Kashiwadachi / Coalition Rod / Sortilevel Staff / Avitap Pole / Coalition Bow / Shadeshot Gun

• The following items may now be sold at the auction house:

Ghastly Stone / Ghastly Stone +1 / Ghastly Stone +2

• The following items may now be held more than one per character:
Bonanza Kupon L/Bonanza Kupon B/Bonanza Kupon X/Bonanza Kupon P/
Bonanza Kupon A/Bonanza Kupon E/Bonanza Kupon J/Bonanza Kupon RW/
Bonanza Kupon MW/Bonanza Kupon EW/Bonanza Kupon EA/Bonanza Kupon S/
Bonanza Kupon D/Bonanza Kupon De/Bonanza Kupon Sa/Bonanza Kupon Ny/
Bonanza Kupon S5/Bonanza Kupon S2/Bonanza Kupon O

• New items are now storable via the Porter Moogle service.
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• Moogle Storage Slip 11

Rustic Maillot / Rustic Trunks / Shoal Maillot / Shoal Trunks / Rustic Maillot +1
Rustic Trunks +1 / Shoal Maillot +1 / Shoal Trunks +1 / Chocobo Masque / Chocobo Suit
Chocobo Masque +1 / Chocobo Suit +1 / Korrigan Berret

• New synergy recipes have been introduced.
<Skill: Amateur>
 
Item 	        Required Craft 	Materials 
Chocobo Masque +1 	- 	Chocobo Masque (x2) 
Chocobo Suit +1 	- 	Chocobo Suit (x2)


<Skill: Craftsman>
 
Item 	      Required Craft 	        Materials 
Tulfaire Arrow 	Woodworking 	Chapuli Arrowheads, Guatambu Lumber,  
                                 Tulfaire Fletchings


<Skill: Artisan>
 
Item 	        Required Craft 	Materials 
Titanium Bolt 	Woodworking 	Titanium Bolt Heads, Guatambu Lumber 
               Smithing 
Titanium Bullet Alchemy        Titanium Ingot, Firesand 
               Smithing                                       


<Skill: Adept>
 
Item 	Required Craft 	        Materials 
Memorial Cake 	Cooking 	San d'Orian Flour, Selbina Butter, Maple Sugar,  
                                Beeswax, Rolanberry, Thundermelon, Selbina Milk, Bird Egg



System-related

• Yell functionality has been added to the chocobo circuit.

• Party invite range has been increased from the region level to worldwide.
* This change means that the range for “Party” and “Autogroup” are also now worldwide.


• The color of the icon depicting autoattack, spell, abilities, ranged attack, pet command, and trading subtargets now changes depending on the distance between the PC and the main target.

• The icon depicting subtargets will be blue when the main target resides within the area of effect.
Screenshot

•The icon depicting subtargets will be red when the main target resides outside the area of effect.
Screenshot

• The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.
* There may be instances where commands cannot be executed even when the subtarget icon is yellow.
Screenshot



• Item levels are now displayed in equipment help text.
Read on for details.
Screenshot

Screenshot

* The above applies to items introduced in the March 27, 2013 version update.

• The following changes have been made to the auto-translate function.
• Several new terms have been added.

 
Category 	         Term 
Place Names 2 	Celennia Memorial Library 
Place Names 2 	Dho Gates 
Place Names 2 	Marjami Ravine 
Place Names 2 	Mog Garden 
Place Names 2 	Yorcia Weald


• The eleventh anniversary logo had been added to the FINAL FANTASY XI main screen.


Playstation 2 Only

The maximum number of players and NPCs displayed in the following areas has been set to thirty-five in order to avoid blackout issues in certain locations.

• Yahse Hunting Grounds / Foret de Hennetiel / Morimar Basalt Fields / Cirdas Caverns [U]



Resolved Issues

• The following issues have been rectified:

• The issue wherein a Fire Elemental would appear in the Konschtat Highlands with 0 HP.
• The issue with trying to eat the following fish raw wherein the message telling players they could not eat it would not display:
• Bloodblotch / Malicious Perch / Shen
• The issue with the NPC Benjamien wherein the amount of bayld needed to undergo mezzotinting would not display.
• The issue with Salvage wherein geomancy spells could be cast even when magic use was restricted.
• The issue wherein the Abyssea – Attohwa NM Tunga could occasionally cast spells without triggering a recast timer.
• The issue wherein the panopts that roam certain areas could be charmed. (Added on July 19th, 2013)
• The issue wherein dragoon wyverns would occasionally use Healing Breath on themselves.
• The issue wherein the monster Volatile Matamata would solely use the skill Counterstance under certain conditions.
• The issue with the Rise of the Zilart mission "Headstone Pilgrimage" wherein the Sanctuary of Zi'Tah NM Doomed Pilgrim would deal unintentionally severe damage.
• The issue with the Inventors' Coalition assignment "Gather: Cirdas Caverns" wherein the amount of umbril ooze needed to complete the assignment was incorrect.
• The issue wherein the effect of Dematerialize on a luopan would be negated by Dispel and other such spells.
• The issue wherein various unnatural expressions and incorrect text was used in missions, quests, and item help text.
• The issue wherein the graphics for Bokwus Gloves would not display correctly when equipped by Mithra and Hume female characters.
• The issue with the quest "Keep Your Bloomers On, Erisa" wherein Erisa wears different clothes in the Rala Waterways from when she appears in Eastern Adoulin.
• The issue wherein titles gained from defeating the Naakuals would not change after defeating them multiple times.
• The issue with the Chains of Promathia mission "Dawn" wherein skipping the battlefield entry cutscene in Empyreal Paradox would cause the screen to go black.
• The issue wherein disconnecting while trading mezzotinted equipment and materials to the Western Adoulin NPC Benjamien would result in the loss of materials and bayld.
• The issue wherein talking to the NPC Bastingart under certain conditions would cause him to face in an unnatural direction.
• The issue wherein using Addle would not count toward the objectives of magian trials that require monsters to be defeated while afflicted with a fire-based status ailment.
• The issue wherein it was possible to cancel arcane glyptic augmentations with the NPC Forri-Porri even after confirming which items would be exchanged.
• The issue with the Assault quest "Forging a New Myth" wherein party members would also be able to enter the battlefield.
• The issue wherein using the black magic spell Tractor under certain circumstances would cause the caster to disconnect.
• The issue wherein players' radar would glow red when moving to specific positions in a specific order in Western Adoulin.
• The issue wherein players could complete the quest "Hunger Strikes" under certain conditions without having to trade the necessary item.
• The issue wherein an error message would display when using the command "/pcmd add" under certain conditions.

• Windows and Xbox 360 Versions Only
• The issue wherein the graphics for Eald'narche's clothes would display improperly.


Known Issues

• The coastal fishing net in Mog Gardens cannot be targeted under certain conditions, but the issue can be remedied by zoning out and returning.
• The order in which merit point categories displayed under Categories in the Merit Points menu is incorrect, but Weapon Skill is scheduled to be moved under the Others category after the August version update.
• The graphics for the weapon Tamaxchi do not display correctly when equipped by female Humes. (Added on July 19th, 2013)
• The help text for the Vallation Effect merit point category is missing the word "reduction" after "elemental damage."
• The Western Adoulin NPC Gehlvik does not offer to recall memories of the following quests:

Flavors of Our Lives / Vegetable Vegetable Evolution (Added on July 19th, 2013)

• The message that displays upon completing the quests Endeavoring to Awaken and Elementary, My Dear Sylvie states "Your maximum level has been raised to 75!" even for players above level 75. (Added on July 19th, 2013)
• Item levels still do not display for shields. (Added on July 19th, 2013)
• The incorrect names of certain ergon loci may display when examined.
• The names of the key items for the quest "Vegetable Vegetable Evolution" overflow the text box.
• One of the attributes for the weapon Xbalanque erroneously reads "Axe Skill" instead of "Scythe Skill"
• The help text for the item Lifestream Cape erroneously reads "Geomancy skill +10" instead of "Geomancy skill +5." (Added on July 19th, 2013)
• The description for Granddaddy Dearest does not appear in the quest log when repeating the quest. (Added on July 19th, 2013)

Edited, Jul 10th 2013 7:02pm by Szabo

Edited, Jul 19th 2013 4:18pm by Szabo
#2 Jul 08 2013 at 11:19 AM Rating: Good
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1,778 posts
Quote:
The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.


Yes.

Just ******* yes.

That's BLU relevant again.
#3 Jul 08 2013 at 11:55 AM Rating: Good
So many known issues... We're gonna get another patch by Wednesday or Thursday, I bet.
#4 Jul 08 2013 at 12:07 PM Rating: Decent
41 posts
Wow.. just wow lol.

This basically means that all attacks now do way more right?
Magic and BLU physicals at least from how I'm reading it. Though maybe I've gone slightly mad?

And worldwide invite function? Not aware anyone ever asked for that.
But within a week we'll wonder why we didn't have it all along I'm sure.
#5 Jul 08 2013 at 12:11 PM Rating: Decent
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1,778 posts
About these new Wildskeeper drops...?

Great Axe D:245 Delay: 504 STR+12 VIT+12 Earth Resist+20 Great Axe Skill+188 Parrying Skill+188
Scythe D:256 Delay:528 STR+12 DEX+12 Scythe Skill+188 Parrying Skill+188
CLUB D88 Delay216 INT+5 MND+5 Magic ACC+90 MAgic Attack+12 MagicDMG+99(new?) Club Skill+188 Cure Potency +22%

Mother
Of
*******
God
#6 Jul 08 2013 at 12:13 PM Rating: Excellent
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50,767 posts
Weapon Skill +188 seems kind of ... ridiculous.
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#7 Jul 08 2013 at 12:13 PM Rating: Excellent
I can't imagine those +188's being real. That seems like some sort of error with the .dat mining.
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#8 Jul 08 2013 at 12:30 PM Rating: Decent
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1,778 posts
Burmite Hat
DEF:56 HP+28 MP+30
STR+20 DEX+20 VIT+20 AGI+20 INT+24 MND+24 CHR+24
Magic Accuracy+15 Magic damage+35
Evasion+28 Magic Evasion+65
Lv99 WHM / BLM / RDM / BRD / SMN / SCH / GEO

Uk'uxkaj Cap
DEF:60 HP+28 MP+22
STR+22 DEX+25 VIT+22AGI+25 INT+22 MND+22 CHR+23
Evasion+34 Magic Evasion+46
Critical Hit Rate+3% Haste+7%
Lv99 MNK / THF / RNG / NIN / BLU / COR / PUP / DNC / RUN

Buremte Gloves
DEF:53 HP+19 STR+9 DEX+31 VIT+27 AGI+4 INT+11 MND+26 CHR+15
Accuracy+20 Ranged Accuracy+20 Evasion+19 Magic Evasion+32
Haste+3% Potency of "Cure" effect. received +13%
Lv99 WAR / RDM / THF / PLD / DRK / BST / BRD / RNG / SAM / NIN / DRG / BLU / COR / DNC / RUN

Uk'uxkaj Boots
DEF:39 HP+10 MP+13 STR+8 DEX+9 VIT+8 AGI+28 INT+15 MND+16 CHR+29
Evasion+43 Magic Evasion+93
Enhances enfeebling magic effect
Lv99 WHM / BLM / RDM / BRD / SMN / SCH / GEO

All of these plus the aforementioned weapons are drops from the two new Wildskeeper Reives.
Well... glad I stockpiled Bayld before the update!

Seriously, look at those stats.
#9REDACTED, Posted: Jul 08 2013 at 12:49 PM, Rating: Sub-Default, (Expand Post) They made reives easier to do /solo there was no need to stockpile bayld.... this gear makes Delve obsolete...
#10 Jul 08 2013 at 1:07 PM Rating: Excellent
**
701 posts
You know I was thinking just the other day about how much I needed copious amounts of Magic Evasion.
#11 Jul 08 2013 at 1:17 PM Rating: Good
***
2,885 posts
Professor Shock Vlorsutes wrote:
I can't imagine those +188's being real. That seems like some sort of error with the .dat mining.


It's not a typo, it is just calculated differently:

Quote:

Addition of items increasing combat skill strength
Some weapons that have displayed item levels have the effect of increasing combat skill strength.

This increase in combat skill strength differs from the effects of attributes such as "Sword skill +X," and are calculated independently for main and sub weapons.
* At present, this increase is added only for a specific subset of equipment. Other equipment will be made compatible with this functionality at a later date.
* This functionality will not be reflected in the combat skill section of the status screen.
* For the hand-to-hand skill, values have been set with consideration given the fact that damage values increase as the skill increases.
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Return1 argued with Mellowy and wrote:

Seriously, you won't be @#%^ing happy until SE releases a full sized Bahamut avatar you can @#%^ing ride and use to kill players that annoy you, one shot AV/PW/Shinryuu, and burn the FFXI nations to the @#%^ing ground for fun. All while actually restoring mp used instead of costing any.

#12 Jul 08 2013 at 1:19 PM Rating: Good
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641 posts
Time remaining in current process 05:51:25.

Don't scare me like that Playonline!
#13 Jul 08 2013 at 1:28 PM Rating: Good
Darqflame's Peon
ZAM Administrator
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6,096 posts
Akihiko Matsui wrote:

Hello, Matsui here.

I'd like to inform you about the adjustments to the damage values of physical blue magic spells.

We are currently making preparations to implement the full-blown adjustments to the damage values of physical blue magic spells in August.

There's a reason why I am saying "full-blown" here and I would like to explain what I mean by this.

With the July version update it has become possible to increase the damage value of physical blue magic spells depending on the weapon you have equipped in your main hand, but in order for this to take place the weapon must have an item level displayed and there has to be stats that modify the weapon's skill.

While this was implemented in the July version update, there are not many weapons that fulfill the above criteria at this point in time and I wanted to let you know ahead of time.
(In the July version update the only one that fulfills the criteria is a club from a new Naakual.)

The adjustment that was made in the July version update was performed in preparation for the new equipment and stat adjustments on existing equipment that will occur in the August version update. I apologize to keep you waiting until August, but we appreciate your patience.

http://forum.square-enix.com/ffxi/threads/26943-New-Blu-Spells?p=452890#post452890

Edited, Jul 8th 2013 4:00pm by Szabo
#14 Jul 08 2013 at 1:33 PM Rating: Excellent
Guru
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11,159 posts
And BLU excitement nosedives~
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#15 Jul 08 2013 at 1:37 PM Rating: Good
yay a new crab jugpet..

after so many years with carrie too :)
#16 Jul 08 2013 at 3:12 PM Rating: Excellent
Jack of All Trades
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29,633 posts
Quote:
I can't imagine those +188's being real. That seems like some sort of error with the .dat mining.


Funny, I remember when people were saying that exact same thing about the first Wildskeeper Reive weapons before anyone actually got them >_>

Also, they did say a little while back that BLU adjustments would take place in two version updates from that point in time, not one (that one being, this one that just happened)

Edited, Jul 8th 2013 5:15pm by Fynlar
#17 Jul 08 2013 at 3:18 PM Rating: Good
Janeash wrote:
yay a new crab jugpet..

after so many years with carrie too :)


Carrie was always my favorite of the jug pets. Nursury Nazuna, Dipper Yuly, and Faithful Facorr are cool, but just not the same as having a crab with baskets following you around everywhere.

I always wondered what Carrie was storing. Seashells? Seaweed? Random junk that flew out of party when everyone's inventory was full?
#18 Jul 08 2013 at 3:31 PM Rating: Good
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9,526 posts
how much does the crab cost?
#19 Jul 08 2013 at 3:40 PM Rating: Excellent
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50,767 posts
A comb and special shampoo. You recoup some of the cost though, since you can keep the comb.
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#20 Jul 08 2013 at 4:43 PM Rating: Decent
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Yay the update ive been waiting for has arrived.

Also:

I wonder if the blue mage change to physical damage applies to "set as subjob" as well. I know its not much but my RDM/BLU might like it.

Edited, Jul 8th 2013 6:44pm by rdmcandie
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#21 Jul 08 2013 at 6:36 PM Rating: Excellent
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Olorinus the Ludicrous wrote:
how much does the crab cost?

2000 plasm per single, one time use, 2 hour duration jug. For comparison, a stack off 99 new bullets is 5k plasm, and will literally last forever between recycle and scavenge. Alternator and the SMN ammo are 30k and similarly will never stop working. You don't lose them every time you die, or change zones, and the other job's items don't have an HP bar that result in you losing them either. If your jug dies once in a Fracture run though, you've essentially done the run for nothing because the cost of the 2 jugs is more than you even got doing the run.

And it's got worse stats than the current jugs. He hits for less than falcorr and has worse accuracy and worse WS's. And falcorr was one of the weaker jugs because he has TH. He does have pretty good DEF, what with taking half damage of other jugs after scissor guard. But since he can't hit anything, he can't damage anything when he does hit, and with pet enmity being a non-thing (snarl a 4k+ ruinator onto him and he loses hate the next time you swing your axe) tanking ability's not a selling point.

Here's hoping the crafted jugs are dirt cheap and super powerful.

Edited, Jul 8th 2013 8:40pm by louispv
#22 Jul 08 2013 at 6:47 PM Rating: Good
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670 posts
I've always wondered why is losing a jug pet when you zone such a big deal? If you are just passing through, why was it even called in the first place? I would think that in adoulin with mobs being charmable again, jugs wouldn't be such a big deal anymore.
#23 Jul 08 2013 at 6:53 PM Rating: Good
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Quote:
I've always wondered why is losing a jug pet when you zone such a big deal? If you are just passing through, why was it even called in the first place?


Because there are activities that require frequent zoning that are not just "passing through"

There's also activities that still kill your pet even though it isn't zoning (i.e. voidwatch), which is simply inexcusable in my book.

Quote:
I would think that in adoulin with mobs being charmable again, jugs wouldn't be such a big deal anymore.


Problem is that everything in Adoulin is over level 99, and many people do not use "charm sets" anymore due to the increasing amounts of activities where charmed pets are simply not an option. In short, the stuff is not terribly easy to charm, and an unreliable charm on level 100+ mobs can spell a quick death. There's also the matter of not being able to select your charmed pet's TP move.

Edited, Jul 8th 2013 8:53pm by Fynlar
#24 Jul 08 2013 at 8:49 PM Rating: Good
Patch thoughts...

- Mog Gardens = win. Crabauble is adorable. The moogle is an NPC store and will buy the crap you harvest! No items needed to mine or log or fish.

- Doing rieves the way they were meant to be done, with two dozen people, was fun. Too bad that won't last. Not having a map of the zone was irritating as well.

- Reduced bayld armor = new hat for me!
#25 Jul 08 2013 at 10:18 PM Rating: Decent
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1,017 posts
Quote:
Party invite range has been increased from the region level to worldwide.
* This change means that the range for “Party” and “Autogroup” are also now worldwide.


Just made this game pure win
#26 Jul 08 2013 at 10:38 PM Rating: Good
DjinnRB wrote:
Quote:
Party invite range has been increased from the region level to worldwide.
* This change means that the range for “Party” and “Autogroup” are also now worldwide.


Just made this game pure win


Nexus cape will now get some use from me.
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