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Get Ready for Summer with the Next Version Update!Follow

#27 May 29 2014 at 1:05 AM Rating: Decent
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alphamone wrote:
I wonder if this will also affect the relic weapon upgrade quests?
I really hope so, that was the longest part of getting my relics :(
#28 May 29 2014 at 1:08 AM Rating: Good
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I remember more game day change at the beginning of ToAU, but I think around the Gessho fight there are 2-3 JP midnight waits back to back.
#29 May 29 2014 at 2:13 AM Rating: Good
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Gildrein wrote:

[dev1209] Ergon Weapon WS Acquisition Quests

In the next version update, players will be able to complete a certain quest to obtain the ability to use Ergon Weapon-specific weapon skills without having the requisite weapon equipped.

  • The geomancer club weapon skill, Exudation

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  • To undertake this quest, players must speak to Nhili Uvolep in Eastern Adoulin while being a level 99 geomancer.

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  • The rune fencer great sword weapon skill, Dimidiation

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  • To undertake this quest, players must speak to Gaddiux in Western Adoulin while being a level 99 rune fencer.

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* These weapon skills may only be used while a level 99 geomancer or rune fencer, respectively.

http://forum.square-enix.com/ffxi/threads/42346

Edited, May 29th 2014 4:17am by Szabo
#30 May 30 2014 at 2:13 AM Rating: Good
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Gildrein wrote:

[dev1210] Merit Point Category Expansion

  • A new entry, Maximum Merit Points, will be added to the “HP/MP” merit point category.
  • Placing one point in this category adjusts the character’s maximum number of merit points by one, up to a possible fifteen.

  • The maximum number of points that can be spent in the following general categories will be increased.

 
Category       Pre-adjustment	 	Post-adjustment 
HP/MP	              15        →	45 
Attributes	      24	→	45 
Combat Skills	      32      	→	56 
Magic Skills          32        →	48

  • The maximum number of points that can be spent in the following specific categories will be increased.

 
Category	Pre-adjustment	 	Post-adjustment 
Specific Attributes	12	→	15 
Guarding, Parrying, Shield, and Evasion skills	 
                        4	→	8

http://forum.square-enix.com/ffxi/threads/42368

Edited, May 30th 2014 9:43am by Szabo
#31 May 30 2014 at 2:58 AM Rating: Excellent
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Spending merits to be able to hold more merits?

NOW I think I've seen everything.
#32 May 30 2014 at 5:17 AM Rating: Excellent
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Looks like time to spam some WoE after next update. I usually get over 10K XP per run, and some of them are quite fun.
#33 May 30 2014 at 6:18 AM Rating: Excellent
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Fynlar wrote:
Spending merits to be able to hold more merits?

NOW I think I've seen everything.


It's just like Zelda. Spending rupees to be able to hold more rupees.
Gotta spend merits to make merits.
Mo' merits mo' problems.
Etc.
#34 May 30 2014 at 6:25 AM Rating: Decent
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The limit increases are super nice!

Edited, May 30th 2014 8:26am by Rachel9
#35 May 30 2014 at 6:54 AM Rating: Good
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The base stat adjustments mean you can spend your 45 merits to max out three base stats at +15. Capping strength and dex is by far the most popular option right now, but how many players will opt for agility versus those who opt for vitality as their third stat? Agi affects ranged acc/ ranged crit rate, trick attack, eva/parry/guard/shield block and since last year also affects mobs tp gain rate, and is a secondary mod for a few popular ws like exenterator, but sine the attack/def changes were implemented last year vitality and defense make a noticeable difference on damage received, and it also mods several popular weaponskills like upheaval.

I have little doubt the majority will go with agility because of the ranged attack considerations, but I'll be curious to see next years vanadiel census to see what the ratio is versus those who go with vitality. If you don't play ranger or simply prefer the heavy melee classes over their leather counterparts vitality becomes a lot more attractive. You need a lot more evasion than heavy armor classes have access to in order to dodge relevant content, so tanking better is viable for them, and vit becomes even more attractive to a warrior spamming upheaval.

Edited, May 30th 2014 9:25am by Melphina
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#36 May 30 2014 at 7:14 AM Rating: Good
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Me thinks the whole HP/MP line is a big typo. Obviously the 1 is supposed to be a 15, but 45 max?
#37 May 30 2014 at 7:20 AM Rating: Decent
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Meldi wrote:
Me thinks the whole HP/MP line is a big typo. Obviously the 1 is supposed to be a 15, but 45 max?
15 each of hp, mp, and merits.
#38 May 30 2014 at 8:21 AM Rating: Excellent
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Melphina wrote:
The base stat adjustments mean you can spend your 45 merits to max out three base stats at +15. Capping strength and dex is by far the most popular option right now, but how many players will opt for agility versus those who opt for vitality as their third stat?


I'm doing MND if it's all the same to you. For the Realmrazer mods. Or maybe for Randgrith, we'll see how the WS buffs go ;)
#39 May 30 2014 at 8:37 AM Rating: Good
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Rachel9 wrote:
Meldi wrote:
Me thinks the whole HP/MP line is a big typo. Obviously the 1 is supposed to be a 15, but 45 max?
15 each of hp, mp, and merits.


That would allow us to make out the entire category... Interesting.
#40 May 30 2014 at 10:15 AM Rating: Good
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Zaredx wrote:
Melphina wrote:
The base stat adjustments mean you can spend your 45 merits to max out three base stats at +15. Capping strength and dex is by far the most popular option right now, but how many players will opt for agility versus those who opt for vitality as their third stat?


I'm doing MND if it's all the same to you. For the Realmrazer mods. Or maybe for Randgrith, we'll see how the WS buffs go ;)


Yeah I was thinking 15 more mind wouldn't hurt my Requisescat... but we'll see how WS look after the update.

Edited, May 30th 2014 9:16am by Olorinus
#41 Jun 01 2014 at 12:30 PM Rating: Good
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Actually thinking to come back for this update.
#42 Jun 02 2014 at 2:10 AM Rating: Good
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Gildrein wrote:

[dev1211] Mog Garden Rank Cap Increase

  • The maximum rank for Mog Garden gathering nodes will be raised to seven.

Screenshot


http://forum.square-enix.com/ffxi/threads/42417

Edited, Jun 2nd 2014 4:20am by Szabo
#43 Jun 02 2014 at 8:21 AM Rating: Decent
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Kinda feel like they're leaving out monstrosity now....
#44 Jun 02 2014 at 9:13 AM Rating: Good
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The update's nice, but I was expecting an update to job merits.

Melphina wrote:
Agi affects shield block

Wasn't that disproved?

Edited, Jun 2nd 2014 11:17am by Demoncard
#45 Jun 02 2014 at 11:09 AM Rating: Excellent
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Demoncard wrote:
The update's nice, but I was expecting an update to job merits.

Melphina wrote:
Agi affects shield block

Wasn't that disproved?

Edited, Jun 2nd 2014 11:17am by Demoncard


PLD's should definitely do 15 CHR cause it helps with their enmity right. :trollface:
#46 Jun 04 2014 at 4:08 AM Rating: Good
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Gildrein wrote:

[dev1212] New Records of Eminence Objectives

  • A new type of objective--daily objectives--will be introduced.
Daily objectives may be attempted once per day, and completing them will reward players with A.M.A.N. vouchers and other types of bounties.

The following three daily objectives are scheduled to be implemented in the coming version upate.

  • Vanquish Multiple Enemies
Defeat the requisite number of experience-yielding enemies.
  • Buff Allies
Buff a party member or alliance member other than yourself the requisite number of times.
  • Heal for X+ HP
Heal a party or alliance member other than yourself for X or more HP the requisite number of times.

* Daily objectives will reset at Japanese midnight.
* Daily objectives do not count toward the total number of objectives a player has completed.


  • Tutorialesque synthesis-related objectives will be introduced, including speaking with guildmasters and synthesizing particular items a requisite number of times.

  • Fishing-related objectives will be introduced for reeling in catches in fresh water, in salt water, using various fishing rods, and under other specific conditions.

Additional fishing objectives are planned for subsequent version updates.

http://forum.square-enix.com/ffxi/threads/42453

Edited, Jun 4th 2014 6:43am by Szabo
#47 Jun 05 2014 at 12:39 AM Rating: Good
Am I the only one who found it a bit startling that fishing got any RoE objectives? (Not that you can accumulate xp very fast from it, I suppose.)

With all these new ones being added though, I really wish they'd increase the number you could have going at one time.

~sleepygirl
#48 Jun 06 2014 at 2:21 AM Rating: Excellent
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Gildrein wrote:

[dev1213] Quality-of-Life Adjustments

  • It will be possible to have the TP of party and alliance members, as well as the MP of alliance members, display in the party window.
A command will be implemented by which players can manually enable or disable the display of TP.

  • Characters' current coordinates will be displayed next to the clock.

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  • A visual effect will display to indicate that players may mine, log, or harvest at certain gathering locations.

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* This adjustment will not apply to locations in Adoulin areas, Mog Gardens, or instances as of the June version update.

  • A key item that allows players to open doors in the Eldieme Necropolis and Halvung by themselves will be introduced.

  • Obtainment

  • Eldieme Necropolis
Complete the quest offered by Churano-Shurano in Windurst Waters (North Side, F-8)
  • Halvung
Trade a certain item to the ??? target in Halvung[1] (J-8)
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  • It will be possible to sort monipulator instincts by cost.

  • In order to add stack numbers to items that currently do not display them, stack numbers will appear over items' icons.

Screenshot

http://forum.square-enix.com/ffxi/threads/42486

Edited, Jun 6th 2014 4:44am by Szabo
#49 Jun 06 2014 at 7:05 AM Rating: Excellent
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A key item that allows players to open doors in the Eldieme Necropolis


Where have you been all my life, baby?
#50 Jun 06 2014 at 10:36 AM Rating: Excellent
Seriously, we needed that ten years ago.
#51 Jun 06 2014 at 2:08 PM Rating: Excellent
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Its almost like SE is going through fansite posts from 2004 with all these quality of life changes players wanted a decade+ ago.
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