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Get Ready for Summer with the Next Version Update!Follow

#77 Jun 11 2014 at 6:55 AM Rating: Good
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Soooo if I'm reading this right, they're doing it at night/early morning for us Americans? And early evening for the Japanese? That's a twist right there lol
#78 Jun 11 2014 at 7:17 AM Rating: Good
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3,441 posts
June 16th for these kickass changes?

Hell Yeah.

That's only 5 days from now.
#79 Jun 11 2014 at 8:58 AM Rating: Decent
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496 posts
Seriha wrote:
Black Pearls for RR hairpins.
Do people actually use those? I'm working on my 4th relic now, and still can't justify the extra 20k they cost over reraise earrings, considering how easy exp is to come by >_>
#80 Jun 11 2014 at 11:19 AM Rating: Good
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3,441 posts
Rachel9 wrote:
Seriha wrote:
Black Pearls for RR hairpins.
Do people actually use those? I'm working on my 4th relic now, and still can't justify the extra 20k they cost over reraise earrings, considering how easy exp is to come by >_>


Well, with this change... maybe the RR Hairpins will be cheaper since Black Pearls would be far easier to get?
#81 Jun 11 2014 at 3:30 PM Rating: Good
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11,159 posts
Lyrailis wrote:
Rachel9 wrote:
Seriha wrote:
Black Pearls for RR hairpins.
Do people actually use those? I'm working on my 4th relic now, and still can't justify the extra 20k they cost over reraise earrings, considering how easy exp is to come by >_>


Well, with this change... maybe the RR Hairpins will be cheaper since Black Pearls would be far easier to get?

Nailed it. Plus some people care about the EXP difference even if one individual may find it trivial. The bottleneck, then, with either shift to the coral or perhaps the related anima. Water always seemed like the worst to farm to me.
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#82 Jun 12 2014 at 2:49 AM Rating: Good
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Gildrein wrote:

[dev1216] Weapon Skill Adjustments

  • Weapon skills will undergo the following adjustments.
  • The potency of the following weapons skills will now increase depending on players' levels and main hand weapon item levels.
Gust Slash / Cyclone / Energy Steal / Energy Drain / Aeolian Edge / Burning Blade / Red Lotus Blade / Shining Blade / Seraph Blade / Sanguine Blade / Uriel Blade / Frostbite / Freezebite / Herculean Slash / Primal Rend / Cloudsplitter / Thunder Thrust / Raiden Thrust / Dark Harvest / Shadow of Death / Infernal Scythe / Blade: Ei / Blade: Yu / Shining Strike / Seraph Strike / Flash Nova / Rock Crusher / Earth Crusher / Starburst / Sunburst / Cataclysm / Vidohunir / Garland of Bliss / Omniscience / Leaden Salute / Trueflight / Wildfire

  • Weapon skills will undergo a large-scale overhaul.
  • Overview
The adjustments that will be implemented with the forthcoming version update mainly involve attribute modifiers and TP bonuses for weapon skills obtained at low levels.

Many of the modifier adjustments consist of increases in potency, but others consist of changing the modifier itself.

As a result of these adjustments, the weapon skills obtainable at lower levels should become as enticing for players to use as their high-level counterparts, thus allowing for a more diverse ******* depending on the situation.

  • Adjustment Details
  • Modifier Adjustments
Weapon skill potency is decided based on particular attribute modifiers. As a result of these adjustments, which attributes certain weapon skills use as their modifiers and/or the value of the modifiers themselves have been changed.

  • TP Bonus Adjustments
TP bonuses that occur when using some weapon skills after a certain amount of TP has been stored will undergo adjustments.

  • Adjustment Details

  • Hand-to-Hand Weapons
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Combo
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Tackle
VIT: 100%
  • One-Inch Punch
VIT: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Backhand Blow
STR: 50%, DEX: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Raging Fists
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Spinning Attack
STR: 100%
  • Howling Fist
STR: 20%, DEX: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Dragon Kick
STR: 50%, DEX: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Asuran Fists
STR: 15%, VIT: 15%
TP bonus increased when the bearer has 2,000 or more TP
  • Final Heaven
VIT: 80%
  • Ascetic's Fury
STR: 50%, VIT: 50%
TP bonus increased when the bearer has 1,000 or more TP
The attack power of the weapon skill itself will also be raised.
  • Stringing Pummel
STR: 32%, VIT: 32%
TP bonus increased when the bearer has 2,000 or more TP
The attack power of the weapon skill itself will also be raised.
  • Tornado Kick
STR: 40%, VIT: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Victory Smite
STR: 80%
  • Shijin Spiral
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

  • Daggers
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Wasp Sting
DEX: 100%
  • Viper Bite
DEX: 100%
  • Shadowstitch
CHR: 100%
  • Gust Slash
DEX: 40%, INT: 40%
TP bonus increased when the bearer has 3,000
TP The magic accuracy of the weapon skill itself will also be raised.
  • Cyclone
DEX: 40%, INT: 40%
TP bonus increased when the bearer has 3,000 TP
The magic accuracy of the weapon skill itself will also be raised.
  • Energy Steal
MND: 100%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Energy Drain
MND: 100%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itselfi will also be raised.
  • Dancing Edge
DEX: 40%, CHR: 40%
  • Shark Bite
DEX: 40%, AGI: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Evisceration
DEX: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Mercy Stroke
STR: 80%
  • Mandalic Stab
DEX: 60%
TP bonus increased when the bearer has 1,000 or more TP
  • Mordant Rime
DEX: 30%, CHR: 70%
  • Pyrrhic Kleos
STR: 40%, DEX: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Aeolian Edge
DEX: 40%, INT: 40%
TP bonus increased when the bearer has 3,000 TP The magic accuracy of the weapon skill itself will also be raised.
  • Rudra's Storm
DEX: 80%
TP bonus increased when the bearer has 2,000 or more TP
  • Exenterator
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP Twofold attack for the first stage only

  • Swords
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Fast Blade
STR: 40%, DEX: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Burning Blade
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Red Lotus Blade
STR: 40%, INT: 40%
TP bonus increased when the bearer has 3,000 TP
The magic accuracy of the weapon skill itself will also be raised.
  • Flat Blade
STR: 100%
TP bonus increased when the bearer has 3,000 TP
  • Shining Blade
STR: 40%, MND: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Seraph Blade
STR: 40%, MND: 40%
TP bonus increased when the bearer has 3,000 TP
The magic accuracy of the weapon skill itself will also be raised.
  • Circle Blade
STR: 100%
  • Spirits Within
TP bonus increased when the bearer has 2,000 or more TP
  • Vorpal Blade
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Swift Blade
STR: 50%, MND: 50%
TP bonus increased when the bearer has 3,000 TP
  • Savage Blade
STR: 50%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Knights of Round
STR: 40%, MND: 40%
  • Death Blossom
STR: 30%, MND: 50%
The attack power of the weapon skill itself will also be raised.
  • Atonement

TP bonus will henceforth be dependent upon enmity
The calculation used for determining maximum damage will be adjusted.
  • Expiacion
STR: 30%, DEX: 20%, INT: 30%
TP bonus increased when the bearer has 2,000 or more TP -
  • Sanguine Blade
STR: 30%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Chant du Cygne
DEX: 80%
  • Requiescat
Varies depending on merit points allocated
TP bonus increased when the bearer has 3,000 TP

  • Great Swords
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Hard Slash
STR: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Power Slash
STR: 60%, VIT: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Frostbite
STR: 40%, INT: 40%
TP bonus increased when the bearer has 1,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Freezebite
STR: 40%, INT: 40%
TP bonus increased when the bearer has 1,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Shockwave
STR: 30%, MND: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Crescent Moon
STR: 80%
TP bonus increased when the bearer has 2,000 or more TP
  • Sickle Moon
STR: 40%, AGI: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Spinning Slash
STR: 30%, INT: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Ground Strike
STR: 50%, INT: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Scourge
STR: 40%, VIT: 40%
  • Herculean Slash
VIT: 80%
  • Torcleaver
VIT: 80%
TP bonus increased when the bearer has 2,000 or more TP
  • Resolution
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP
  • Dimidiation
DEX: 80%
TP bonus increased when the bearer has 2,000 or more TP

  • Axes
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Raging Axe
STR: 60% TP bonus increased when the bearer has 2,000 or more TP
  • Smash Axe
STR: 100%
TP bonus increased when the bearer has 3,000 TP
  • Gale Axe
STR: 100%
TP bonus increased when the bearer has 3,000 TP
  • Avalanche Axe
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Spinning Axe
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Rampage
STR: 50%
  • Calamity
STR: 50%, VIT: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Mistral Axe
STR: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Decimation
STR: 50%
TP bonus increased when the bearer has 1,000 or more TP
  • Onslaught
DEX: 80%
  • Primal Rend
DEX: 30%, CHR: 60%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy and attack power of the weapon skill itself will also be raised.
  • Bora Axe
DEX: 100%
TP bonus increased when the bearer has 3,000 TP
  • Cloudsplitter
STR: 40%, MND: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Ruinator
Varies depending on merit points allocated

  • Great Axes
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Shield Break
STR: 60%, VIT: 60%
  • Iron Tempest
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Sturmwind
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Armor Break
STR: 60%, VIT: 60%
  • Keen Edge
STR: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Weapon Break
STR: 60%, VIT: 60%
  • Raging Rush
STR: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Full Break
STR: 50%, VIT: 50%
  • Steel Cyclone
STR: 60%, VIT: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Metatron Torment
STR: 80%
  • King's Justice
STR: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Fell Cleave
STR: 60%
  • Ukonvasara
STR: 80%
TP bonus increased when the bearer has 2,000 or more TP
  • Upheaval
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

  • Scythes
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Slice
STR: 100%
  • Dark Harvest
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Shadow of Death
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Nightmare Scythe
STR: 60%, MND: 60%
  • Spinning Scythe
STR: 100%
  • Vorpal Scythe
STR: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Guillotine
STR: 30%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Cross Reaper
STR: 60%, MND: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Spiral Hell
STR: 50%, INT: 50%
TP bonus increased when the bearer has 2,000 or more TP
The accuracy of the weapon skill itself will also be raised.
  • Catastrophe
STR: 40%, INT: 40%
  • Insurgency
STR: 20%, INT: 20%
TP bonus increased when the bearer has 2,000 or more TP
  • Infernal Scythe
STR: 30%, INT: 70%
  • Quietus
STR: 60%, MND: 60%
TP bonus increased when the bearer has 3,000 TP
  • Entropy
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

  • Polearms
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Double Thrust
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Thunder Thrust
STR: 40%, DEX: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Raiden Thrust
STR: 40%, DEX: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Leg Sweep
STR: 100%
  • Penta Thrust
STR: 20%, DEX: 20%
TP bonus increased when the bearer has 3,000 TP
  • Vorpal Thrust
STR: 50%, AGI: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Skewer
STR: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Wheeling Thrust
STR: 80%
The accuracy of the weapon skill itself will also be raised.
  • Impulse Drive
STR: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Geirskogul
DEX: 80%
  • Drakesbane
STR: 50%
  • Sonic Thrust
STR: 40%, DEX: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Camlann's Torment
STR: 60%, VIT: 60%
TP bonus increased when the bearer has 3,000 TP
  • Stardiver
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

  • Katanas
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Blade: Rin
STR: 60%, DEX: 60%
TP bonus increased when the bearer has 1,000 or more TP
  • Blade: Retsu
STR: 20%, DEX: 60%
  • Blade: Teki
STR: 30%, INT: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: To
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: Chi
STR: 30%, INT: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: Ei
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: Jin
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 1,000 or more TP
  • Blade: Ten
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: Ku
STR: 30%, DEX: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Blade: Metsu
DEX: 80%
  • Blade: Kamu
STR: 60%, INT: 60%
The attack power of the weapon skill itself will also be raised.
  • Blade: Yu
DEX: 40%, INT: 40%
  • Blade: Hi
AGI: 80%
  • Blade: Shun
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP


  • Great Katanas
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Tachi: Enpi
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Hobaku
STR: 60%
  • Tachi: Goten
STR: 60%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Kagero
STR: 75%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Jinpu
STR: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Koki
STR: 50%, MND: 30%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Yukikaze
STR: 75%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Gekko
STR: 75%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Kasha
STR: 75%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Kaiten
STR: 80%
  • Tachi: Rana
STR: 50%
  • Tachi: Ageha
STR: 40%, CHR: 60%
  • Tachi: Fudo
STR: 80%
TP bonus increased when the bearer has 2,000 or more TP
  • Tachi: Shoha
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

  • Clubs
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Shining Strike
STR: 40%, MND: 40%
TP bonus increased when the bearer has 1,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Seraph Strike
STR: 40%, MND: 40%
TP bonus increased when the bearer has 1,000 or more TP
The magic accuracy of the weaponless skill itself will also be raised.
  • Brainshaker
STR: 100%
  • Starlight
No modifiers
TP bonus increased when the bearer has 1,000 or more TP
  • Moonlight
No modifiers
TP bonus increased when the bearer has 1,000 or more TP
  • Skullbreaker
STR: 100%
  • True Strike
STR: 100%
  • Judgment
STR: 50%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Hexa Strike
STR: 30%, MND: 30%
  • Black Halo
STR: 30%, MND: 70%
TP bonus increased when the bearer has 2,000 or more TP
  • Randgrith
STR: 40%, MND: 40%
  • Mystic Boon
STR: 30%, MND: 70%
TP bonus increased when the bearer has 2,000 or more TP
  • Flash Nova
STR: 50%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Dagan
No modifiers
  • Realmrazer
Varies depending on merit points allocated
The attack power of the weapon skill itself will also be raised.
  • Exudation
INT: 50%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP

  • Staves
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Heavy Swing
STR: 100%
TP bonus increased when the bearer has 2,000 or more TP
  • Rock Crusher
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Earth Crusher
STR: 40%, INT: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Starburst
STR: 40%, MND: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Sunburst
STR: 40%, MND: 40%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Shell Crusher
STR: 100%
  • Full Swing
STR: 50%
TP bonus increased when the bearer has 3,000 TP
The accuracy of the weapon skill itself will also be raised.
  • Spirit Taker
INT: 50%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Retribution
STR: 30%, MND: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Gate of Tartarus
INT: 80%
  • Vidohunir
INT: 80%
  • Garland of Bliss
STR: 30%, MND: 70%
  • Omniscience
MND: 80%
  • Cataclysm
STR: 30%, INT: 30%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Myrkr
No modifiers
  • Shattersoul
Varies depending on merit points allocated

  • Bows
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Flaming Arrow
STR: 20%, AGI: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Piercing Arrow
STR: 20%, AGI: 50%
TP bonus increased when the bearer has 3,000 TP
  • Dulling Arrow
STR: 20%, AGI: 50%
TP bonus increased when the bearer has 1,000 or more TP
  • Sidewinder
STR: 20%, AGI: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Blast Arrow
STR: 20%, AGI: 50%
  • Arching Arrow
STR: 20%, AGI: 50%
TP bonuses increased when the bearer has 1,000 or 3,000 TP
  • Empyreal Arrow
STR: 20%, AGI: 50%
TP bonus increased when the bearer has 2,000 or more TP
  • Namas Arrow
STR: 40%, AGI: 40%
  • Refulgent Arrow
STR: 60%
TP bonus increased when the bearer has 3,000 TP
  • Jishnu's Radiance
DEX: 80%
  • Apex Arrow
Varies depending on merit points allocated

  • Ranged Weapons
 
Weapon Skill Post-adjustment Modifiers Post-adjustment TP Bonus Notes

  • Hot Shot
AGI: 70%
TP bonus increased when the bearer has 2,000 or more TP
  • Split Shot
AGI: 70%
TP bonus increased when the bearer has 3,000 TP
  • Sniper Shot
AGI: 70%
TP bonus increased when the bearer has 1,000 or more TP
  • Slug Shot
AGI: 70%
TP bonus increased when the bearer has 2,000 or more TP
  • Blast Shot
AGI: 70%
  • Heavy Shot
AGI: 70% TP bonuses increased when the bearer has 1,000 or 3,000 TP
  • Detonator
AGI: 70%
TP bonus increased when the bearer has 2,000 or more TP
  • Coronach
DEX: 40%, AGI: 40%
  • Trueflight
AGI: 100%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Leaden Salute
AGI: 100%
TP bonus increased when the bearer has 2,000 or more TP
The magic accuracy of the weapon skill itself will also be raised.
  • Numbing Shot
AGI: 80%
  • Wildfire
AGI: 60%
  • Last Stand
Varies depending on merit points allocated
TP bonus increased when the bearer has 2,000 or more TP

http://forum.square-enix.com/ffxi/threads/42588

Edited, Jun 12th 2014 8:34am by Szabo
#83 Jun 12 2014 at 4:03 AM Rating: Excellent
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229 posts
Gildrein wrote:
enticing


But
Quote:
Requiescat Varies depending on merit points allocated TP bonus increased when the bearer has 3,000 TP

has me thinking that it's still crippled by an attack penalty and it'll be overshadowed by the other adjusted sword weaponskills.
#84 Jun 12 2014 at 4:30 AM Rating: Excellent
Seriha wrote:
Lyrailis wrote:
Rachel9 wrote:
Seriha wrote:
Black Pearls for RR hairpins.
Do people actually use those? I'm working on my 4th relic now, and still can't justify the extra 20k they cost over reraise earrings, considering how easy exp is to come by >_>


Well, with this change... maybe the RR Hairpins will be cheaper since Black Pearls would be far easier to get?

Nailed it. Plus some people care about the EXP difference even if one individual may find it trivial. The bottleneck, then, with either shift to the coral or perhaps the related anima. Water always seemed like the worst to farm to me.


I never saw the Black Pearls as being the issue when it came to RR Hairpins. For me it was always Vivified Coral that ended up being the priciest ingredient for it.

On another note, 80% Dex Mod for Geirskogul....about time!
____________________________
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Vlorsutes' Negotiation Skill rises 0.2 points
Vlorsutes' Observant Parent Skill rises 0.3 points
Vlorsutes' Argument Diffusing Skill rises 0.1 points

#85 Jun 12 2014 at 5:35 AM Rating: Excellent
Guru
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11,159 posts
Professor Shock Vlorsutes wrote:
I never saw the Black Pearls as being the issue when it came to RR Hairpins. For me it was always Vivified Coral that ended up being the priciest ingredient for it.

Understandable since it had the cost of 1 coral and 3 anima on top, and while shall shells weren't hard to farm per se, getting the BP HQs was still a pain. If the BPs were commonly used in other things, though, you can bet the cost would be worse. So, small blessing, I guess.

As for the WS stuff, I'm wondering if this will mean using a 200% (Or 2000 soon) and higher WS could mean it being 2x or higher the potency of simply using at 100%. It could certainly make SCs meatier on harder prey.

And just because...
Quote:
Death Blossom
STR: 30%, MND: 50%
The attack power of the weapon skill itself will also be raised.

Brace yourselves, the Melee RDMs are coming!

Edited, Jun 12th 2014 7:36am by Seriha
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#86 Jun 12 2014 at 10:32 AM Rating: Decent
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Quote:
On another note, 80% Dex Mod for Geirskogul....about time!


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#87 Jun 12 2014 at 11:27 AM Rating: Good
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Wait, what?

2000 TP?

........did I miss something here?

And I wished they'd showed us Before-and-After so we had something to compare those lists to without having to pull up FFXIclopedia.

Edited, Jun 12th 2014 1:28pm by Lyrailis
#88 Jun 12 2014 at 1:40 PM Rating: Decent
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496 posts
Lyrailis wrote:
Wait, what?

2000 TP?

........did I miss something here?

And I wished they'd showed us Before-and-After so we had something to compare those lists to without having to pull up FFXIclopedia.

Edited, Jun 12th 2014 1:28pm by Lyrailis
I think they just multiplied tp numbers by 10, because oohhh big numbers!
#89 Jun 12 2014 at 2:59 PM Rating: Excellent
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I think they just multiplied tp numbers by 10, because oohhh big numbers!


If that's what they did, then it is probably because of the decimals that are not displayed.

For example if you're supposed to gain 12.5 TP, you would see the first hit give you 12 and the second hit give you 13 for a total of 25.

After the change, assuming this is what they're doing, you'd get 125TP on the first, and 125TP on the second, giving you 250TP total.

Easier to read and understand.

Also, Store TP would be easier to imagine the effects of.

Which sounds better, 5% Store TP giving you 0.5 TP per hit, or 5 TP?

Edited, Jun 12th 2014 5:04pm by Lyrailis
#90 Jun 12 2014 at 6:16 PM Rating: Default
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496 posts
Lyrailis wrote:
Which sounds better, 5% Store TP giving you 0.5 TP per hit, or 5 TP?
They sound exactly the same.
#91 Jun 12 2014 at 6:38 PM Rating: Excellent
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Rachel9 wrote:
Lyrailis wrote:
Which sounds better, 5% Store TP giving you 0.5 TP per hit, or 5 TP?
They sound exactly the same.


In practice, yes. They are basically the same.

However, when you start throwing other decimals out there that are harder to compute at a glance (when things aren't multiples of 5s), the whole (larger) numbers will work easier.

Say... 5% of 7TP is... what, again?

But then if you said 5% of 70TP, well I know that 10% would be 7, so... 3-4TP. It is easier to do the math in your head without worrying about decimal points and fractions.

Edited, Jun 12th 2014 8:39pm by Lyrailis
#92 Jun 12 2014 at 7:55 PM Rating: Default
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496 posts
Lyrailis wrote:
Rachel9 wrote:
Lyrailis wrote:
Which sounds better, 5% Store TP giving you 0.5 TP per hit, or 5 TP?
They sound exactly the same.


In practice, yes. They are basically the same.

However, when you start throwing other decimals out there that are harder to compute at a glance (when things aren't multiples of 5s), the whole (larger) numbers will work easier.

Say... 5% of 7TP is... what, again?

But then if you said 5% of 70TP, well I know that 10% would be 7, so... 3-4TP. It is easier to do the math in your head without worrying about decimal points and fractions.

Edited, Jun 12th 2014 8:39pm by Lyrailis
Maybe it's just me, but i can more easily figure that 5% of 70 is 3.5 than i can 5% of 700. Big numbers are scary, and not conducive to mental math, even if it ends up being the same.
#93 Jun 12 2014 at 8:53 PM Rating: Good
Different people find different things easier.... who would have thought? Not that any of us were probably consulted on this particular change.

I'm not quite sure how I'll feel about this particular display change until I see it in action, but I'd probably prefer it if they just showed the hidden decimal amount. The sudden magnitude change is likely to be a bit jarring.

~sleepygirl
#94 Jun 12 2014 at 9:21 PM Rating: Good
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But does this mean that Great Sword would still be a better choice for Dark Knight than Scythe?
#95 Jun 13 2014 at 1:35 AM Rating: Decent
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Don't honestly know why anyone would use reraise hairpin over the earring after the exp loss change. You only lose 200 exp when you die now with reraise 1. There's really no point in higher reraise or raise unless the recast on raise/reraise 1 isn't up yet. Especially not withe very enemy giving 500-3500 exp a kill.

Rampage is unchanged. It's still Ruinator or bust. And Cloudsplitter is unchanged. Weakest WS in the game and it's unchanged. Not even the bonus magic acc of all the other elemental WS's. (Which it sorely needs as even normal enemies would give you resists pretty often.) The elemental WS adjustment better triple their damage, or all elemental WS holding mythic/empyrians are still worthless.

Odd that the GEO ergon WS, the WS of the game's best nuker, is physical, when so many melee jobs got elemental ones. Then again Earth Crusher was already a TP Stonega. Between the elemental ws buff and tp modifier changes, I wonder how brokenly powerful it'll be for anyone with hagondes gear.

Edited, Jun 13th 2014 3:43am by louispv
#96 Jun 13 2014 at 4:08 AM Rating: Good
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Screenshot

Yoji Fujito wrote:

Details on the Upcoming Version

Good day, everyone! This is Yoji Fujito, Assistant Director for FINAL FANTASY XI.

I’ve received a notice regarding the June version update from Mr. Matsui and would like to share it with you in his stead.

------------------------------------------------

Matsui here.

I'd like to give you all a preview of the content slated for the June version update.

First, we’ll be making large-scale adjustments to weapon skills. In order to make it so weapon skills that are not seeing very much use have a chance to shine, we’ll be enhancing the power of a large amount of weapon skills.

Related to weapon skills, we’ll also be revamping the calculations for TP and will be increasing the amount of TP gained for every type of weapon. Especially when it comes to weapons with shorter delays, we'll be making it so they can gain larger amounts of TP. We'll also be making adjustments so that one-handed weapons are able to deal more damage over time.

As these adjustments will be boosting the attack capabilities of attacker jobs, we’ll also be adding spells and ninjutsu that will boost enmity for paladin, rune fencer, and ninja. Be sure to check out the party dynamics after the version update!

The next major point of the version update is the various adjustments to existing missions and content. We’ll be making it possible to enter Seekers of Adoulin missions solo and increasing the drop rate of Pulchridopt Wings from Outer Ra'Kaznar skirmishes.

Additionally, large adjustments will be made to wildskeeper reives. It will be possible to add arcane glyptics to weapons and armor rewards obtained through wildskeeper reives, and you'll be able to freely select the augments you wish to add to them. Get ready to start mixing and matching stats!

As for Trust, adjustments will be made so you can summon alter egos while in parties with other players, which will open up the possibilities for parties to challenge content.

While a lot of the aforementioned adjustments were focused on battle, we also have a few new elements in store for synthesis. One of them is a text command that will allow you to repeat the recipe you just synthesized. In a future version update, we will be expanding this feature so that you can synthesize items from a history.

We’ll also be adding new quests, enhancing the UI so you can see your party members’ TP, unlocking new Mog Garden ranks, adding new Records of Eminence objectives, and much, much more.

The version update is scheduled to be implemented on Tuesday, June 17, 2014 JST.

Among the items scheduled for implementation with this version update, there are still some that are currently in testing. Please keep in mind that we may remove certain items from this implementation list in the event that bugs take an unintentionally long time to fix or balancing issues occur during the development process.


Missions and Quests

  • Seekers of Adoulin quest 1
Adoulin lore exploration quest
  • Seekers of Adoulin quest 2
Adoulin lore exploration quest
  • Seekers of Adoulin quest 3
Adoulin lore exploration quest
  • Seekers of Adoulin quest 4
Adoulin lore exploration quest
  • Existing mission and quest adjustments
Easing of time requirements needed to progress through certain missions and quests
Easing of the participation requirements for Seekers of Adoulin mission battlefields
Easing of the progression requirements for the quest "Sin Hunting"

  • Ranger AF quest adjustment
Adjustments to the progression requirements for the quest "Sin Hunting"
  • Geomancer-specific weapon skill acquisition quest
Event creation
Addition of related NPC
Creation of related items
  • Rune fencer-specific weapon skill acquisition quest
Event creation
Addition of related NPC
Creation of related items
  • Mog Locker expansion adjustments
Elimination of waiting period before you can expand your Mog Locker again
  • Mog Tablet quest
Effect adjustments to certain Super Kupowers


Areas and Monsters

  • Gathering
Visual indication for mining, logging, and harvesting points.
As of the June version update, this adjustment will not apply to locations in Adoulin areas, Mog Gardens, or instances.
  • New method for opening the door in Eldieme Necropolis
Event creation
Create related key item
  • New method for opening the door in Halvung
Event creation
Create related key item
  • Monstrosity
Addition of a filter for instincts
  • Adjustments to the brightness of field areas
Improve the brightness of caverns in Yorcia Weald
Improve the brightness of caverns in Marjami Ravine
  • Portafurnace placement
Expansion of areas in which portafurnaces can be called out


Content and System

  • Wildskeeper reives
Make changes so that arcane glyptics can be added to item level 115 weapons and armor
Set Arcane Glyptics
Place NPCs
Addition of rewards
Changes to the jobs that can equip the weapon "Atoyac"
  • Colonization reives
Adjustments to the obstacles in Yorcia Weald
Adjustments to the obstacles in Marjami Ravine
Adjustments to the obstacles in Kamihr Drifts
Adjustments to the obstacles in Dho Gates
Adjustments to the obstacles in Woh Gates
Adjustments to the obstacles of Outer Ra'Kaznar
Increase the amount of experience points and bayld obtained
  • Lair reives
Adjustments to lair HP
Reduction of lair respawn delay
Increase the amount of experience and bayld obtained
  • Delve
Make adjustments so the drop rate of Yggzi Beads for NMs that are spawned in field areas is 100% -
  • Skirmish
Reduction of participation requirements from three players to one
Support for summoning alter egos
Adjust the exchange rate of Lebondopt Wings for Pulchridopt Wings
Display the combination of simulacrum segments when entering skirmishes
Add "Decreased defending time" to the Noetic Ascension in Yorcia Weald (U)
Adjust the "Fragments+-" Noetic Ascension boon in Outer Ra'Kaznar (U) so fragments are no longer lost
  • High-tier mission battlefields
Reduction of the amount of merit points required to purchase phantom gems
Adjustments for the reward item "Rem's Tale"
Addition of Seraphicaller and Divinator as rewards for certain battlefields
The chapters of Rem's Tale that drop in the following high-tier mission battlefields will now be fixed per battlefield rather than randomized: "★Return to Delkfutt's Tower", "★The Celestial Nexus", "★The Savage", "★The Warrior's Path", "★Puppet in Peril", and "★Legacy of the Lost."
  • Seal battlefields
Address making it possible to summon alter egos in battlefields that require a Microcosmic Orb or a Macrocosmic Orb
  • Trust
Address summoning alter egos while in a party
Skirmish support
Support for battlefields that require a Microcosmic Orb or a Macrocosmic Orb
Support for Seekers of Adoulin mission battlefields
Addition of new alter egos
Expansion of the areas in which alter egos can be summoned
Stat adjustments
Adjustments to behavior logic
Creation of behavior logic
Addition of related items
Allow alter egos to receive the effects of Avatar's Favor, Ensphere, and Afterglow
Adjust Tenzen's capabilities
Greatly adjust Ayame's capabilities and action logic
Adjust Mhili Aliapoh's action logic
In the June version update, alter egos will not be able to be summoned within the first 120 seconds after zoning, and, when in a party, may only be summoned by the party leader in order to prevent certain bugs from occurring.
  • Adventuring fellows
Expansion to the areas in which adventuring fellows can be called out
  • Mog Gardens
Increase higher ranks of gathering points
Creation of related quest
Creation of related items
  • Records of Eminence
Addition of objectives that can be cleared once per day
Addition of synthesis objectives
Addition of fishing objectives
Addition of new exchange items
  • Addition of a command to display ranged attack motion
Add a text comand to display the ranged attack motion only
This command will enable players to see their ranged weapons in town.


Battle

  • Weapon skill adjustments
Adjustments to the stats of a number of weapon skills
Changes to the skillchain damage calculations
Changes to skillchain damage resistance
  • TP
Adjustments to the effects of weapon delay on TP gain
Change TP display to values that are ten times larger
By multiplying the original TP display by 10, it will become possible to display values that could not be shown before. We plan to correct the TP values shown in the help text of existing items in the future.
  • Paladin
Addition of a magic spell with an enmity gain-facilitating effect
  • Rune fencer
Addition of a magic spell with an enmity gain-facilitating effect
Adjustments that render effects gained from Ward abilities unable to be be dispelled when harboring three runes
Eliminate enmity from Rune Enchantment
  • Ninja
Addition of a ninjutsu with a enmity gain-suppressing effect
Addition of a ninjutsu with a reduced enmity effect
  • Beastmaster
Addition of high-quality items for "Salubrious Broth", "Fizzy Broth", "Spicy Broth", "Shimmering Broth", and "Swirling Broth."
Addition of pets for the above items



Items

  • Synthesis kits
Addition of synthesis kit items
Addition of synthesis kits to the list of items that can be purchased from guild shops
Synthesis kits are items you can use instead of materials to increase synthesis skills. You’ll be able to easily increase your skills without worrying about if materials have sold out. However, it will not be possible to produce high-quality items with synthesis kits, and the synthesis kit will be lost if you fail.
  • Guilds
Elimination of guild holidays
Addition of items to guild merchants in San d'Oria, Bastok, Windurst, Selbina, and Mhaura
Adjustments to UI when selling
we'll be refurbishing the line-up of wares one of the guild NPC merchants sells. Regardless of guild times, it will be possible to purchase items from this NPC. In addition, items cannot be sold out and the prices will not fluctuate. Additionally, there will be items that are sold only when reaching a specific skill rank.
  • Add a repeat feature for the synthesis performed last
Addition of a text command that will allow you to repeat the synthesis performed last
We are planning to expand this feature and make it so you can select from multiple recipes synthesized previously.
  • Item stacking
Make changes so a variety of items (mainly materials) can be stacked
  • Auction house
Adjustments to coincide with the changes to item stacking
  • Synthesis recipe adjustments
Addition of high-quality items for "Salubrious Broth", "Fizzy Broth", "Spicy Broth", "Shimmering Broth", and "Swirling Broth."
Increase the rate at which Pearls and Black Pearls are created when using recipes that require Shall Shells and Istiridye
  • Item drop adjustments
Make changes so that certain monsters drop Verboshroom
Make changes so that certain monsters drop Army's Paeon V
  • Addition of quivers and pouches
The NPC "Nokkhi Jinjahl" will not have dialogue for the items added in the version update.
  • Addition of Porter Moogle supported items
Add support for event items
  • Addition of new Moogle Slips

  • Adjusting of certain fish sale prices
Reduce the vendoring price of hakuryu, sekiryu, soryu, and kokuryu.




UI

  • Addition of a synthesis button to the main menu
Addition of a synthesis button
  • Adjustments to the main menu button layout

Move the "Playtime" button to the "Status" section
This feature will only be for regular crystal synthesis, but in the future we will be expanding this to include a feature that will allow you to synthesize items by selecting recipes from a list of previously synthesized recipes.
  • Additon of party and alliance member information
Display party member TP on the party list
Display alliance member TP and MP on the alliance list
Addition of a configuration setting to turn the above display on and off
Add related text command -
  • Item stack number display change (NA/EU clients only)
Move number of how many items are stacked to the item's icon (for NA and EU clients only)
On the NA and EU clients, there are times where the item name is too long and the number of items in the stack is not displayed, so we will be adding this display to the item icon.
  • Currencies
Addition of points that are displayed
  • TP
Change TP display to values that are ten times larger
By multiplying the original TP display by 10, it will become possible to display values that could not be shown before. We plan to correct the TP values shown in the help text of existing items in the future.
  • Coordinate display
Display coordinate information next to the currennt time.
  • Mog Wardrobe
Visual indication of whether the items equipped are located in inventory or the Mog Wardrobe -
  • Auto-translate
Addition of new text commands

http://forum.square-enix.com/ffxi/threads/42621

Edited, Jun 13th 2014 7:52am by Szabo
#97 Jun 13 2014 at 4:15 AM Rating: Good
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louispv wrote:
Rampage is unchanged. It's still Ruinator or bust. And Cloudsplitter is unchanged. Weakest WS in the game and it's unchanged. Not even the bonus magic acc of all the other elemental WS's. (Which it sorely needs as even normal enemies would give you resists pretty often.) The elemental WS adjustment better triple their damage, or all elemental WS holding mythic/empyrians are still worthless.

WS being directly affected by (i)lvl is still a wildcard here. So, I wouldn't quite say nothing's changed yet. We'll see once patch hits. :X
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#98 Jun 13 2014 at 5:43 AM Rating: Good
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So they're adjusting how much TP you get from pretty much all weapons, making 1H weapons stronger (YAY! ABOUT TIME!), and doing lots of other cool stuff.

Oh, and the upcoming (not in this coming update as it says in the official source) FFXIV-style "Choose recipe from list" is freaking awesome too. That's something we needed 10+ years ago lol. Oh well. better late than never.

One thing I really wish they'd do, is speed the crafting animation up by shaving one-half off of the crystal spinning time, as it gets downright tedious trying to craft anything in bulk when each synth takes 30 seconds+ (yes, I know I'm exaggerating, but that's what it feels like after you do a few).

Edited, Jun 13th 2014 7:44am by Lyrailis
#99 Jun 13 2014 at 9:43 AM Rating: Excellent
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In the June version update, alter egos will not be able to be summoned within the first 120 seconds after zoning,


booooooo

BOOOOOOOOOOOOOOOOOOO
#100 Jun 13 2014 at 11:29 AM Rating: Good

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*Adjusting of certain fish sale prices

Reduce the vendoring price of hakuryu, sekiryu, soryu, and kokuryu.


Hakuryu fishing just got nerfed.

#101 Jun 13 2014 at 9:04 PM Rating: Good
I'm surprised they ever had a fish like Hakuryu in the first place. They do all this stuff to discourage fish->npc in other places, then introduce a fish that has no purpose except to sell to npc?

That trust thing could be a pain... but at least it sounds like it's considered a bug that they will eventually fix.

~sleepygirl
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