New Notorious Monsters and Battlefields!(07/19/2006)

In the upcoming version update, new notorious monsters and battlefields will be introduced into the Treasures of Aht Urhgan areas.
Also, certain monsters will soon possess an accumulative resistance to magic.


New Notorious Monsters

Now that everyone seems to be used to the new areas and enemies of the Treasures of Aht Urhgan expansion disc, a number of notorious monsters will be introduced in the next version update.

In addition, a new type of high notorious monster (HNM) will be added to the beastman strongholds.

Victory will not come easy when facing these new challenges!


New Battlefields

A number of new battlefields are scheduled for the Treasures of Aht Urhgan areas. You can attempt these battlefields by using Imperial Standing credits.

We have adjusted the system so that most players should be able to make an attempt once or twice a week with the Imperial Standing they earn, but players can enter the battlefield every day if they have enough credits. This should make the new battlefields more accessible than orb battles.


Accumulative Magic Resistance

Currently, a large number of players can team up to overpower the enemy in certain battles by hitting the enemy repeatedly with only elemental magic. This tactic has had an unbalancing effect on the game, and we decided a change was needed.

However, altering the effects of powerful magic spells would have a negative effect on black mages and other magic users. Rather than altering magic effects or strengthening monsters, we determined that the adjustment to solve this issue should be as small as possible in scope and affect other gameplay mechanics as little as possible.

Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

We have also made several other adjustments to minimize the effect of this change on black mages and other magic users. For example, a party fighting a notorious monster with one to two black mages will probably not notice the difference.

However, we have decided to give Bahamut in the quest "The Wyrmking Descends" and Diabolos in the quest "Waking Dreams" a stronger accumulative magic resistance than other notorious monsters.

-Types of Affected Magic Damage
When a notorious monster is repeatedly hit by the following types of magic, it will accumulatively build magic resistance:

Black magic (elemental), white magic (divine), ninjutsu, magical blood pact abilities, magical blue magic, magical weapon skills (e.g., Spirits Within and Red Lotus Blade), and certain job abilities (e.g., Chi Blast and Mijin Gakure)

-Resistance Fluctuation
When a monster with accumulative magic resistance is hit by a magic attack, the amount of damage it receives will decrease in accordance with that monster's resistance. At the same time, its resistance will increase.

The monster's resistance will increase in accordance with the amount of damage incurred, but each monster has a maximum resistance level.

In addition, the monster's resistance will decrease with time if it is not hit by any repeated magic attacks.

Comments

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Good riddance.
# Jul 19 2006 at 7:41 PM Rating: Good
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9,997 posts
Quitting? Good. I know my server can't be the only one that could use some thinning in the high levels. And BLM are the first ones I like to see go, being one of the many other DDs that can't stand up to them.

Really though, to say you're quitting without even having seen the effects of the change is silly and immature, which makes me even happier that some of you are quitting.

Ya know, when they "fixed" the TP floor and made THFs EVEN WORSE, I didn't really see a bunch of THFs throwing tantrums and threatening to quit, but when the most powerful DD in the game gets a little "balancing" it's the end of the world.

So good riddance to whiny BLM. (just the whiny ones)
Think..
# Jul 19 2006 at 7:08 PM Rating: Decent
19 posts
Quote:
Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

I am not going to try to understand some people thinking that this affects magic in all its forms, be them blm, whm or whatever.

You want an ingame example of what this will be?
Every had a bomb toss? The first is always the worse, but as more comes at you, they are less powerful. Same with Crispy Candle, these are just 2 enemy used abilities that degrade in damage with consequtive use. Not as steep a change, but you get the picture.

Personally, I wouldn't be suprised if they make elemental spells sets like a ninjitsu wheel, let the enemy build resistance to one spell like fire, then blast through that resistance with a Water based spell, although I once read this was false in the past on some 'FFXI rumors debunked' thread somewhere, I dunno.

Now come on guys, this only reaaaally affects BLM's. For the best imho, but that's just that, and it is nothing major. And who was it that was complaining about Spirits Within ? The WS is designed to be unavoidable, unresistable, it features in no skillchains, it does not have an element of magic as such, and so could not be progressively resisted. In short, it does not depend on magic, but on the current hp of the user placed into a tp based formula.

If you are going to shout about which spells and abilities will be affected, complain cry and winge that all is lost and you will quit the game in protest, go and fight something that puts up the Magic Shield effect. Weaponskills, Astral Flow, and non-spell based Bloodpacts, they all work against that effect because they are not based on the casting of a spell. Then you will know what will be subject to the progressive Magic Resistance.

DoT's will be affected, but things like Dia and Bio always stick. Its just a case of resistance, and so duration, just like a 5whm having Dia on for like, 5 mins, as opposed to a 50whm who can shrug it off in less than half the time.

Bravo SE!
/ P
thanks for nothing
# Jul 19 2006 at 7:02 PM Rating: Decent
I don't like the sound of this. I feel nin, blm, and rdm will be the only ones to really even feel the difference. I (being rdm) feel this is gonna kill our enfeebs (sleep, silence, dispel) and of course somewhat change the strategy of most HNM's. However we'll just have to see how exactly the change will come about. Thank you SE for making this game more time consuming than it already is!
Hmmm well....
# Jul 20 2006 at 1:26 AM Rating: Decent
Sorry about the double post...getting 404 errors and "error processing this directive" over and over and my posts aren't appearing on the thread at all. And somehow I hit to edit this post and I was given a chance to edit someone else's post LOL errored when I hit Edit Message though.

Edited, Jul 20th 2006 at 2:37am EDT by DaMightyGareBear
Hmmm well....
# Jul 20 2006 at 1:24 AM Rating: Decent
Yes it's interesting Breath Damage isn't listed here, though it may be under the umbrella of magical WS damage. There IS the fact though that the game seems to treat Breath Damage as somewhat it's own entity. Look at the gear out there that specifically reduces breath damage. It seems like a contradiction though given that apparently magic atk up increases wyvern breath damage((Wyrm Mail effect with BLM sub)).
(Excitement) (Can I Have It?)
# Jul 19 2006 at 6:09 PM Rating: Decent
21 posts
OMG!

You mean I actually have to WORK at my job as a BLM now?!?!

(Too Bad) I really enjoyed killing HNMs in my living room in my underwear.

All this is doing is preventing BLM and other "burn" parties from dominating HNMS, gods, etc. I think all the other SE nonsense about NIN and WHM (Divine Magic lol) is just their attempt to try and balance out this update, so that BLMs dont go ape **** and flood the boards with hatemail. (Which apparently is happening anyway.)

Seriously people, if you wanna go quit the game because you might actually DIE during a battle, go play WoW.

/end rant
(Excitement) (Can I Have It?)
# Jul 19 2006 at 6:16 PM Rating: Decent
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530 posts
The thing is that there are no ways in the game to individually resist Elemental Magic, Dark Magic, Divine Magic, or Ninjutsu. You can raise your defense to light or dark for those magic types, but it is resisting the element not the kind of magic it is. Magical damage in the game coding is all counted as the same, which means to nerf elemental magic they had to nerf ALL magical damage. This means that in all likelihood all forms of magic will raise the mobs magical defense, but luckily for blm none of the other forms of magic besides Netherblast do any worthwhile damage.
(Excitement) (Can I Have It
# Jul 19 2006 at 6:09 PM Rating: Good
21 posts
OMG!

You mean I actually have to WORK at my job as a BLM now?!?!

(Too Bad) I really enjoyed killing HNMs in my living room in my underwear.

All this is doing is preventing BLM and other "burn" parties from dominating HNMS, gods, etc. I think all the other SE nonsense about NIN and WHM (Divine Magic lol) is just their attempt to try and balance out this update, so that BLMs dont go ape **** and flood the boards with hatemail. (Which apparently is happening anyway.)

Seriously people, if you wanna go quit the game because you might actually DIE during a battle, go play WoW.

/end rant
hahaha
# Jul 19 2006 at 5:53 PM Rating: Default
All you ppl that are talking about quiting cos of this nerf shouldn't even be playing, obviously you suck at the game... always the easy way out for you. SE are always going to be adding new chalenges and ways to improve it. Quit whining and live with it... SE FTW!
New ninja 2hour ability
# Jul 19 2006 at 5:21 PM Rating: Default
I would agree about them not being tanks "Ninja's" but they are an they do make enimty gear for them to tank. There making more use for them to use tools then utsusemi more often now will make the job more expensive for those who are ninja's though.I do like what he/she said about the 2 hour ability i would become a ninja an a heart beat if that was there ability.

[][/] I believe they should change this in a 2hour shadow based ability that the 2 shadows help you tank for 30 or less so i can use it in party.
it is ok
# Jul 19 2006 at 6:07 PM Rating: Decent
Scholar
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145 posts
Personally as a BLM I have no issue with the nerf and I think its great to put all on a more level playing field. Hoever I wish they would make the new areas a little more BLM friendly. It has gotten more difficult to get parties since everyone realized that u dont need a blm there anymore.
____________________________
75BLM/75BLU/75Smn/73BST
Retired July 2009



On second thought
# Jul 19 2006 at 5:16 PM Rating: Decent
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530 posts
Looking at the list of magics that are being "nerfed" I don't think they actually seperated the bonuses. I mean if you think about it what would be the purpose of gaining resistance to Divine Magic? Divine Magic is almost never used and when it is used it still has enormous timers and is casted sparingly outside of flash. If all these forms of attacks were to count as the same it could in fact be extremely harmful. If the magic defense build up is seperated between elemental, weaponskills, ninjutsu, etc. the impact will most likely be minor, but if all of them are counted the same I think it will cause major problems.


Of course there is always the statement that the Defense Bonus caps out at some level, which makes you wonder how high it caps. BTW Ninja actually does not make sense because Ninjutsu is made specifically to LOWER magical defense so having it give the mob magical defense bonus is the complete opposite of the purpose of the magic.

Edited, Jul 19th 2006 at 6:24pm EDT by Superllama
On second thought
# Jul 21 2006 at 1:01 PM Rating: Default
Your 100% correct about ninja makes no sense if this update takes effect which it will. Sad that ninja seems to be reduced i guess there weeding out ninja thin an want pld to be more tanks liek they attend... how sad.
On second thought
# Jul 19 2006 at 9:19 PM Rating: Decent
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1,137 posts
bcnm40 under observation recieves the effect of nerfed lolz
soloing the eyes spamming ninjutsu isnt gonna work anymore, and not quite so related to your post, 3x blm manburning it is ****** now i bet :P
____________________________
Deathbeckons
Potius mori quam foedari.
Hmm
# Jul 19 2006 at 5:13 PM Rating: Decent
Wonder what kind of affect this will have on Maat...
update good for NIN
# Jul 19 2006 at 5:01 PM Rating: Default
"Ninja makes no sense, Since they reduce resistance... so is the same spell used by the blm repeatly will it make the ninja spell more effective "

I think it makes perfect sense. SE has said they never intend on NINs becomes tanks. So what role does that leave? DD - Which if the NIN is good, can be pretty decent or Enfeeb/elemental wheel. Maybe they are trying to get NIN to use more Ninjitsu than Utsusemi (Even though the good ones already are using more than Utsusemi)
This 'nerf' encourages more ninjitsu use and helped prevent mana burns. Two bird with one stone.

Rate up: SE
Antibiotic
# Jul 19 2006 at 5:00 PM Rating: Default
This is just like Antibiotic, the more you used it, the more the virus gain resistance. Keep using that same magic spell to a certain NM, it will gain resistance to that particular spell.
Dyna"miss"
# Jul 19 2006 at 4:41 PM Rating: Decent
"Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

Yay for dynamis nerfs! :D "BLM time attack what?"
whm nerf >.>
# Jul 19 2006 at 4:30 PM Rating: Good
Quote:
Black magic (elemental), white magic (divine), ninjutsu, magical blood pact abilities...


Zomg!!! White Mage Banishga Nerf!!! I'm quitting this game... :p

pfft...
Hmmm very disappointing
# Jul 19 2006 at 4:25 PM Rating: Default
This update isnt one that should take place on HNM or Nm do to the factor of the prices will increase as usual, Most ppl can still win the fights, yet I feel the effort of buying food items an other requirements to defeat something that was simple would either work in the benefit of crafters who might over charge on these items, also that to effect Ninja makes no sense, Since they reduce resistance... so is the same spell used by the blm repeatly will it make the ninja spell more effective an battle to reduce or in turn be useless as the blm spell, As for ninja 2 hour it sucks already since once used you cant get back up like some NM that use the ability... I believe they should change this in a 2hour shadow based ability that the 2 shadows help you tank for 30 or less so i can use it in party. To explode when you have less then 100 hp is useless an benefits only the ninja your party will see this as a selfish act once you explode to save yourself.. this is only a opinion ty.
uh oh
# Jul 19 2006 at 4:25 PM Rating: Decent
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199 posts
Rate up: DaMightGareBear

I was thinking again, HNMLSs might now want less BLMs
Example:

BLMHNMLSmember: RandomHNM <Can I Have It?>
HNMLSleader: <I'm Sorry> already have (x number) of BLMs.

BLMNHMLSmember: /shout RandomHNM <Fight> <Can I Have It?>
RandomJeunoResponder: Go lvl DRG Noob
sigh
# Jul 19 2006 at 4:17 PM Rating: Decent
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122 posts
Well... I hit 75 on BLM just recently. Now, all "impossible to gauge" mobs have increased magic resistance. Son of B----!!! Well, all we can do is wait and see how severe the update is. It appears it will affect HNMs, NMs, Dynamis and besieged. All the end game stuff that I am doing. lol! Well... maybe I'll go back to Warrior.

...... /sigh

thanks

SE... >.>
Price tag
# Jul 19 2006 at 3:36 PM Rating: Default
I forgot to mention.

Now that HNM will be tougher that will mean price of certain Items as of now will jack up. More ppl will go to IGE, so every honest ppl is affected in the worst way.

(No more KS30 desert storm for BLM, now watch the price of claw and Scorp Harness go up)


Edited, Jul 19th 2006 at 4:38pm EDT by ralphffxi
Price tag
# Jul 19 2006 at 4:25 PM Rating: Decent
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6,424 posts
Prices only go up when people like you keep saying the prices go up.

Also, where did you think IGE got their gil from? They will have much more trouble getting gil now, thus the price of gil will sky-rocket.

Desert Swarm can be done without manaburn.
Divine Might can be done without manaburn.
Ilpalazzo evades the Nerf Bat!
# Jul 19 2006 at 3:27 PM Rating: Default
As I was reading this, I was thinking about how many BLM are going to be complaining.. not to mention then mnks who have actually spent the time to gather the Ultimate Chi Blast equip setup (I've seen Chi Blast break 1200 on Kirin before.. that is extremely impressive but mainly for the reason that almost all melee suck against him and have difficulty putting up more than single-digit damage numbers unless doing Opo Necklace + Sleep Potion + Spirits Within.)

As a 75BRD my job is completely unaffected at this point given the current description of the update details.. But as a bard, my job is to support my group and make them truly shine (I'll drag them kicking and screaming if i have to but I will do my job to the best of my ability lol) Since it doesn't directly affect my job, I'm a little unfamiliar with the damage formulas for BLM, but my impression of what is the basis of what is going to occur is this:
BLM#1 uses thundaga III, no MDB added.
BLM#2 uses thundaga III, no MDB added.
BLM#3 uses thundaga III, mob gains MDB+1
BLM#4 uses Flare, mob gains MDB+2 (MDB total: +3)

as long as you are only using a low number of nukers, you wont see the Magic Defense Bonus taking effect, either due to low potency buff or passage of time causing what is gained by the NM to wear off.. but when you move to the manaburn style of 4+ BLM you will see the effect in steadily decreasing damage numbers as many more nukes are being tossed around giving the MDB less time to wear off and making them accumulate at a faster rate.

if this is meant as SE's response to anything currently ingame, i would say that it was motivated by the current strategys against: Absolute Virtue, Kirin, all of the Wyrms, and the two specific BCs mentioned vs Diabolos Prime and Bahamut Prime. keep in mind that it does specifically say that this change will only affect NMs and not normal mobs so this does nothing to curb the manaburn merit pt, all it does is force us to come up with new strats instead of the (very old in some cases) current strats that allow almost any group with enough BLM to nuke into submission regardless of why they are supposed to do it........

O_O that reminds me... anyone need to do Divine Might on Quetz send me a tell ingame lol <_< wanna get an easy win before this change goes into effect >_>;;
good update
# Jul 19 2006 at 3:21 PM Rating: Decent
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928 posts
Ooooohh.... new HNM's =) i'm looking forward to that. this is gonna be a nice update with everything they are adding. i'm pretty excited.

This new magic resistance thing is gonna work out pretty well i think. afterall, its only on NM's and the whole point of NM's is for them to be challenging. only certain NM's are going to actually be really effected anyways. cause if you really think about it, there are really only a couple NM's out there that are truely manaburned (ie. diabolos, DM, Absolute Virtue, and a few others) certain NM's like statues in dynamis are killed so fast, that the resistance wont accumalate fast enough for it to be impossible to kill them, and gods like Kirin are not really manaburned.

Oh and SMN is NOT going to be effected because it says right in the announcement that its only the MAGIC blood pacts. only time this is donna really matter is in Kirin fights when we spam Nether Blast, but as a smn, i think i'll live.

But anyways.... lots of good stuff coming, i'm hoping they put out this update next Mon. or Tues. cause i dont think i can wait anymore O.O
Cant you ppl read
# Jul 19 2006 at 3:12 PM Rating: Decent
Cant you ppl read

Quote:
Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads “impossible to gauge.”


Its affecting HNM only. Manaburn wont be affected.

BTW all mobs in Besieged check impossible to gauge and worst of all they will be adding some harder one

Edited, Jul 19th 2006 at 4:25pm EDT by ralphffxi
I am loving this
# Jul 19 2006 at 3:06 PM Rating: Decent
This will "weed" out all the moron blms that do manaburn and have no idea what blm really is... I cant wait for this, and all the bi*tche$ that switched to blm cuz they do dmg will go back to there old jobs, or quit. All this manaburning sucks *** and its not the way to play the game, Im glad they are changing this as they already said they would before. Why is this ALL a SURPISE to you poeple??? Maybe black mages will finally open there eyes and say WOW i need to think now when I play... LOL newbs
quit whining
# Jul 19 2006 at 3:03 PM Rating: Decent
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180 posts
Everyone quit your bit**ing. BLM is no way has been "nerfed." All this is gonna do is make nm's harder to manaburn, therefore making people ACTUALLY USE A STRATEGY TO WIN OMG. God forbid you actually have TRY to beat nm's using jobs other than BLM.

And besides... no one knows just how much resistance nm's are going to have.
wont ruin exp pts
# Jul 19 2006 at 3:03 PM Rating: Default
its not for manaburn its only for notorious monsters priob to counteract how gilsellers have alliences of 18 blm and nuke the **** out of hnms and kill in about 30 seconds it wont affect exp pts
Overreaction
# Jul 19 2006 at 3:01 PM Rating: Good
For pete's sake! Unless you're spamming Spirits Within I highly doubt this will even be noticable for that. It seems to me that the resistances will at least be broken down by type...so that you won't suddenly run the mob up to 100% resistance because a party's NIN, BLM and SMN all toss out spells at the same time. I'd like to say that it'll be broken down by element but as was said in a previous post, that wouldn't eliminate a manaburn because the BLMs would just all use different top tier spells. In any case however...SE did give an example of how powerful this resistance is in saying a party with 2 BLMs would probably not notice it at all.

So imagine an alliance against an HNM...no HNM in particular...unless you have 5+ SMNs...or NINs...or whatever...those particular jobs probably won't really notice the resistance effect. The decay rate of the resistance is probably not much longer than the longest cast times, so one SMN casting their BPs at one per minute isn't going to likely be affected at all. Ditto for RDMs or whatever firing off Spirits Within or MNKs with Chi Blast. The resistance simply won't accumulate fast enough versus its decay with just one or two of each job spamming before the mob is dead.

Yes this is going to make some battles much harder...but NONE will be impossible. Why? Because SE did not program these monsters with the intent to make them killable only by Burns of some kind. That may be the quickest and most efficient method...AND if it IS a quick method, might still work if it's quick enough to win the battle before any appreciative resistance gain...BUT it is never the only method. We'll just have to start getting creative.

Look at it this way. Many of you who are longtime members of HNMLSs have probably fought the same HNMs many times in the same fashion to the point of it becoming mechanical...reflex even. Going in and systematically dismantling a mob over and over gets boring. Now these same HNMs become challenges once again. Which is what this game is about. I'm sure there will be cases where some battles do become difficult to the point of insanity, but we have to trust that SE is going to be monitoring this change and will apply fixes where it's neccessary...ie making some HNMs perhaps a LITTLE more susceptible to physical attack, since a lot of the toughest ones are all but completely resistant to anything not magic.

SE is doing something positive for the game. They're making an honest attempt to try and open up the end-game to all jobs evenly, instead of it being almost requisite to either be a BLM, WHM, RDM or SMN to be of any practical use. As the player of one of the most discriminated of jobs, I can appreciate this. We just have to hold faith that SE IS applying this change as intelligently as this announcement makes it seem.
Overreaction
# Jul 19 2006 at 5:29 PM Rating: Decent
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530 posts
See the issue is if they could break it down by type WHY include divine magic? Have you ran into a bunch of WHM manaburning lately? The only reason for the list to include all these moves is that they unable to seperate all the different forms of magical attack. Magical Defense bonus causes a resistance to all of these moves so logically that has to be the stat that is being raised when the mob is struck. The only way magical defense is seperated from one form or another in the game code is by different elements.
Overreaction
# Jul 20 2006 at 1:19 AM Rating: Decent
Then maybe it WILL be broken down elementally...because otherwise it's a severe penalty. Between elemental WSs...Chi Blasts...nukes...Ninjutsu...BPs...one fight could hit the resistance cap rapidly. I can't pretend to know how SE is implementing this exactly. But the game CAN distinguish between different types of magic damage. They don't neccessarily have to be making a straight up mob stat buff. No one here knows the exact game code on the server side of things, but it's feasible that they could flag a specific resistance based on the type of magic attack being used. Every spell IS flagged with their specific magic type...Divine, Enfeeble etc. Yes it doesn't seem immediately logical since Banish-burn is laughable and NIN elemental wheel is hardly a strategy against any HNM, but since when has SE ever been logical? LOL We'll just have to wait and see.
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