Job Adjustments: Cures /Enfeebling Magic / Save TP
A number of upcoming adjustments are in the works for Final Fantasy XI. The single target Cure line of spells will be seeing potency boosts based on the caster's skill level, with the tier 1 through tier 4 spells receiving a very significant boost at the highest skill levels. The resistance to enfeebling spells will also be seeing changes, with the base level of resistance for monsters being lowered to allow spells to land more successfully. Lastly, the Save TP effect will be readjusted, to where it will give a minimum TP value after the end of a weaponskill rather than an additional TP amount following one.
Want to share your opinion on these new, upcoming changes? Feel free to let us know about them on the ZAM forums!
From the official Final Fantasy XI forums:
[dev1094] Cure Spell Adjustments
- Cure spells will be adjusted so that Healing Magic skill will play a greater role in determining their potency.
At high skill levels, Cure spells will heal more HP than before, while low skill levels will see minimal benefit. The degree to which Healing Magic skill affects HP healed will vary by spell, with Cure I-IV seeing the most significant adjustments.
- Cure I-IV: Amount of HP recovered may increase by as much as 1.4 times
- Cure V-VI: Minimal adjustments.
*Curaga I-V and Cura I-III will remain unchanged.
From the official Final Fantasy XI forums:
[dev1093] Enfeebling Magic Resistance of Monsters
- Monsters' resistance to enfeebling magic will be lowered.
While there will remain a select group of exceptional monsters with complete resistance to certain effects, the vast majority of monsters will become susceptible to enfeebling effects.
*This does not guarantee that enfeebling magic will always be successful. Furthermore, effect duration may be reduced for monsters with high resistance.
*As these adjustments will have wide-ranging repercussions on combat balance, an extensive testing and feedback period will be conducted before their implementation.
From the official Final Fantasy XI forums:
[dev1092] Save TP Adjustment
- Save TP will be treated as a minimum guaranteed TP value that will always be obtained a weaponskill.
Examples, assuming a Save TP value of 20:
25 TP weaponskill: 25 TP obtained.
15 TP weaponskill: 20 TP obtained.
Missed (0 TP) weaponskill: 20 TP obtained.