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Job Adjustments (04/18/2012)Follow

#1 Apr 18 2012 at 4:06 AM Rating: Excellent
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Gildrein wrote:

[dev1106] Job Adjustments: Samurai

Shikikoyo

Recast time reduced from fifteen minutes to five.
Additional merit points no longer reduce casting time, but instead grant a bonus to the amount of TP shared.

Blade Bash

Recast time reduced from fifteen minutes to three.
Plague effect duration increased.
Additional merit points no longer reduce casting time, but instead increase the effect duration of Plague by fifteen seconds per point.

http://forum.square-enix.com/ffxi/threads/22651-dev1106-Job-Adjustments-Samurai

Gildrein wrote:

[dev1107] Job Adjustments: Ninja

Sange

Recast time reduced from fifteen minutes to five.
Additional merit points no longer reduce casting time, but instead reduce the likelihood of shadow images being consumed.

http://forum.square-enix.com/ffxi/threads/22655-dev1107-Job-Adjustments-Ninja

Gildrein wrote:

[dev1108] Job Adjustments: Dragoon

Deep Breathing

Recast time reduced from fifteen minutes to five.
Additional merit points no longer reduce casting time, but instead further enhance wyvern breath effects.

Empathy

Now also increases the wyvern's level at a constant rate.
Additional merit points no longer simply increase the number of beneficial status effects to the wyvern granted by Spirit Link, but also increase the rate at which the wyvern gains experience.

Restoring Breath adjustments

The priority by which status ailments are cured will be adjusted as follows:
 
(Pre-Adjustment)

1. Disease/Plague
2. Curse/Bane/Doom
3. Paralysis
4. Blindness
5. Poison

(Post-Adjustment)

1. Paralysis
2. Curse/Bane/Doom
3. Disease/Plague
4. Blindness
5. Poison

http://forum.square-enix.com/ffxi/threads/22659-dev1108-Job-Adjustments-Dragoon

Gildrein wrote:

[dev1109] Job Adjustments: Summoner

Elemental Spirit adjustments

The following Tier V spells will be unlocked:
Fire Spirit: Fire V (Lv.86)
Ice Spirit: Blizzard V (Lv.89)
Air Spirit: Aero V (Lv.83)
Earth Spirit: Stone V (Lv.77)
Thunder Spirit: Thunder V (Lv.92)
Water Spirit: Water V (Lv.80)
Light Spirit: Protect V / Shell V (Lv.76)

http://forum.square-enix.com/ffxi/threads/22663-dev1109-Job-Adjustments-Summoner

Gildrein wrote:

[dev1110] Job Adjustments: Blue Mage

Diffusion

Recast time reduced from twenty minutes to ten.
Additional merit points no longer reduce casting time, but instead lengthen effect duration.

http://forum.square-enix.com/ffxi/threads/22667-dev1110-Job-Adjustments-Blue-Mage

Gildrein wrote:

[dev1111] Job Adjustments: Corsair

Snake Eye

Recast time reduced from fifteen minutes to five.
Additional merit points no longer reduce casting time, but instead increase the likelihood that the next roll will result in a sum total of XI when a 5 or higher is showing.

Fold

Recast time reduced from fifteen minutes to three.
Additional merit points no longer reduce casting time, but instead increase the likelihood of resetting the Phantom Roll recast timer.

http://forum.square-enix.com/ffxi/threads/22671-dev1111-Job-Adjustments-Corsair

Gildrein wrote:

[dev1112] Job Adjustments: Puppetmaster

Role Reversal

Recast time reduced from four minutes to two.
Additional merit points no longer reduce casting time, but instead increase the HP amounts granted.

Ventriloquy

Recast time reduced from two minutes to one.
Additional merit points no longer reduce casting time, but instead decrease the lower of the two enmity amounts switched while increasing the higher one.

http://forum.square-enix.com/ffxi/threads/22675-dev1112-Job-Adjustments-Puppetmaster

Gildrein wrote:

[dev1113] Job Adjustments: Dancer

Saber Dance

Recast time reduced from five minutes to three.
Additional merit points no longer reduce casting time, but instead increase the effect duration of sambas.

Fan Dance

Recast time reduced from five minutes to three.
Additional merit points no longer reduce casting time, but instead reduce waltz recast times.

http://forum.square-enix.com/ffxi/threads/22679-dev1113-Job-Adjustments-Dancer

Gildrein wrote:

[dev1114] Job Adjustments: Scholar

Enlightenment

Recast time reduced from ten minutes to five.
Additional merit points no longer reduce casting time, but instead grant a bonus to INT and MND.

http://forum.square-enix.com/ffxi/threads/22683-dev1114-Job-Adjustments-Scholar

Edited, Apr 18th 2012 6:46am by Szabo
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#2 Apr 18 2012 at 4:19 AM Rating: Excellent
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Right on track with the other jobs. Always did feel those abilities had far too long recasts to be of any use. Glad SE thinks the same way now as well.

You've fallen a long way SE, but you're slowly climbing up the stairs again with this one.
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#3 Apr 18 2012 at 6:00 AM Rating: Decent
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Hmmmm I've been considering diffusion merits.......
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#4 Apr 18 2012 at 6:36 AM Rating: Excellent
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Of the jobs I play I think they did a nice job with SAM and DNC. SMN essentially got nothing since elemental spirit AI is based on Tanaka's.
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#5 Apr 18 2012 at 7:21 AM Rating: Decent
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Looks like I'll be changing some merits around next update.
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#6 Apr 18 2012 at 8:37 AM Rating: Good
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lol@NIN
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#7 Apr 18 2012 at 9:19 AM Rating: Decent
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ooo I like the new saber dance change. Samabas being on longer is always good.
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#8 Apr 18 2012 at 9:58 AM Rating: Good
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Lonix wrote:
lol@NIN

But Sange is AWSUM!!11
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#9 Apr 18 2012 at 12:16 PM Rating: Good
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Camiie wrote:
Of the jobs I play I think they did a nice job with SAM and DNC. SMN essentially got nothing since elemental spirit AI is based on Tanaka's.


Yeah, but the mp cost changes made playing with eles more fun as I thunked along to 20. I had good times kiting VT goblins around the valk OP with my "free" elementals
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#10 Apr 18 2012 at 2:30 PM Rating: Excellent
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Came for RDM nerfs, was only partially disappointed.
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#11 Apr 18 2012 at 2:44 PM Rating: Excellent
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Quote:
Fan Dance

Recast time reduced from five minutes to three.
Additional merit points no longer reduce casting time, but instead reduce waltz recast times.


This would be neater if DNC soloing was viable for any sort of practical gain in this post-Abyssea proc or GTFO world, but it's still an in-theory nice addition.
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#12 Apr 18 2012 at 10:37 PM Rating: Good
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Erecia wrote:
Quote:
Fan Dance

Recast time reduced from five minutes to three.
Additional merit points no longer reduce casting time, but instead reduce waltz recast times.


This would be neater if DNC soloing was viable for any sort of practical gain in this post-Abyssea proc or GTFO world, but it's still an in-theory nice addition.

It might open up new possibilities for Abyssea solos, or solos for people who haven't built up an Atma stock yet. Really depends on what kind of reduction it's bringing to the table.

Implementation is what's important here. I think it's a reasonably safe assumption that the recast times would be reduced by at least 1 second per extra merit, so 4s minimum, if you max it. Waltz IV being brought down to 13 seconds instead of 17 makes it far more useful. Waltz V still probably won't see much use without a reduction larger than 4s.

Still, the important consideration here is Healing Waltz, which would have it's recast reduced from 15 to 11 seconds, making it almost a full 1/3 faster and useful in almost any scenario. Divine Waltz II would be reduced to 16 seconds from 20, but useful opportunities for DW2 are rare.

Of course, the downside to all of this being not using Saber Dance. Still, with 3 minute recasts on both, it's added flexibility.
#13 Apr 20 2012 at 9:10 AM Rating: Excellent
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Camiie wrote:
Of the jobs I play I think they did a nice job with SAM and DNC. SMN essentially got nothing since elemental spirit AI is based on Tanaka's.


I am sorry but I feel that this comment has made my day :)
I only wished I thought of it first :(
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#14 Apr 20 2012 at 2:21 PM Rating: Excellent
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Bayohne wrote:

Quote:
Empathy Merits seem interesting. I hope Angon getting moved to its own unique debuff is still on the cards somewhere though.
It is and we apologize for the wait for this! Overall, these adjustments were mainly focused on Group 2-related merits and ones with "reducing their time" as part of the merit feature. We haven't forgotten about Angon!

http://forum.square-enix.com/ffxi/threads/19016-Dragoon-Updates!?p=307223#post307223

Bayohne wrote:

Greetings,

I understand your desire to see some updates to your favorite job, but I wanted to let you know that these latest rounds of adjustments were more focused on Group 2 merits and those that specifically had long re-use timers, and making adjustments to them beyond that. For our red mages, we're still planning the changes outlined in the [dev1093] Enfeebling Magic Resistance of Monsters and as soon as we have more to announce you can be sure we'll share it with you!

http://forum.square-enix.com/ffxi/threads/22710-dev1115-Job-Adjustments-Red-Mage?p=307231#post307231

Bayohne wrote:

Lemme explain: so say you have 2 merits into Snake Eye, and you rolled a 5 > use Snake Eye > your next roll has a greater chance of being what it needs to be to equal XI (in this example, you'd need 6). Basically you will have a better chance of hitting that necessary amount needed to hit XI with more merits in there.

But it also can still force a 1 roll. So if you rolled a X, Snake Eye, I = XI! BAM!

Hope that clears it up!

http://forum.square-enix.com/ffxi/threads/22724-Snake-Eye-Adjustments?p=307246#post307246

Rukkirii wrote:

At the moment, there are no plans for adding new frames but we do plan on making the various roles that players have requested possible by making attachments more unique through new additions and adjustments.

Keep your eyes out for those updates!

http://forum.square-enix.com/ffxi/threads/22628-New-Frames-please?p=307290#post307290

Rukkirii wrote:

The adjustment is a), the duration of the "samba" effect will last longer on the DNC, not the targets daze effect.

http://forum.square-enix.com/ffxi/threads/15404-Dancer-Suggestions-Round-II?p=307293#post307293

Edited, Apr 20th 2012 6:02pm by Szabo
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#15 Apr 20 2012 at 9:03 PM Rating: Good
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If the DNC waltz reductions are 'flat', you'd still probably favor Waltz III, as it's recast would be incredibly small.

The BLU change will either be 'meh' or 'amazing', depending on the duration buff. If it allows a 5-minute buff to be fulltimed, welp, I hafta merit it.

If not.. it doesn't really change diffusion just being a big fight boon.
#16 Apr 20 2012 at 9:47 PM Rating: Excellent
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I'd throw a complete of shurikens at the dev because the sange "buff" is still a joke, but I'm afraid I don't have my throw skilled up high enough to hurt them enough.
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#17 Apr 20 2012 at 10:52 PM Rating: Decent
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Woah. Snake Eye is now full blown loaded dice.
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#18 Apr 20 2012 at 10:57 PM Rating: Excellent
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ItsAMyri wrote:
If the DNC waltz reductions are 'flat', you'd still probably favor Waltz III, as it's recast would be incredibly small.

The BLU change will either be 'meh' or 'amazing', depending on the duration buff. If it allows a 5-minute buff to be fulltimed, welp, I hafta merit it.

If not.. it doesn't really change diffusion just being a big fight boon.

There is a tradeoff to shorter recast times: JA Delay. It's the same reason (aside from TP efficiency) you don't just spam the hell out of CWII. Personally, I prefer TP efficiency so I can kill faster, and CWIV on a shorter timer can help with that.
#19 Apr 21 2012 at 3:31 PM Rating: Excellent
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Docent42 wrote:
I'd throw a complete of shurikens at the dev because the sange "buff" is still a joke, but I'm afraid I don't have my throw skilled up high enough to hurt them enough.
Even if you did, you wouldn't find any shuriken for sale on the auction house anyway.
#20 Apr 21 2012 at 11:37 PM Rating: Excellent
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Docent42 wrote:
I'd throw a complete of shurikens at the dev because the sange "buff" is still a joke, but I'm afraid I don't have my throw skilled up high enough to hurt them enough.


NIN throwing wouldn't be bad if SE would just release easily craft-able / NPC vender ammo. Making throwing WS for NIN wouldn't be a bad idea either.
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#21 Apr 22 2012 at 5:02 AM Rating: Excellent
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Considering SE thinks it's reasonable that the current highest level npc-buyable shuriken stack to 12 and run for 58k.... per single shuriken.... from said npc.... lolshuriken. That's 5738040/"stack" of 99 which would eat up 9 slots in your inventory.

Edited, Apr 22nd 2012 6:06am by Jinte
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#22 Apr 22 2012 at 7:21 AM Rating: Excellent
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Raelix wrote:
Woah. Snake Eye is now full blown loaded dice.


Ah ha! So SE is A-OK with cheating in FFXI!
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#23 Apr 23 2012 at 5:40 AM Rating: Good
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saevellakshmi wrote:
Docent42 wrote:
I'd throw a complete of shurikens at the dev because the sange "buff" is still a joke, but I'm afraid I don't have my throw skilled up high enough to hurt them enough.


NIN throwing wouldn't be bad if SE would just release easily craft-able / NPC vender ammo. Making throwing WS for NIN wouldn't be a bad idea either.

This to me surely is being developed, otherwise Sange is a joke. I only use throwing as a pull, but would rather use a DeBuff as a pull to get a bit more hate and a DeBuff already on the mob. The Onion Sword is more useful than Sange.
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#24 Apr 23 2012 at 8:57 AM Rating: Excellent
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Lonix wrote:
saevellakshmi wrote:
Docent42 wrote:
I'd throw a complete of shurikens at the dev because the sange "buff" is still a joke, but I'm afraid I don't have my throw skilled up high enough to hurt them enough.


NIN throwing wouldn't be bad if SE would just release easily craft-able / NPC vender ammo. Making throwing WS for NIN wouldn't be a bad idea either.

This to me surely is being developed, otherwise Sange is a joke. I only use throwing as a pull, but would rather use a DeBuff as a pull to get a bit more hate and a DeBuff already on the mob. The Onion Sword is more useful than Sange.

They've flat out said, at least once, if not several times now, that they won't add throwing ws, because at this point, adding another ws category, would be way too difficult for an existing skill like throwing (I think they said it would be equally difficult to add a new skill entirely, too). They blamed ps2 limitations at the time, because the overhaul would put too much stress on them or something, idr the exact wording. Basically, 10 year old spaghetti code + ps2 limitations = no chance for throwing ws ever happening ever. Something like the level cap raise they could do because they had thought ahead and put sh*t in to allow it just in case, but they didn't do that with this bit, so it's not gonna happen.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#25 Apr 23 2012 at 5:28 PM Rating: Excellent
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Well.... you know what would happen if they did add Throwing WS to the game. Someone would use it somewhere in the middle of Arrapago Reef, and it'd cause some Dhalmel with Shantotto's head to pop in Lower Jeuno, and it'd run around casting Chainspell casting Cure1 on everyone which would somehow boost their gil by about 3 million, cast reraise on them, then add a nondispellable bio effect for 4k per tic, kill them, auto reraise, kill them again, rinse/repeat until they delevel until they're level 15, even after the player has freaked out and shutdown their system, remove any warp/teleport items, and homepoint them into the middle of Vrtra's room.

..... and then SE will make an update stating that everything's working as intended.
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#26 Apr 23 2012 at 5:44 PM Rating: Excellent
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Amovorite wrote:
Well.... you know what would happen if they did add Throwing WS to the game. Someone would use it somewhere in the middle of Arrapago Reef, and it'd cause some Dhalmel with Shantotto's head to pop in Lower Jeuno, and it'd run around casting Chainspell casting Cure1 on everyone which would somehow boost their gil by about 3 million, cast reraise on them, then add a nondispellable bio effect for 4k per tic, kill them, auto reraise, kill them again, rinse/repeat until they delevel until they're level 15, even after the player has freaked out and shutdown their system, remove any warp/teleport items, and homepoint them into the middle of Vrtra's room.

..... and then SE will make an update stating that everything's working as intended.
I'd play that game.
#27 Apr 23 2012 at 6:14 PM Rating: Excellent
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Amovorite wrote:
Well.... you know what would happen if they did add Throwing WS to the game. Someone would use it somewhere in the middle of Arrapago Reef, and it'd cause some Dhalmel with Shantotto's head to pop in Lower Jeuno, and it'd run around casting Chainspell casting Cure1 on everyone which would somehow boost their gil by about 3 million, cast reraise on them, then add a nondispellable bio effect for 4k per tic, kill them, auto reraise, kill them again, rinse/repeat until they delevel until they're level 15, even after the player has freaked out and shutdown their system, remove any warp/teleport items, and homepoint them into the middle of Vrtra's room.

..... and then SE will make an update stating that everything's working as intended.

Not Port Jeuno?
#28 Apr 23 2012 at 8:49 PM Rating: Excellent
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AshOnMyTomatoes wrote:
Amovorite wrote:
Well.... you know what would happen if they did add Throwing WS to the game. Someone would use it somewhere in the middle of Arrapago Reef, and it'd cause some Dhalmel with Shantotto's head to pop in Lower Jeuno, and it'd run around casting Chainspell casting Cure1 on everyone which would somehow boost their gil by about 3 million, cast reraise on them, then add a nondispellable bio effect for 4k per tic, kill them, auto reraise, kill them again, rinse/repeat until they delevel until they're level 15, even after the player has freaked out and shutdown their system, remove any warp/teleport items, and homepoint them into the middle of Vrtra's room.

..... and then SE will make an update stating that everything's working as intended.
I'd play that game.


Yeah, I'm not seeing the problem here
#29 Apr 24 2012 at 7:26 AM Rating: Good
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Amovorite wrote:
Well.... you know what would happen if they did add Throwing WS to the game. Someone would use it somewhere in the middle of Arrapago Reef, and it'd cause some Dhalmel with Shantotto's head to pop in Lower Jeuno, and it'd run around casting Chainspell casting Cure1 on everyone which would somehow boost their gil by about 3 million, cast reraise on them, then add a nondispellable bio effect for 4k per tic, kill them, auto reraise, kill them again, rinse/repeat until they delevel until they're level 15, even after the player has freaked out and shutdown their system, remove any warp/teleport items, and homepoint them into the middle of Vrtra's room.

..... and then SE will make an update stating that everything's working as intended.


You're forgetting that you can no longer delevel below 30. That, and heads would simply explode. :P Other than that, this would sound like their newfangled idea of BALANCE(tm).


Edited, Apr 24th 2012 9:27am by Magicalsquirrel
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#30 Apr 24 2012 at 8:38 AM Rating: Good
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Amovorite wrote:
Well.... you know what would happen if they did add Throwing WS to the game.

I was thinking more along the lines that there will be a bunch of NINs who try to tank while using their do-6-ranged-attacks macro, and they'll die because they couldn't get Utsusemi back up in the middle of the ranged attacks.
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#31 Apr 24 2012 at 2:15 PM Rating: Good
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Camate wrote:

Howdy!

Just wanted to give a bit more insight into the dancer adjustment.

As a result of the increased Samba effect duration for Saber Dance, the rate of recasting and TP consumption are reduced, which contribute to a greater attack rate.

The main effect is focused on Saber Dance itself, so instead of raising the effects on Samba, we made adjustments aiming to allow players to concentrate on attacking.


http://forum.square-enix.com/ffxi/threads/22704-Dancer-merrit-Ability-Adjustments-.-Players-Opinions.?p=308795&viewfull=1#post308795

Edited, Apr 24th 2012 8:59pm by Szabo
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#32 Apr 25 2012 at 6:14 AM Rating: Good
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Szabo wrote:
Camate wrote:

Howdy!

Just wanted to give a bit more insight into the dancer adjustment.

As a result of the increased Samba effect duration for Saber Dance, the rate of recasting and TP consumption are reduced, which contribute to a greater attack rate.

The main effect is focused on Saber Dance itself, so instead of raising the effects on Samba, we made adjustments aiming to allow players to concentrate on attacking.


http://forum.square-enix.com/ffxi/threads/22704-Dancer-merrit-Ability-Adjustments-.-Players-Opinions.?p=308795&viewfull=1#post308795

Edited, Apr 24th 2012 8:59pm by Szabo

that makes way to much sense...
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#33 Apr 25 2012 at 5:41 PM Rating: Excellent
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Camate wrote:

Since shurikens are such an essential part of Sange, I wanted to share some information as there have been some requests for higher shuriken damage and delay adjustments.

 
Explanation of shuriken parameters

The following is the basis for shuriken parameters:

-Lv48 shuriken (DMG 63, delay 192)
DPS is 0.328
-Lv60 shuriken (DMG 72, delay 192)
DPS is 0.375

With a level difference of 12, the DPS is increased about 0.047, so the DPS increases 0.0039 for each level increase…

-Lv80 shuriken (DMG 80, delay 192)
DPS is 0.416

DPS is increased 0.041 from Lv60 to Lv80, so the DPS increase for each level increase is lowered to 0.00205. If we continue to use the 0.0039 DPS increase for each level increase, the DMG rates would be:
-DMG 87 at Lv80
-DMG 102 at Lv99

“DMG 102 at Lv99” is a value for shurikens that can be synthesized. If this becomes loot from a NM, it may be difficult to obtain, but I believe “DMG 118 at Lv99” could be attainable. (Regarding Iga shuriken, I believe it is necessary to reevaluate DMG values)

One recommendation we have seen from a player is to have DMG 146 and delay 193 (0.760 DPS), but this is definitely impossible. We have no plans to do so, but this may be the range of stats of a relic shuriken, if it were to be created.

Also, regarding cost, it would not make sense for a shuriken to deal more damage than ammunition for RNGs that cost more, so we would like to reevaluate this aspect.


http://forum.square-enix.com/ffxi/threads/22707-dev1107-Sange-Update-Why?p=309315#post309315
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#34 Apr 26 2012 at 12:20 PM Rating: Excellent
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Szabo wrote:
Camate wrote:

Since shurikens are such an essential part of Sange, I wanted to share some information as there have been some requests for higher shuriken damage and delay adjustments.

 
Explanation of shuriken parameters

The following is the basis for shuriken parameters:

-Lv48 shuriken (DMG 63, delay 192)
DPS is 0.328
-Lv60 shuriken (DMG 72, delay 192)
DPS is 0.375

With a level difference of 12, the DPS is increased about 0.047, so the DPS increases 0.0039 for each level increase…

-Lv80 shuriken (DMG 80, delay 192)
DPS is 0.416

DPS is increased 0.041 from Lv60 to Lv80, so the DPS increase for each level increase is lowered to 0.00205. If we continue to use the 0.0039 DPS increase for each level increase, the DMG rates would be:
-DMG 87 at Lv80
-DMG 102 at Lv99

“DMG 102 at Lv99” is a value for shurikens that can be synthesized. If this becomes loot from a NM, it may be difficult to obtain, but I believe “DMG 118 at Lv99” could be attainable. (Regarding Iga shuriken, I believe it is necessary to reevaluate DMG values)

One recommendation we have seen from a player is to have DMG 146 and delay 193 (0.760 DPS), but this is definitely impossible. We have no plans to do so, but this may be the range of stats of a relic shuriken, if it were to be created.

Also, regarding cost, it would not make sense for a shuriken to deal more damage than ammunition for RNGs that cost more, so we would like to reevaluate this aspect.


http://forum.square-enix.com/ffxi/threads/22707-dev1107-Sange-Update-Why?p=309315#post309315

I.... wait... what? When did people say there was a problem with shuriken dps? the only reason no one uses them is because they're not even remotely cost-effective because of how retardedly expensive they are Smiley: dubious
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#35 Apr 26 2012 at 12:30 PM Rating: Excellent
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Lady Jinte wrote:
Szabo wrote:
Camate wrote:

Since shurikens are such an essential part of Sange, I wanted to share some information as there have been some requests for higher shuriken damage and delay adjustments.

 
Explanation of shuriken parameters

The following is the basis for shuriken parameters:

-Lv48 shuriken (DMG 63, delay 192)
DPS is 0.328
-Lv60 shuriken (DMG 72, delay 192)
DPS is 0.375

With a level difference of 12, the DPS is increased about 0.047, so the DPS increases 0.0039 for each level increase…

-Lv80 shuriken (DMG 80, delay 192)
DPS is 0.416

DPS is increased 0.041 from Lv60 to Lv80, so the DPS increase for each level increase is lowered to 0.00205. If we continue to use the 0.0039 DPS increase for each level increase, the DMG rates would be:
-DMG 87 at Lv80
-DMG 102 at Lv99

“DMG 102 at Lv99” is a value for shurikens that can be synthesized. If this becomes loot from a NM, it may be difficult to obtain, but I believe “DMG 118 at Lv99” could be attainable. (Regarding Iga shuriken, I believe it is necessary to reevaluate DMG values)

One recommendation we have seen from a player is to have DMG 146 and delay 193 (0.760 DPS), but this is definitely impossible. We have no plans to do so, but this may be the range of stats of a relic shuriken, if it were to be created.

Also, regarding cost, it would not make sense for a shuriken to deal more damage than ammunition for RNGs that cost more, so we would like to reevaluate this aspect.


http://forum.square-enix.com/ffxi/threads/22707-dev1107-Sange-Update-Why?p=309315#post309315

I.... wait... what? When did people say there was a problem with shuriken dps? the only reason no one uses them is because they're not even remotely cost-effective because of how retardedly expensive they are Smiley: dubious

Yeah, not sure what they're thinking here. If they really wanted people to use Shuriken, they should change Sange to a stance that occasionally adds a throw to your regular attacks (similar to Footwork) and consumes shadows, using the base DMG of the Shuriken you have equipped (and don't use it up). Essentially make Sange into an "I don't care about blink-tanking this mob, I just wanna do more DoT" JA. Having annoying-to-get-but-high-damage Shuriken would actually make sense, then.

But it probably "would be difficult to implement", so we'll never see it.
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#36 Apr 26 2012 at 12:40 PM Rating: Good
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Am I really seeing the words "relic shuriken" being used, even hypothetically? That's [insert hyperbolic reaction here]!

Obviously, I'm biased as a DNC, but NIN already has a relic weapon. DNC doesn't. DNC's AF weapon is a throwing item. If anyone "deserves" a relic throwing weapon, I'd say it's DNC. Or, to put it another way: I would be rather jealous, as a DNC, to see NIN get a relic throwing weapon.

I would love to see shuriken adjusted to the point of being useful to a NIN. I have a completely inexplicable obsession with throwing skill (~10 points away from cap). I'm certainly not arguing to maintain the status quo. I'm just hoping that if adjustments to throwing items and skills are being considered by the devs, they don't forget about DNC too.
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#37 Apr 26 2012 at 12:49 PM Rating: Excellent
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Strummer wrote:
Am I really seeing the words "relic shuriken" being used, even hypothetically? That's [insert hyperbolic reaction here]!

Obviously, I'm biased as a DNC, but NIN already has a relic weapon. DNC doesn't. DNC's AF weapon is a throwing item. If anyone "deserves" a relic throwing weapon, I'd say it's DNC. Or, to put it another way: I would be rather jealous, as a DNC, to see NIN get a relic throwing weapon.

I would love to see shuriken adjusted to the point of being useful to a NIN. I have a completely inexplicable obsession with throwing skill (~10 points away from cap). I'm certainly not arguing to maintain the status quo. I'm just hoping that if adjustments to throwing items and skills are being considered by the devs, they don't forget about DNC too.

AF weapon doesn't have sh*t to do with anything though. War's AF weapon is a 1h axe, but they still can't use Guttler. Nin does have the highest throwing skill in the game, though, and it's the only job with remotely high throwing skill and access to a good amount of r.acc/atk gear (rng's throwing skill is abysmal at best, cor's is a little better, since it's tied with pup, sam, and dnc for 2nd best) so if anyone were to get a relic throwing weapon, it'd be nin. Not that I'm any more fond of the idea than you are, but your reasoning here is all sorts of silly... You don't hear many pups whining about the fact that we can't use Spharai, aside from the ones who stupidly think we should get asuran fists Smiley: laugh
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#38 Apr 26 2012 at 12:52 PM Rating: Excellent
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Oh yeah, I won't deny for a minute that my "reasoning" is silly. Jealousy and obsession usually is silly. :P

That, and I'm still sad that WotG jobs never got relic weapons.

Edited, Apr 26th 2012 11:53am by Strummer
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#39 Apr 26 2012 at 1:04 PM Rating: Good
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Strummer wrote:
Oh yeah, I won't deny for a minute that my "reasoning" is silly. Jealousy and obsession usually is silly. :P

That, and I'm still sad that WotG jobs never got relic weapons.

Edited, Apr 26th 2012 11:53am by Strummer

ToAU jobs didn't either
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#40 Apr 26 2012 at 1:28 PM Rating: Excellent
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For the love of Altana, they just need to admit that shuriken are beyond repair.

The sad part is that Sange COULD be fashioned into something useful. Just make it a straight-up extra attack on a 5min timer, damage based on existing shadow images. Maybe make a full 5 shadow Sange give damage equivalent to a good damaging WS. With extra merits, acts as a chance to conserve shadows (while still giving full damage): 1 merit gives a random chance (say, 33%?) of saving 1 shadow, up to 5 merits giving a "roll" for each shadow and potentially resulting in retaining all 5 shadows. One extra WS-level attack every 5min really doesn't wreck BALANCE in any way, and it even has a cost (shadows, so loses some benefit when tanking).

I say just scrap the connection to throwing altogether, NOBODY would complain. But if they did insist on still basing damage on throwing skill, I guess that's fair. Forcing the NIN to actually equip a shuriken (but not expend it when using Sange, like a built-in Unlimited Shot) would also be fair. Using consumable ammo that's in no way cost-effective? That's ridiculous.

Edited, Apr 26th 2012 3:32pm by Anza
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#41 Apr 27 2012 at 11:00 AM Rating: Excellent
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I would say "just abolish ammo entirely by making it a single item you equip and have unlimited of that ammo", but that would probably piss off crafters to such a degree that even ones who quit before CoP was released would rage. Smiley: laugh
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#42 May 01 2012 at 3:16 PM Rating: Excellent
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I was hoping for throwing WS's
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#43 May 01 2012 at 7:35 PM Rating: Good
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Xilk wrote:
I was hoping for throwing WS's

I'm gonna smack you.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#44 May 02 2012 at 3:55 AM Rating: Excellent
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Exodus wrote:
I would say "just abolish ammo entirely by making it a single item you equip and have unlimited of that ammo",
but that would probably piss off crafters to such a degree that even ones who quit before CoP was released would rage. Smiley: laugh


Well abolishing ammo would probably get me to try RNG. The cost and storage of ammo is actually the hang-up for me on that. I guess that's "working as intended" though. /shrug

Edited, May 2nd 2012 5:57am by Camiie
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#45 May 14 2012 at 1:09 PM Rating: Good
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Camate wrote:

More scythes for beastmaster eh?

Well, the development team just told me that they do in fact have plans to add some new scythes to beastmaster's array of weaponry.

In regards to weapon skills, we are also planning to revamp each job's weapon skills in the future, but we can't make any promises about giving Guillotine and other EX weapon skills to beastmaster.

http://forum.square-enix.com/ffxi/threads/23143-Scythes?p=314992#post314992

Camate wrote:

Hi everyone

Thanks for the easy to read list and your suggestions.

We ran the feedback by the development team and they mentioned that since blue magic spells have such high stats, they would like to proceed with adjustments carefully. Basically, if we were to extend the effect durations right now, the MP cost for the time granted would be lower, causing blue mages to be in a superior position, so thought needs to given to this when making adjustments.

Of the list that was given, there was an impression that Feather Barrier being a passive skill is difficult to really utilize within the short effect duration of 30 seconds, but for the rest of the spells the development team feels that they are not extremely difficult to utilize within their effect durations.

We will be adjusting Diffusion in the next version update and this will enhance the usability of these blue magic spells further, so we would like to see the effects from this and determine the necessity for adjustments.

http://forum.square-enix.com/ffxi/threads/22961-Duration-of-Blue-Mage-Buffs?p=314996#post314996
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#46 May 14 2012 at 2:58 PM Rating: Good
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Reading just Camate's post, I was thinking, "Oh, come on. Feather barrier is totally useless as is." But after reading the list he mentioned, posted by that guy on the official forums, no wonder that was the response. I don't think I've ever seen anyone complain about cocoon being too weak. He has point with barrier tusk and half a point with triumphant roar, however.

Seriously, though, feather barrier is terrible.
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