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December Version Update Blasts into Vana'diel! (11/30/2012)Follow

#1 Nov 30 2012 at 4:38 AM Rating: Excellent
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PlayOnline wrote:


Get your shovels and subligar a-ready, because the next version update will soon be upon us! December will bring wonder into areas both subterranean and submarine, with expansions and adjustments to Meeble Burrows and Salvage Content, as well as a host of other battle- and system-related changes.

[dev1140] Meeble Burrows
[dev1139] Job Ability Adjustments: Perfect Defense / Tabula Rasa
[dev1138] Bard Job Adjustments
[dev1137] Salvage Battlefield Expansion


Discover the treasures of this update from any of the links above!


Edited, Nov 30th 2012 5:38am by Szabo
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#2 Nov 30 2012 at 9:18 AM Rating: Decent
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Looking at Salvage, just the fact that there's no time restriction could make this an instant winner.
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#3 Nov 30 2012 at 11:22 AM Rating: Good
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HeroMystic wrote:
Looking at Salvage, just the fact that there's no time restriction could make this an instant winner.

What?
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#4 Nov 30 2012 at 11:35 AM Rating: Good
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HeroMystic wrote:
Looking at Salvage, just the fact that there's no time restriction could make this an instant winner.
Those are only adjustments to be made, not a full inclusive rule set for new battlefields.
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#5 Nov 30 2012 at 11:39 AM Rating: Default
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The time restriction is a Test Server setting. I don't think this will be a real server setting. Just like we'll still need a Remnant Permit to access Salvage, obtained by doing Assaults.

What I want to know is whether or not this introduces new gear, or is simply a different way of obtaining the same Salvage gear and/or Alexandrite?
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#6 Nov 30 2012 at 12:14 PM Rating: Good
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Misread it, or didn't read all of it, my mistake.
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#7 Nov 30 2012 at 12:38 PM Rating: Excellent
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TheBarrister wrote:
The time restriction is a Test Server setting. I don't think this will be a real server setting. Just like we'll still need a Remnant Permit to access Salvage, obtained by doing Assaults.

What I want to know is whether or not this introduces new gear, or is simply a different way of obtaining the same Salvage gear and/or Alexandrite?


They've mentioned new gear, but they didn't put it on the testing server to keep it a surprise. That's also why there are no NMs or special pop conditions on the test server. Not because there won't be (it will be a puzzle to figure out just like Salvage was) but so we don't go and figure it out before it's finished.

They said something about there being gear sets that are upgraded versions of existing salvage gear, and also sets that are entirely new. Whether that means it will be like Neo Limbus (when you get a drop, you have to chose between upgrading your NQ Salvage gear, or getting the new set) or if they'll just be completely separate items, we'll have to wait and see. But there are definitely Salvage Gear +1 sets coming, and also other mystery items.
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#8 Nov 30 2012 at 12:43 PM Rating: Excellent
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They really just need to drop the permit system at this point considering their only argument against it is it will cause 'congestion'.
#9 Nov 30 2012 at 1:40 PM Rating: Excellent
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The salvage thing says there will be no time restriction on REENTRY. Not that there will be no time restriction. Are they saying that the salvage expansion is in the december version update, because it also says that there are placeholders for the bosses and special conditions for certain nms will not be applied. That seems unfinished to me.
#10 Dec 01 2012 at 1:21 PM Rating: Excellent
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Since reading is apparently hard:

-New Salvage will have new gear; they mentioned that it'll be along the lines of Arch-Limbus, where there's 2 sets; one set is an upgraded version of the old gear for the same jobs, and a new set with different stats that are available to more jobs.

-Nothing concerning entry requirements has changed besides the increase in minimum level.

-Pathos will be unlocked directly from killing enemies, as well as a lamp at the start of each floor which both replaces the initial chest from old Salvage, and allows you to unlock a limited number of Pathos from the previous floor that you may have missed on subsequent floors.

-New Salvage on Test Server is only there to test the pathos system.

All directly from the community reps from the official site, although I'm sure it's all subject to change, etc.
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#11 Dec 03 2012 at 1:00 PM Rating: Excellent
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Akihiko Matsui wrote:

Hello. Matsui here.

I apologize, but I wasn’t able to secure any time to respond to this topic in full today due to meetings, so I will start off by just informing you all of the conclusion that we made and the reasons for the decision regarding the adjustments to Perfect Defense and Embrava.

We will be holding off on implementing the adjustments to Perfect Defense and Embrava in the upcoming version update. (The battle content adjustments that were based on the adjustments to Perfect Defense and Embrava will still be implemented as planned.)

At the time of last week’s post we had been moving forward based on the idea that we would be implementing these adjustments in the December version update; however, considering the below points we have decided to push it back it.

- We have not explained the thorough reasoning to all of you posting and reading the official forums, nor have we explained to the entire community who browse and operate fan sites.

- It was thought that these adjustments would be implemented in conjunction with the new special abilities.


The amount of text for the specific explanation as well as the future plan has become quite large, so I’d like to take some time tomorrow and the next day to get everything organized (I’m a slow writer).

Thank you very much.


http://forum.square-enix.com/ffxi/threads/28187-Adjustments-to-Embrava-and-Perfect-Defense?p=383589#post383589
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#12 Dec 03 2012 at 1:31 PM Rating: Good
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Woah. "Here's easier NNI, and have some NeoSalvage too, but we're holding off of nerfing Embrava/PD because you guys don't seem to geddit."
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#13Randomffxiguy19, Posted: Dec 03 2012 at 3:11 PM, Rating: Sub-Default, (Expand Post) The December update in a nutshell.
#14 Dec 03 2012 at 5:38 PM Rating: Excellent
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Randomffxiguy19 wrote:
The December update in a nutshell.

http://i1146.photobucket.com/albums/o540/FFggjfjfjfjff/Decupdate/decupdate.png

SE seems to have pulled everyone from FFXI to try and save FFXIV... Makes you wonder why did they not just drop ps2 support and make FFXIV graphics FFXI? A 200-300 usd computer can run FFXI now with NO PROBLEMS.

Think about it. Eve online did it, upgraded all their graphics and people loved it. Se just copied all races upgraded graphics and slapped FFXIV to make people pay 12USD+ more for a BRAND NEW 12 YEAR OLD MMO!


It's a lot more complicated than that. We're talking hundreds of thousands of animations and millions of lines of code. At that point, you might as well just build a new whole game.

Rather than rebuild the graphics, they'd get more bang for their buck by keeping all the models the same and putting everything on a DX10 or DX11 engine.

All this is pie in the sky by and by until FFXIV is launched. You're right - the core FFXI team is currently 20 guys who are doing the best they can to provide some updates to the game while every other person in the company is involved in another project entirely.
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#15 Dec 03 2012 at 8:06 PM Rating: Good
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catwho wrote:
It's a lot more complicated than that. We're talking hundreds of thousands of animations and millions of lines of code. At that point, you might as well just build a new whole game.


Not to undermine your point here (I think I'm actually supporting it?), but, well, they did. FFXIV heyo!

But yeah. FFXI has moved well past the undead zombie of a game phase and straight into the undead immortal vampire suck-your-blood-til-you're-hollow phase. Which is a metaphor that even I am struggling to comprehend.
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#16 Dec 04 2012 at 9:08 AM Rating: Excellent
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But yeah. FFXI has moved well past the undead zombie of a game phase and straight into the undead immortal vampire suck-your-blood-til-you're-hollow phase. Which is a metaphor that even I am struggling to comprehend.


Clearly they're trying to extend this game's life beyond the end of this month. They say the world is supposed to end in a couple of weeks, and from what I understand vampires keep coming back for more even after they're dead. Zombies do too, but S-E probably figures vampires will be more effective in converting their subscribers into post apocalyptic cash cows because they turn into bats and cover more ground by taking to the air. As usual they're mistaken, a lot of players are already allied with the zombies. How else can you explain them going for days and seemingly weeks on end without sleep to wrench those sword of a million tarutaru deaths from voidwatch. The poor tarus have been traumatized.
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#17 Dec 06 2012 at 12:37 AM Rating: Excellent
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The poor tarus have been traumatized.

I can do that just by walking around Port Jeuno in a subligar.
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#18 Dec 06 2012 at 2:51 AM Rating: Excellent
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Don't be modest. You traumatize more than just the tarus.
#19 Dec 07 2012 at 7:15 AM Rating: Excellent
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PlayOnline wrote:


All Worlds Maintenance (Dec. 10)

At the following time, we will be performing maintenance on FINAL FANTASY XI to accompany the version update. During this period, FINAL FANTASY XI will be unavailable.

We apologize for any inconvenience this may cause and thank you for your patience.

* This maintenance will be accompanied by a version update. After maintenance is complete, the update will automatically begin after you press the "Play" button. After that, please follow the instructions on the screen.

* The World Transfer Service will be unavailable starting 30 minutes before the maintenance. Please wait until after the maintenance is completed before attempting to use this service.

* You may receive errors such as "POL-1160" or "POL-0010" during the download process due to heavy server traffic. If you are unable to access the update, we ask that you please wait a while and then try again.

Thank you for your cooperation and understanding in making this a smooth version update.

Downloadable file sizes for the FINAL FANTASY XI version update are as follows.

[File size for clients with "Chains of Promathia," "Treasures of Aht Urhgan" and "Wings of the Goddess" installed.]

"PlayStation 2" Version
Downloadable file size: 36 MB

Windows Version
Downloadable file size: 55.6 MB

Xbox 360 Version
Downloadable file size: 55.4 MB

[File size for clients without "Chains of Promathia," "Treasures of Aht Urhgan" and "Wings of the Goddess" installed.]

"PlayStation 2" Version
Downloadable file size: 30 MB

Windows Version
Downloadable file size: 50.1 MB

Xbox 360 Version
Downloadable file size: 50.2 MB

* The details of the version update will be announced separately on Dec. 10, 2012.

[Date & Time]
Dec. 10, 2012 from 9:00 to 11:00 (PST)
Dec. 10, 2012 from 17:00 to 19:00 (GMT)
Dec. 10, 2012 from 12:00 to 2PM (EST)
Dec. 11, 2012 from 2AM to 4AM (JST)
* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY XI


http://www.playonline.com/ff11us/polnews/news21811.shtml
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#20 Dec 07 2012 at 1:27 PM Rating: Excellent
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Camate wrote:


Limbus Adjustments

Greetings and happy Friday!

During this month’s version update we will be reducing the amount of time necessary before obtaining Cosmo-Cleanse. We have been receiving a lot of feedback since a while back mentioning that the wait times were a bit too restricting, so we would like to make it easier to access this content. With that said, after the adjustment takes place the wait time will be reduced to 20 hours. Additionally, we will also be making the same wait time reduction adjustment to Einherjar.

Besides this adjustment, we would also like to reduce the stress of gathering chips needed to access the higher-tier Limbus. Specifically, we will be removing the EX status on chips, enabling people to work together to assemble sets.

We originally looked into exchanging ancient beast coins for chips, but felt that this would increase the uses of ancient beast coins too much, and also mix up the requirements for the higher-tier areas, so we decided to keep this aspect as is.

This adjustment will not make it in time for the December version update, but it is slated for the version update to follow.

--------

Greetings!

Just to let you all know in case you were curious or concerned…

When removing the EX status from Limbus chips, we will also be changing the system for entry so that these chips no longer remain in your inventory when used. Instead, they will be consumed to prevent the sale or trading of chips that have been used previously. As we are prioritizing convenience and the avoidance of trouble, any previously used chips that have not been consumed can be used one more time.



http://forum.square-enix.com/ffxi/threads/29108-Limbus-Adjustments?p=384778#post384778
http://forum.square-enix.com/ffxi/threads/29108-Limbus-Adjustments?p=385669#post385669


Okipuit wrote:


Greetings!

We received some feedback that enfeebling effects such as slow and paralyze have seemingly been ineffective for certain boss monsters whose normal attacks are AoE attacks. In order to bring out the full potential of enfeebling magic effects we would like to address this phenomenon. To start with we will be making adjustments during next week’s version update so that paralyze and killer effects are elicited.

In regards to slow, we are still looking into this and need a bit more time due to the fact that the processes involving it are more complex.


http://forum.square-enix.com/ffxi/threads/20484-Battle-Balance-Adjustment-Resistance-to-Enfeebling-Magic?p=384794#post384794

Edited, Dec 7th 2012 3:02pm by Szabo

Edited, Dec 10th 2012 2:14pm by Szabo
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#21 Dec 07 2012 at 4:13 PM Rating: Excellent
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Greetings!

We received some feedback that enfeebling effects such as slow and paralyze have seemingly been ineffective for certain boss monsters whose normal attacks are AoE attacks. In order to bring out the full potential of enfeebling magic effects we would like to address this phenomenon. To start with we will be making adjustments during next week’s version update so that paralyze and killer effects are elicited.
As a RDM, making Paralyze more useful is of course good news. As for the killer effects affecting AoE normal attacks, I am wondering if this will take into consideration killer effects on the primary target only, or on all targets? Because if it is the latter, I am wondering if it might be worthwhile to take a BST with fully pumped killer effects to certain fights and have them stand within the monster's attack range; they'd act as a weird sort of passive tank, preventing some attacks just by being there.
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#22 Dec 07 2012 at 4:34 PM Rating: Excellent
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Quote:
In regards to slow, we are still looking into this and need a bit more time due to the fact that the processes involving it are more complex.


Oh jeez, it's ok, you can go ahead and say that ironclad attacks are treated as job abilities (which never have been affected by haste/slow) -- it's not like we didn't already figure that out when getting a blue stagger on an ironclad caused it to just stand there like an idiot for 30 seconds.

Quote:
As for the killer effects affecting AoE normal attacks, I am wondering if this will take into consideration killer effects on the primary target only, or on all targets?


Almost guaranteed to be the former, because I'm pretty sure that's how AoE spells work; only the person who's targeted has any chance to intimidate it and stop the spell.
#23 Dec 07 2012 at 6:19 PM Rating: Good
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Hashmalum wrote:
I am wondering if it might be worthwhile to take a BST with fully pumped killer effects to certain fights and have them stand within the monster's attack range; they'd act as a weird sort of passive tank, preventing some attacks just by being there.


Yeah this could be a rather nice boost to killer effects. *crosses fingers*

I've said for awhile that if SE wanted to actually make BST fulfill a group role, tank would be a good bet. Of course, that wouldn't fix much since tanking is sort of broken, but it would go a ways towards defining ways BST could have group synergy.
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#24 Dec 08 2012 at 12:26 AM Rating: Excellent
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Would err towards Fyn interpretation based on how -agas work, so wouldn't get your hopes up.
#25 Dec 10 2012 at 4:44 AM Rating: Excellent
Playonline wrote:
All Worlds Maintenance Time Change (Dec. 10)

The all Worlds maintenance, which was scheduled to occur on Dec. 10, 2012 from 9:00 to 11:00 (PST), has been postponed until further notice due to the discovery of a critical bug. We will provide an update once the new maintenance time is confirmed.

We apologize for any inconvenience this may cause and thank you for your patience.

[Date & Time]
To be announced

[Affected Service]
- FINAL FANTASY XI


http://www.playonline.com/ff11us/polnews/news21815.shtml
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#26 Dec 10 2012 at 1:25 PM Rating: Default
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Professor Shock Vlorsutes wrote:
Playonline wrote:
All Worlds Maintenance Time Change (Dec. 10)

The all Worlds maintenance, which was scheduled to occur on Dec. 10, 2012 from 9:00 to 11:00 (PST), has been postponed until further notice due to the discovery of a critical bug. We will provide an update once the new maintenance time is confirmed.

We apologize for any inconvenience this may cause and thank you for your patience.

[Date & Time]


This is good news or bad news depending on how you feel about the Chrismas decorations going up late this year. :D

To be announced

[Affected Service]
- FINAL FANTASY XI


http://www.playonline.com/ff11us/polnews/news21815.shtml

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#27 Dec 10 2012 at 4:49 PM Rating: Excellent
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Seriha wrote:
Would err towards Fyn interpretation based on how -agas work, so wouldn't get your hopes up.


**** but.... I really want to be hopeful

; ;
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#28 Dec 10 2012 at 6:19 PM Rating: Decent
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"It was found that dissolving an Alliance in the revamped Salvage event would result in drops being duplicated to each party's treasure pool."


Could also be an excuse to throw the Embrava nerf in after all. Aside: I find it funny that this will probably be called 'The Embrava Nerf' as if nobody cares about Perfect Defense or SMN.

Edited, Dec 10th 2012 4:21pm by Raelix
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#29 Dec 10 2012 at 7:15 PM Rating: Excellent
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Well PD didn't get hit as hard if you weren't a burned smn or took the time to cap skill. Now you have to think more bout when is the best time to pop it or bring a extra smn or two. Really the loss of regain hurt embrava the most.

Edited, Dec 10th 2012 11:23pm by RavennofTitan
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#30 Dec 10 2012 at 8:35 PM Rating: Decent
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Quote:
Could also be an excuse to throw the Embrava nerf in after all. Aside: I find it funny that this will probably be called 'The Embrava Nerf' as if nobody cares about Perfect Defense or SMN.


Perfect Defense will still be very usable. Embrava on the other hand is going to become completely useless.
#31 Dec 11 2012 at 12:28 AM Rating: Decent
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Fynlar wrote:
Perfect Defense will still be very usable. Embrava on the other hand is going to become completely useless.


3 SCHs will still be able to maintain Embrava for ~20 minutes if they recast at the end of Tabula Rasa; the regen will be unchanged; Haste % will be lowered, but will still free up a song slot. It'll still have a place post-nerf.
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#32 Dec 11 2012 at 12:36 AM Rating: Decent
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Blah Blah Blah...Paralyze to affect TP moves?????!!!!!!

Its like SE is in my brain...
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#33 Dec 11 2012 at 12:43 AM Rating: Good
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Whatever bug this was, betcha 20 gil it would of been the bug we would of found under Tanaka AFTER the update went in. This time they caught it; I'm guessing this will delay the update 3 days to a week, since that's how long in the past it took really bad bugs to get swatted in the past.

I'm also guessing either this was caught in the final QC or someone ordered ONE more qc session before the update went though. Not sure which, but if this means less bugs when they bring it up in a week, max, then I'm happy. ^^
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#34 Dec 11 2012 at 1:31 AM Rating: Good
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Quote:
3 SCHs will still be able to maintain Embrava for ~20 minutes if they recast at the end of Tabula Rasa; the regen will be unchanged; Haste % will be lowered, but will still free up a song slot. It'll still have a place post-nerf.


I can't possibly think of a single scenario where you'd want to bring a *third* SCH (assuming you are already bringing 2, which I doubt is gonna happen for many things post-nerf) instead of a BRD
#35 Dec 11 2012 at 3:34 AM Rating: Excellent
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PlayOnline wrote:


All Worlds Maintenance (Dec. 12)


At the following time, we will be performing maintenance on FINAL FANTASY XI to accompany the version update which was postponed from the original schedule. During this period, FINAL FANTASY XI will be unavailable.

We apologize for any inconvenience this may cause and thank you for your patience.

* This maintenance will be accompanied by a version update. After maintenance is complete, the update will automatically begin after you press the "Play" button. After that, please follow the instructions on the screen.

* The World Transfer Service will be unavailable starting 30 minutes before the maintenance. Please wait until after the maintenance is completed before attempting to use this service.

* You may receive errors such as "POL-1160" or "POL-0010" during the download process due to heavy server traffic. If you are unable to access the update, we ask that you please wait a while and then try again.

Thank you for your cooperation and understanding in making this a smooth version update.

Downloadable file sizes for the FINAL FANTASY XI version update are as follows.

[File size for clients with "Chains of Promathia," "Treasures of Aht Urhgan" and "Wings of the Goddess" installed.]

"PlayStation 2" Version
Downloadable file size: 36 MB

Windows Version
Downloadable file size: 55.6 MB

Xbox 360 Version
Downloadable file size: 55.4 MB

[File size for clients without "Chains of Promathia," "Treasures of Aht Urhgan" and "Wings of the Goddess" installed.]

"PlayStation 2" Version
Downloadable file size: 30 MB

Windows Version
Downloadable file size: 50.1 MB

Xbox 360 Version
Downloadable file size: 50.2 MB

* The details of the version update will be announced separately on Dec. 12, 2012.

[Date & Time]
Dec. 12, 2012 from 9:00 to 11:00 (PST)
Dec. 12, 2012 from 17:00 to 19:00 (GMT)
Dec. 12, 2012 from 12:00 to 2PM (EST)
Dec. 13, 2012 from 2AM to 4AM (JST)
* The completion time may be subject to change.

[Affected Service]
- FINAL FANTASY XI


http://www.playonline.com/ff11us/polnews/news21818.shtml
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#36 Dec 11 2012 at 4:12 AM Rating: Excellent
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RavennofTitan wrote:
Well PD didn't get hit as hard if you weren't a burned smn or took the time to cap skill. Now you have to think more bout when is the best time to pop it or bring a extra smn or two. Really the loss of regain hurt embrava the most.

Edited, Dec 10th 2012 11:23pm by RavennofTitan


Not really. Regain was useful in NNI cause of all the running around, otherwise all your DD"s are already rocking a specific x-hit build and the extra regain wouldn't lower it a hit at that haste level. When your time to 100 is averaging at 8s the extra regain isn't gonna do much for you.

What hurt Embrava the most wast he duration being nerfed into the ground. It was useful due to it's 12m duration (14~15m if cast again at edge of TR). Now at 90s base your looking at less then 5min duration which is pretty useless weak in the grand scheme of things. It's only useful for a single fight per cast, which when you see the incoming "2hr lock" nerf you can imagine was SE's original intention.
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#37 Dec 11 2012 at 5:54 AM Rating: Excellent
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Fynlar wrote:
Quote:
3 SCHs will still be able to maintain Embrava for ~20 minutes if they recast at the end of Tabula Rasa; the regen will be unchanged; Haste % will be lowered, but will still free up a song slot. It'll still have a place post-nerf.


I can't possibly think of a single scenario where you'd want to bring a *third* SCH (assuming you are already bringing 2, which I doubt is gonna happen for many things post-nerf) instead of a BRD


People regularly bring 3 schs to legion to stun. Still the embrava nerf is too much. It doesn't cap haste, short duration, no regain. Usually during legion I don't even recast embrava (because I'm usually doing something and we already have it the full duration of the run without having to recast it). Recasting on an entire alliance during a run is difficult at best, and impossible at worst depending on where everyone is at the time. It was easy in Nyzul because of floor warps.
#38 Dec 11 2012 at 6:06 AM Rating: Excellent
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Fynlar wrote:
Quote:
3 SCHs will still be able to maintain Embrava for ~20 minutes if they recast at the end of Tabula Rasa; the regen will be unchanged; Haste % will be lowered, but will still free up a song slot. It'll still have a place post-nerf.


I can't possibly think of a single scenario where you'd want to bring a *third* SCH (assuming you are already bringing 2, which I doubt is gonna happen for many things post-nerf) instead of a BRD
How many SCH do you normally bring to Legion? I know some LS do it with only 2 but for our setup I can't imagine doing it without 3.
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#39 Dec 11 2012 at 8:10 AM Rating: Default
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I don't do Legion at all ***** that) but I'm not really seeing why you would necessarily need SCHs specifically to stun. I'm guessing that beyond Embrava, stunning is just one of the few useful roles they can fulfill, so they just get pigeonholed into that, yes?

Regardless, 2 SCHs can maintain Embrava for the full 30 minutes of an event currently, and after that if the nerf goes as advertised, you'd need 4 SCHs to do that, and they won't even be granting Regain anymore. It's trash. All it's really doing is acting as a 2nd stackable Regen 5, because it will last about as long as a Regen spell would, and you could just cap haste with a BRD if that's all you really wanted out of Embrava. And unless you're mostly fighting weak **** and/or there is a lot of downtime between fights (like in HQ Nyzul, pretty much), Regen/Embrava is not really all that useful anymore as a means of healing. It works too slowly and mobs dish out pain in too-big chunks.
#40 Dec 11 2012 at 11:39 AM Rating: Decent
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Quote:
I don't do Legion at all (@#%^ that) but I'm not really seeing why you would necessarily need SCHs specifically to stun. I'm guessing that beyond Embrava, stunning is just one of the few useful roles they can fulfill, so they just get pigeonholed into that, yes?


SCH/BLM casts the strongest/fastest Stun in the game; 3 of them using alacrity can completely stunlock a NM with Alacrity, or just tp/spells without. It's really the only strategy that works in Legion that doesn't involve bringing 4~5 SMN; Embrava is nice, but incidental; hence why some of us aren't very concerned about it.
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rdmcandie wrote:
RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:
MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)
#41 Dec 11 2012 at 12:54 PM Rating: Good
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LyltiaofLakshmi wrote:
Embrava is nice, but incidental; hence why some of us aren't very concerned about it.
Lies. I love Embrava more than anything. I know the world will keep on spinning after it's nerfed into oblivion but man, I will miss the good times. It really is the cherry on top.
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#42 Dec 11 2012 at 4:13 PM Rating: Good
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I'll miss it too, but if it's a question between keeping Embrava or saving the game, I'm going with the latter. We can't complain about the ridiculous offensive abilities of recent NMs in one breath, then cry when they take away the very abilities that forced them to create those NMs in the first place.
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rdmcandie wrote:
RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:
MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)
#43 Dec 11 2012 at 5:49 PM Rating: Decent
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Banking on stun is not that great of a idea either. SE has no problem making mobs that are immune to it and going forward wouldn't surprise me if they made more mobs that are. Sch is really in a tricky spot right now, new mobs that say no or a buff to another stunning job would bone them pretty hard. Frankly if I was a sch main I would be pretty ****** that SE is not offering up a buff to another aspect of the job.
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#44 Dec 11 2012 at 6:09 PM Rating: Decent
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I would consider myself a SCH main, insofar as anyone can be said to have a "main" job these days, but that doesn't mean I put on blinders as to how overpowered the job is at the moment; I don't see the need to give us something in return for this nerf, considering how much they've buffed the job in recent months.

As for banking on Stun? It's been a go-to strategy since the very beginning, so I don't see it going anywhere anytime soon. If it's not a viable strategy, bring a different job, use a different strategy. It's not like it's the only thing SCH excels at.
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rdmcandie wrote:
RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:
MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)
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