Maybe i assume too much but even though its under SCH updates (arts being sch JA's) no where does it say the buffs for light arts are for SCH main only. Perhaps /sch with light arts get these boosts as well.
Sorta like the SAM "Buffs" from the past where they gave sam more but it was really just to make it a better sub job option.
WAR, MNK, DRG, SAM, WHM, BLM, RNG, COR, THF, BRD, BST, and BLU are all virtually perfect. You can argue that they're not all as great as WAR at straight DDing, but they're all supposed to fill different slightly different functions, and they all do it in an extremely acceptable way.
RDM is fantastic as far as job design goes, but the way they're designing new mobs renders them relatively useless outside of elemental DD/refreshing.
DRK is extremely powerful in both low and high pDIF situations, and lack horribly in crit-oriented ones, but they're overall a very respectable DD.
DNC and SCH are really the only jobs that need dramatic overhauls, so I'm not sure what the problem is.
i hardly think that would be taking anything away from blm. even though its somewhat worthless, drk blm and sch share different levels of occult accumen. that not taking anything away from drk who get the highest level of that job trait.
while we are on the subject of occult, shouldnt blu get it also? or be able to equip combo spells to receive the effect? i think they would be one of the main jobs that benefits from the trait.
war is supposed to be the highest dmg output after all /shrug but I wouldn't say those jobs are perfect. unless you meant with a 99/49 balance they can be
but honestly dancer and scholar changed the game for subjobs completely, that's good enough. Making them perfect main jobs as well would be hard with their qualities
WAR is highly versatile, SAM is beastly in general while specializing in SCing and the ability to deal damage without meleeing, DRG deals damage with no enmity limitations, RNG is very respectable while being able to stay entirely out of danger, COR offers excellent utility while being able to deal respectable and safe damage, THF is and always will be TH, BST is now godly in regard to pet-only activity, BLU is extremely versatile and respectably powerful in most of its aspects. I don't think I need to explain why BLM, WHM, and BRD don't need help.
Light Arts will give a bonus to the effect and effect duration of Regen
Dark Arts will give a bonus to the effect and effect duration of Helix spells
Tabula Rasa will give a bonus to Regen and Helix spells’ effect and effect duration
While under the effects of Tabula Rasa, there will be no recast times for Light Arts and Dark Arts
The levels at which you learn Regen III/IV will be adjusted
The levels at which Helix spells are learned, as well as their MP cost will be adjusted
The recast time for Modus Veritas will be adjusted
The effect duration of Klimaform will be adjusted
@pooman i first thought that was because sch isnt getting cure 5 but then why isnt rdm getting more love? im not sure.
SE is confusing sometimes theres a pic on allah of a blu doing a 2.3k whitewind lol. does anyone understand SE?
EDIT
Quote:
WAR, MNK, DRG, SAM, WHM, BLM, RNG, COR, THF, BRD, BST, and BLU are all virtually perfect.
I take issue with bst, sure its more pt friendly then ever before but you can't take away a jobs main ability se's very deffiniton of bst and call it perfect.
@pooman i first thought that was because sch isnt getting cure 5 but then why isnt rdm getting more love? im not sure.
SE is confusing sometimes theres a pic on allah of a blu doing a 2.3k whitewind lol. does anyone understand SE?
EDIT
Quote:
WAR, MNK, DRG, SAM, WHM, BLM, RNG, COR, THF, BRD, BST, and BLU are all virtually perfect.
I take issue with bst, sure its more pt friendly then ever before but you can't take away a jobs main ability se's very deffiniton of bst and call it perfect.
At some point the playerbase needs to take a step back and realize how unrealistic the original design for the BST job is in end-game situations. I think there's plenty of room for Charm to make a comeback for lesser things, but throwing charmed pets at HNM is never going to be practical. SE did an excellent job to remedy the problem in dramatically increasing the utility of summoned pets.
I take issue with bst, sure its more pt friendly then ever before but you can't take away a jobs main ability se's very deffiniton of bst and call it perfect.
Surely I'm not the only BST relieved to not be charming anymore? ***was lame, and I died every once in a while. Spending 800g on a sheep, and going AFK, is perfect.
my personal pipe dream = complete re-design of dnc and sch because their current paths are a bit off the mile marker from what they initially set off as, and partially because of this neither job is wanted for much in a party setup.
As far as upgrading SCH goes, yes it is not as useful in the general party situation. i.e. shouts are for WHM instead of Healing Magic more often than not. But other jobs, such as RDM, have very little need in parties either. Ok, so RDM/SCH can do some nice -ga type spells, but when I buff a party, I get refresh (subjective only when party members are MP based jobs), Pro/Shell V are only useful when no WHM in party, stoneskin only with /SCH, En-spells are not useful in real situations unless again /SCH, Phalanx II is decent, capped at 30 dmg (against NMs tho, the 30 isnt much difference), temper/gain-spells are useful only when solo, haste is one of the few good buffs we get, we only get -gen II which sucks, our bar-spells are self only unless /WHM, and the rest of our buffs are us only. we dont get reraise unless /WHM or /SCH, only get Cure IV, and T4 spells. Our melee sucks compaired to all but maybe 2 jobs in the game, PUP out DDs us as well as WHM. RDM do not get staff skill without a /Mage. and then only as much as a NIN/WAR... we lack a lot and have few strengths other than refresh, haste, and enfeebling.
Yes we are good with Enfeebles, but a lot of NMs resist most of our enfeebles and now WHM gets addle now. all but our merit enfeebles are obtainable by other jobs anyway.
So really other than Voidwatch Procs, what is the use of a RDM in an endgame situation?
-Gogo long haste/refresh-
it's good that they are working on sch, but dnc and rdm needs good stuff too, they need to work on the pvp system as well, fixed/very limited pvp is really bad on this game (ballista),only allows you to do it certain times at fixed level caps, they should do it free roaming with a hostile button to attack only hostile flaged players or something like that
it's good that they are working on sch, but dnc and rdm needs good stuff too, they need to work on the pvp system as well, fixed/very limited pvp is really bad on this game (ballista),only allows you to do it certain times at fixed level caps, they should do it free roaming with a hostile button to attack only hostile flaged players or something like that
my personal pipe dream = complete re-design of dnc and sch because their current paths are a bit off the mile marker from what they initially set off as, and partially because of this neither job is wanted for much in a party setup.
Hey blues! Got some tidbits for you about upcoming spells that we're currently looking into adding while under the effects of Unbridled Learning:
Absolute Terror
Gates of Hades
Pyric Bulwark
We'd consider the Pixie special abilities Spring Breeze, Summer Breeze, Autumn Breeze, and Winter Breeze, but they are too powerful, so they are pretty unlikely to be implemented.
We don't have any plans to allow spell Learning in areas that are related to missions and quests that players cannot repeat, so I’m sorry to say that Light Blade will not be added.
Hey blues! Got some tidbits for you about upcoming spells that we're currently looking into adding while under the effects of Unbridled Learning:
Absolute Terror
Gates of Hades
Pyric Bulwark
We'd consider the Pixie special abilities Spring Breeze, Summer Breeze, Autumn Breeze, and Winter Breeze, but they are too powerful, so they are pretty unlikely to be implemented.
We don't have any plans to allow spell Learning in areas that are related to missions and quests that players cannot repeat, so I’m sorry to say that Light Blade will not be added.
Interesting. I'd be surprised if these three were at full strength. INB4 terror barely lands. :x
Hey blues! Got some tidbits for you about upcoming spells that we're currently looking into adding while under the effects of Unbridled Learning:
Absolute Terror
Gates of Hades
Pyric Bulwark
We'd consider the Pixie special abilities Spring Breeze, Summer Breeze, Autumn Breeze, and Winter Breeze, but they are too powerful, so they are pretty unlikely to be implemented.
We don't have any plans to allow spell Learning in areas that are related to missions and quests that players cannot repeat, so I’m sorry to say that Light Blade will not be added.
Interesting. I'd be surprised if these three were at full strength. INB4 terror barely lands. And has a 300 mp cost. And has an 8 second cast time. And lasts 2 seconds :x
Thank you all for your suggestions, and often heated debate. I'm glad I get to be the one to post up our results after all the hard work Camate did leading up to it.
Based on numerous discussions, we have decided to implement the following pets along with the new level cap of 99.
Pets that we have been planning all along
Adamantoise
*The smaller type from Abyssea. Don't worry, they won't cause the ground to rumble non-stop!
Apkallu
And... based on your feedback!
Hippogryph
We will continue to reference your feedback when we consider adding more pets in the future. We hope you're all looking forward to the next round of pet additions once the cap is raised!
We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below is a planned adjustment for warrior:
Cap on the weapon skill damage increase effect from Restraint will be lowered
Since this is an adjustment that will reduce damage output, we will proceed carefully and take our time to do this, more so than other job adjustments.
We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below are the planned adjustments for thief:
Making it so an increase in the effect of Treasure Hunter is possible when using a close range physical weapon skill (*1)
When using a weapon skill by itself, the rate of increase will be the same as a normal close range attack
When combining a weapon skill with Sneak Attack/Trick Attack, the rate of increase will be the same as using Sneak Attack/Trick Attack.
(I am sure the next comment is going to make you say “WE KNOW! GEEZ!” but one last time…)
As stated previously, with the current system we are unable to display Treasure Hunter effect increase in the log when using weapon skills.
If we were to try and make it so it is displayed in the log, the work load would be roughly equivalent to the amount of work needed to adjust multiple jobs, so because of this we are not planning to make adjustments to this. Likewise, we do not have any plans of adding the effect increase animation for the same reason. We apologize.
*1 If it is a multi-hit weapon skill, the increase will occur on only the first hit.
Thank you all for your suggestions, and often heated debate. I'm glad I get to be the one to post up our results after all the hard work Camate did leading up to it.
Based on numerous discussions, we have decided to implement the following pets along with the new level cap of 99.
Pets that we have been planning all along
Adamantoise
*The smaller type from Abyssea. Don't worry, they won't cause the ground to rumble non-stop!
Apkallu
And... based on your feedback!
Hippogryph
We will continue to reference your feedback when we consider adding more pets in the future. We hope you're all looking forward to the next round of pet additions once the cap is raised!
Hey blues! Got some tidbits for you about upcoming spells that we're currently looking into adding while under the effects of Unbridled Learning:
Absolute Terror
Gates of Hades
Pyric Bulwark
We'd consider the Pixie special abilities Spring Breeze, Summer Breeze, Autumn Breeze, and Winter Breeze, but they are too powerful, so they are pretty unlikely to be implemented.
We don't have any plans to allow spell Learning in areas that are related to missions and quests that players cannot repeat, so I’m sorry to say that Light Blade will not be added.
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments
Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
Attachment adjustments as follows
Attachment
Adjustments
Reactive Shield
Added a bonus to the amount of spike damage dealt based on the frame’s skill level
Mana Booster
Effect changed from shortening recast times to that of a fast cast effect
Drum Magazine
Lessened the negative impact to accuracy
Replicator
Increased the number of shadows based on the number of wind maneuvers used
Shock Absorber
Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used
Armor Plate
Armor Plate II
Effect changed from increasing defense to decreasing the amount of physical damage taken
Analyzer
Tripled the amount of damage that can be mitigated
Hammermill
Shield Bash will be 100% accurate when Hammermill is equipped
Volt Gun
Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used
Heatsink
The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers
Damage Gauge
Shortened the recast time for cure spells
Eraser
Changed so that only light maneuvers are consumed to fix multiple status ailments
Automatons
Re-examine automaton logic
Add/adjust spells
Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times
The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members
Tier IV elemental spells will be added to Stormwaker Y-700
Cure IV or Cure V will be chosen based on remaining HP
Weapon skill adjustments
Magic Mortar will have a set amount for its minimum amount of damage
Sharpshot automaton adjustments
Distance adjustments will be removed for ranged attacks
Puppetmasters
A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
Uses automaton oil to fix automaton status ailments (those that can be recovered by erase)
The number of status ailments fixed will depend on the type of automaton oil used, and a maximum of 4 status ailments can be removed at once
*Automaton oil+3 (Lv80+) will also be added.
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you!
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!)
We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below are the planned adjustments for scholar:
Light Arts will give a bonus to the effect and effect duration of Regen
Dark Arts will give a bonus to the effect and effect duration of Helix spells
Tabula Rasa will give a bonus to Regen and Helix spells’ effect and effect duration
While under the effects of Tabula Rasa, there will be no recast times for Light Arts and Dark Arts
The levels at which you learn Regen III/IV will be adjusted
The levels at which Helix spells are learned, as well as their MP cost will be adjusted
The recast time for Modus Veritas will be adjusted