[Dev 1141 — 1148] Testing In Progress

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[Dev 1141 — 1148] Testing In Progress
 Siren.Kalilla
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By Siren.Kalilla 2013-05-31 16:30:49
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05-31-2013 04:03 AM
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Gildrein
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[dev1141] Monstrosity

New content known as “Monstrosity” will be added.

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05-31-2013 04:07 AM
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Gildrein
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[dev1142] Adjustments to Minimum Enmity Amounts

  • The minimum amount of enmity generated from job abilities and spells will be adjusted as given below.

    Pre-adjustment Post-adjustment
    Damage-volatile enmity 1 0
    Time-volatile enmity 1 1

    *Examples of affected content include beastmaster, summoner, dragoon, and puppetmaster pet commands.

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05-31-2013 04:11 AM
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Gildrein
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[dev1143] One-handed and Ranged Weapon Adjustments

  • Status adjustments for one-handed weapons (hand-to-hand weapons included) and ranged weapons will be increased as given below.
    The end result is that status adjustments for main-hand weapons will be the same as for two-handed weapons.

  • One-handed Weapons

    Main Weapons Pre-adjustment Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (DEX) 50% 75%

    Sub Weapons Pre-adjustment Post-adjustment
    Accuracy (DEX) 50% 75%

 
  • Ranged Weapons

    Ranged Weapons Pre-adjustment Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (AGI) 50% 75%

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05-31-2013 04:16 AM
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Gildrein
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[dev1144] Elemental Magic Adjustments

  • The damage of elemental magic spells will be adjusted as shown below.

    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

    Tier I INT+0 INT+100
    Before After Before After
    Earth 10 10 42 160
    Water 16 25 66 165
    Wind 25 40 92 170
    Fire 35 55 108 175
    Ice 46 70 126 180
    Lightning 60 85 149 185

    Tier II INT+0 INT+100
    Before After Before After
    Earth 78 100 175 350
    Water 95 120 195 355
    Wind 113 140 213 360
    Fire 133 160 233 365
    Ice 155 180 255 370
    Lightning 178 200 278 375

    Tier III INT+0 INT+100
    Before After Before After
    Earth 210 200 360 550
    Water 236 230 386 560
    Wind 265 260 415 570
    Fire 295 290 445 580
    Ice 320 320 470 590
    Lightning 345 350 495 600

    Tier IV INT+0 INT+100
    Before After Before After
    Earth 381 400 581 850
    Water 410 440 610 865
    Wind 440 480 640 880
    Fire 472 520 672 895
    Ice 506 560 706 910
    Lightning 541 600 741 925

    Tier V INT+0 INT+100
    Before After Before After
    Earth 626 650 855 1200
    Water 680 700 909 1220
    Wind 734 750 967 1240
    Fire 785 800 1014 1260
    Ice 829 850 1058 1280
    Lightning 874 900 1103 1300

 
  • The MP cost, casting times, and recast times of elemental magic spells will be adjusted.

    Tier I MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 9 4 1.5 0.5 6.5 2
    Water 13 10 1.75 0.5 7.75 2
    Wind 18 16 2 0.5 9 2
    Fire 24 22 2.25 0.5 10.25 2
    Ice 30 28 2.5 0.5 11.5 2
    Lightning 37 34 3 0.5 13 2

    Tier II MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 43 36 3.25 1.5 14.5 6
    Water 51 43 3.5 1.5 15.75 6
    Wind 59 51 3.75 1.5 17 6
    Fire 68 60 4.25 1.5 18.5 6
    Ice 77 68 4.5 1.5 19.75 6
    Lightning 86 77 4.75 1.5 21 6

    Tier III MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 92 64 5.25 3 22.5 15
    Water 98 75 5.5 3 24 15
    Wind 106 88 5.75 3 25.25 15
    Fire 113 101 6 3 26.5 15
    Ice 120 115 6.25 3 27.75 15
    Lightning 128 129 6.75 3 29.25 15

    Tier IV MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 138 112 7 6 30.75 30
    Water 144 129 7.25 6 32 30
    Wind 150 148 7.5 6 33.25 30
    Fire 157 169 8 6 34.75 30
    Ice 164 190 8.25 6 36 30
    Lightning 171 213 8.5 6 37.25 30

    Tier V MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 222 156 8.75 10 39 45
    Water 239 182 9.25 10 40.25 45
    Wind 255 210 9.5 10 41.5 45
    Fire 270 240 9.75 10 42.75 45
    Ice 282 272 10 10 44 45
    Lightning 294 306 10.25 10 45.5 45

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05-31-2013 04:19 AM
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Gildrein
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[dev1145] Steal/Despoil Job Ability Adjustments

  • The job abilities Steal and Despoil will be adjusted to not share reactivation timers.

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05-31-2013 04:22 AM
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Gildrein
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[dev1146] Visual Effects for Closing and Opening Windows

  • A new text command called "/test winfx" will be added.

       /test winfx [subcommand]

          Toggles visual effect for opening and closing windows on/off.

          >>Subcommands:

             on Display opening/closing visual effect.
             off Do not display opening/closing visual effect.
             Toggles on and off when no subcommand is specified.

    */test commands are only available on the test server.

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05-31-2013 04:28 AM
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Gildrein
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[dev1147] Various Effect Area Recognition Adjustments

  • The color of the icon depicting spell, ability, ranged attack, and pet command subtargets will change depending on the distance between the PC and the main target.

    • The icon depicting subtargets will be blue when the main target resides within the area of effect.


    • The icon depicting subtargets will be red when the main target resides outside the area of effect.


      The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.
      *There will be instances where commands cannot be executed even when the subtarget icon is yellow.

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05-31-2013 04:34 AM
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Gildrein
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[dev1148] Geomancy Special Effects Adjustments

  • The visual effects of Indicollure geomancy spells will be adjusted to be less visible.

    • Pre-adjustment


    • Post-adjustment


Test Server Only
The effect changes will only be implemented for the following geomancy spells:

    Indi-VIT / Indi-DEX / Indi-STR
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 Siren.Kalilla
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By Siren.Kalilla 2013-05-31 16:31:48
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[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.

Built in distance plugin (sort of), and you can actually see through the auras now.
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 Valefor.Prothescar
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By Valefor.Prothescar 2013-05-31 16:36:55
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the GEO aura change is nice. can still see visual feedback of the spell, but can see things OTHER THAN the visual feedback of the spell now, too!
 Valefor.Sehachan
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By Valefor.Sehachan 2013-05-31 16:38:23
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Quote:
The job abilities Steal and Despoil will be adjusted to not share reactivation timers.
Oh snap! Thief so broken now!
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 Lakshmi.Sparthosx
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By Lakshmi.Sparthosx 2013-05-31 16:39:32
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Instead of that target distance nonsense why not implement an official distance plugin >.>
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 Siren.Kalilla
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By Siren.Kalilla 2013-05-31 16:44:29
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Lakshmi.Sparthosx said: »
Instead of that target distance nonsense why not implement an official distance plugin >.>
PS2 limitations? :<
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By Ophannus 2013-05-31 16:50:18
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The color cursors will be good for telling if mobs around a target will be hit with the current AoE spell/ja/WS.
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By Valefor.Sapphire 2013-05-31 16:56:30
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nice casting time adjustment for lower tier nukes.

Hay guys can I cast Thunder III on my drk now cause its faster?
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 Bismarck.Diablosword
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By Bismarck.Diablosword 2013-05-31 16:58:02
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Um, the 1-handed and ranged adjustments weren't already implemented? This is great news, so MNK is going to be even stronger, or am I missing something?
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By Monko 2013-05-31 17:01:45
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Siren.Kalilla said: »
Lakshmi.Sparthosx said: »
Instead of that target distance nonsense why not implement an official distance plugin >.>
PS2 limitations? :<

Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
 Phoenix.Kojo
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By Phoenix.Kojo 2013-05-31 17:02:48
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Monko said: »
Siren.Kalilla said: »
Lakshmi.Sparthosx said: »
Instead of that target distance nonsense why not implement an official distance plugin >.>
PS2 limitations? :<

Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
Not in Japan, they didn't.
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By Monko 2013-05-31 17:03:41
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Phoenix.Kojo said: »
Not in Japan, they didn't.

Must be a hard life in japan when all you have is a ps2 :(
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 Siren.Stunx
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By Siren.Stunx 2013-05-31 17:07:27
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quick lets get a windower plugin that does this before se can add it!
 Siren.Kalilla
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By Siren.Kalilla 2013-05-31 17:07:44
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Monko said: »
Siren.Kalilla said: »
Lakshmi.Sparthosx said: »
Instead of that target distance nonsense why not implement an official distance plugin >.>
PS2 limitations? :<

Don't know if this was meant for a joke or not but didn't SE say they've stopped the support of PS2?
They dropped support for PS2 only in NA, it would cost too much to continue support for NA PS2.

The survey they had us take about 2 years ago was for this very reason.
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By Bismarck.Snprphnx 2013-05-31 17:11:38
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All that purple text on the main page. I was hoping one of them was a REM update
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By Enuyasha 2013-05-31 18:35:34
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Siren.Kalilla said: »
[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.

Built in distance plugin (sort of), and you can actually see through the auras now.
I think they are actually adding it to all mobs in range not just to the target mob :<
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By Asura.Kaamos 2013-05-31 19:46:45
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Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)?
 Siren.Kalilla
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By Siren.Kalilla 2013-05-31 21:20:52
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Asura.Kaamos said: »
Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)?
R/M/E/C adjusting is still ongoing, and won't be ready for the test server for some time.
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By Phoenix.Kojo 2013-05-31 21:34:48
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Siren.Kalilla said: »
Asura.Kaamos said: »
Important to note there are no REM stat changes here... or are they just going to push those changes to live with no testing(balancing)?
R/M/E/C adjusting is still ongoing, and won't be ready for the test server for some time.
I didn't thing they were adjusting Coin weapons, just making them capable of unlocking their WS.
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By Ragnarok.Presidentobama 2013-05-31 21:56:08
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I have noticed with the spell casting time and recast. It affects helix spells as well.

Makes it much easier to solo SC. No more 8 seconds for luminhelix.

Or fire 1 thunder 1 = fusion. This should make kurma easier
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By Lakshmi.Trunksc 2013-05-31 22:42:07
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This... this is pretty game changing from what I can tell.

Let me think a min, so they are giving the one-handed weapons the same bonus that 2-h has had for a while. I cant imagine jobs like thf and bst after this.

Of course, ranged weapons have enjoyed a nice pdif, and this atk-acc boost will be pretty big!

For blm (didn't see whm in there), looks like the main utility is directed at weaker spells. Ok for jobs like drk, but you need a int+ build to really benifit. Leveling a DD mage will be 'funner'.
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By Leviathan.Kincard 2013-05-31 22:55:02
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I doubt around 30-50 attack/accuracy (depending on your gear) will be game-breaking for one-handers or even make them competitive. Don't get me wrong, it's nice, but one-handers are still pretty behind two-handers in the appropriate situations (Big buffs so DW loses value).

Also it seems that they decided the boost to attack only applies to mainhand, dunno how that'll affect WS damage- gonna guess you'll get the attack boost on all the "normal" hits of the WS and only the reduce attack for the one offhand hit, but who knows.

Kinda disappointed they didn't decide to change the MP costs of spells other than Stone a bit. INT+100 isn't really a rare situation, so you're going to end up with Stone V costing half the amount of Thunder V for like 100 less damage. All it's going to do is make people shift from spamming Ice/Thunder to spamming Stone spells.

Enuyasha said: »
Siren.Kalilla said: »
[dev1147] Various Effect Area Recognition Adjustments and [dev1148] Geomancy Special Effects Adjustments are my favorites.

Built in distance plugin (sort of), and you can actually see through the auras now.
I think they are actually adding it to all mobs in range not just to the target mob :<

I think it's just for the target mob (It says PC VS target and not target VS other targets)- I think it's just to tell you if pressing confirm will bring up the "too far" error for the spell you're using.

If they made the game show up multiple arrows for AoE spells I'll be very impressed though.
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By Garuda.Chanti 2013-05-31 23:00:15
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All I can say about these adjustments is WOW.

Other than I need to study them before the LS run tomorrow.
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By Siren.Kalilla 2013-06-03 16:02:01
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06-03-2013 10:53 AM
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Slycer
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Mocchi: Elemental Magic Adjustment Follow-ups

[[Someone reports incorrect table values for tier V nukes on INT+100]]

Thank you for pointing that out, we're sorry for the discrepancy. The item you pointed out was adjusted prior to updating the test server, but the adjustment was not reflected in the original table. It has been corrected now.

[[Stone V: 1200
Water V: 1210
Aero V: 1220
Fire V: 1230
Blizzard V: 1240
Thunder V: 1250

(Used to be 1200/1220/1240/1260/1280/1300)]]

[[Someone asking about earth nukes' now vastly superior MP efficiency compared to thunder]]

Thanks for your feedback. Matsui has previously posted the following comment, so this is roughly intended to move in that direction.

[[Repost of comment about relative MP efficiency and INT scaling of various types and tiers of nukes.]]

As you level up, we would expect the utilization of tier I magic to fall to some extent. We assume the basic fighting strategy will be something like mainly casting tier II~III nukes and occasionally casting tier IV, or mainly casting tier III~IV nukes and occasionally casting tier II, etc.

Of course, since the tables posted do not take into account magic attack power, it will be dependent on the situation as the impact of magic attack power, the casting player's stats, and the target will need to be taken into account.

Translated by: Slycer
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