November 2021 Version Update |
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November 2021 Version Update
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Posts: 81
Shiva.Thorny said: » You cannot mule scales. "Not vendorable, Not sendable, Exclusive" I'm in a weird position with Omen +3 access. I'd previously beaten a couple of Omen NMs but don't think I'd unlocked +3 access. Since the update I've killed several hundred mobs in Omen and haven't received a KI or any chat text. I'm not sure if having beaten some of the bosses blocks the other means to unlock.
Asura.Sechs said: » So you get +1 skill only if you have some skill to begin with? It's not a straight +1 to everything regardless? It's +1 to skill cap, kinda hard to increase a skill cap on a skill a job doesn't have. Phoenix.Enochroot said: » I'm in a weird position with Omen +3 access. I'd previously beaten a couple of Omen NMs but don't think I'd unlocked +3 access. Since the update I've killed several hundred mobs in Omen and haven't received a KI or any chat text. I'm not sure if having beaten some of the bosses blocks the other means to unlock. I don't think you had to actually kill an NM to reforge Artifact gear to +2. You did need to kill at least one to get to +3 only because you need a boss scale for all +3 pieces. My understanding is that scales can now potentially drop from all Omen mobs and not just the caturae bosses at the end. Mattelot said: » From what I've seen, you'll get far more scales than paragon cards. Considering you need 1 scale per item and like 30-50 cards for an item, makes sense... Considering Omen is meant to be undertaken as a group and the scales are not a personal drop, it does make sense. Phoenix.Enochroot said: » I'm in a weird position with Omen +3 access. I'd previously beaten a couple of Omen NMs but don't think I'd unlocked +3 access. Since the update I've killed several hundred mobs in Omen and haven't received a KI or any chat text. I'm not sure if having beaten some of the bosses blocks the other means to unlock. you are confusing the Dynamis change with the Omen change. Dynamis is 100 enemy kills to get the KI, Omen is boss scales will now show up as random Treasure pool drops from trash mobs. fillerbunny9 said: » you are confusing the Dynamis change with the Omen change Ah, thanks for setting me straight! fillerbunny9 said: » Phoenix.Enochroot said: » I'm in a weird position with Omen +3 access. I'd previously beaten a couple of Omen NMs but don't think I'd unlocked +3 access. Since the update I've killed several hundred mobs in Omen and haven't received a KI or any chat text. I'm not sure if having beaten some of the bosses blocks the other means to unlock. you are confusing the Dynamis change with the Omen change. Dynamis is 100 enemy kills to get the KI, Omen is boss scales will now show up as random Treasure pool drops from trash mobs. "The ability to start the process for reforging item level 119 artifacts to +3 has been unlocked Players will be able to begin the process by defeating a certain number of Sweetwater or Transcended enemies in Omen." It seems to require the KI from Voracious Resurgence, though. Asura.Geriond said: » Players will be able to begin the process by defeating a certain number of Sweetwater or Transcended enemies in Omen." Ah, ok, so not totally crazy. Do you know the name of the KI? I'm on VR 5-4. Did the KI get released with this month's update? Edit: found it! https://www.bg-wiki.com/ffxi/Distorted_fragment Not real data, not from retail. Some notes on how the client sees the data to give an idea on the future potential caps/goals they may go with. - The client currently allows a maximum of 255 levels per job. (uint8_t) - The client currently allows a maximum of 999,999,999 exp per level. (uint32_t, clamped) Everything is currently used just like the normal job levels in regards to lookups/checks within the client. So cap wise I'd assume them to keep it 99 or under. They may extend it later (beyond 99) if they add other goals with it other than increasing your sub. Perhaps more enhancements similar to job points or just continued base state increases beyond being 99/99. (Could potentially be turned into a system similar to Diablo 3's paragon with no actual cap but only affects base stats after a certain point.) Trillium said: » Is that new? I know cards are cansendpol, but scales were not IIRC. Leviathan.Wiccaan said: » Some notes on how the client sees the data to give an idea on the future potential caps/goals they may go with. - The client currently allows a maximum of 255 levels per job. (uint8_t) - The client currently allows a maximum of 999,999,999 exp per level. (uint32_t, clamped) This is somewhat strange, I had always assumed that despite not aligning with any native data type max values (255, uint_max, etc), there was some engine or ui limitation that prevented them from raising levels past 99. Weird to see that isn't the case. I wonder if keeping it at 99 has more to do with keeping aggro against existing mobs than it does some kind of UI or engine issue. Being 99 is because the jp thought it looked cuter than going into actual 100s via the vote they did at adoulin
It's probably because that is a popular number that a lot of FF and RPG stop levels at. It's just always been like that, capped at 99.
Asura.Iamaman said: » Leviathan.Wiccaan said: » Some notes on how the client sees the data to give an idea on the future potential caps/goals they may go with. - The client currently allows a maximum of 255 levels per job. (uint8_t) - The client currently allows a maximum of 999,999,999 exp per level. (uint32_t, clamped) This is somewhat strange, I had always assumed that despite not aligning with any native data type max values (255, uint_max, etc), there was some engine or ui limitation that prevented them from raising levels past 99. Weird to see that isn't the case. I wonder if keeping it at 99 has more to do with keeping aggro against existing mobs than it does some kind of UI or engine issue. Usually it's because 99 is the largest two digit value and screen space was at a premium when they laid out the UI. It's the same reason we use three characters to reference stats. ML0: 119 mobs check Even Match.
ML6: 120 mobs check Even Match. ML18: 122 mobs check Even Match. ML20: 123 mobs check Even Match. Seems every subjob level also adds a hidden iLv to you. This is also likely why the exp difference is barely noticeable w/ ML0 sync and no sync. Offline
Posts: 232
People are doing AOE mana burns some how i assume summoners and which camp?
I'd like to share this fantastic video that covers Rak Inner Court camps (4:00 min onwards). The video explains each camp and what the best setup would be DD and support wise. Very nicely compliments the ML update, those camps will surely be useful for the seasoned veterans looking to maximize exemplar points in areas outside of CoP. The mob level ranges go up to 142 if I am not mistaken, so the exemplar gain will almost be on par with CoP Apex camps. I love this video, thank you Rua, I think it's really useful at these times.
YouTube Video Placeholder On a side note, would be nice to have the new CoP & ToAU Apex mobs update to this page perhaps. https://www.bg-wiki.com/ffxi/Category:Apex_Monster Offline
Posts: 494
I always run out of mobs at that pox hound camp with more than 2 dps. Didn't know cp chains have a longer window on higher level targets though, so that's neat info.
What's the verdict on August being affected by the shield adjustment for trusts? Full time, only when he has a shield out, not at all?
alzeerffxi said: » People are doing AOE mana burns some how i assume summoners and which camp? Anyone notice a new bug with Omen? Had a member disconnect during Kyou, they relogged after Kyou was dead and were kicked out of Omen so they couldn't lot pool. Super crappy. Someone else in alliance mentioned it happened to someone in another run of theirs as well earlier.
Poxhounds have been my best Examplar per hour, maintaining chain on them is much easier, getting up to 178 before I had to break. One good DD is just fine for them, especially if they can 2 ws light or the standard jinpu only spam. This camp will definitely get over camped though.
The Draugaurs actually aren't terrible either, the casters can suck but they also take capped Jinpu damage with the usual gear and buffs. They spawn much more plentiful and plenty of camps to do. Idk if it's been mentioned before but Imperial Standing has basically become much more accessible this patch too, the mobs in Nyzul with sanction on give ridiculous amounts of Imperial Standing. Chimerawizard said: » alzeerffxi said: » People are doing AOE mana burns some how i assume summoners and which camp? Can also cleave in Promy or Alzadaal with Sonic Thrust/Fell Cleaves Would have been using Aeolian Edge if my COR's AE set translate well to my BRD lol Asura.Iamaman said: » Leviathan.Wiccaan said: » Some notes on how the client sees the data to give an idea on the future potential caps/goals they may go with. - The client currently allows a maximum of 255 levels per job. (uint8_t) - The client currently allows a maximum of 999,999,999 exp per level. (uint32_t, clamped) This is somewhat strange, I had always assumed that despite not aligning with any native data type max values (255, uint_max, etc), there was some engine or ui limitation that prevented them from raising levels past 99. Weird to see that isn't the case. I wonder if keeping it at 99 has more to do with keeping aggro against existing mobs than it does some kind of UI or engine issue. I'd say it's probably a set of multiple factors, but all of which now relate to the lack of an actual development team. - Increasing the cap requires new gear, new mobs, new zones/content (or reworking and adding onto existing ones), etc. - Increasing the cap requires heavy play-testing for new potential issues with math related functionality. (ie. Overflows, underflows, data type issues, UI limits etc.) - Menu and UI related changes would be required to support 3 digit level displays. (ie. the Search menu is not designed for 3 digit levels.) - Some gear tooltips may need adjustment to not overflow off the items background image space when showing the tooltips. - Design choices would need to be made to allow stats to grow higher than the current caps which are fairly easy to hit now with some gear. Personally though, I think XI was always designed with 99 being the limit for the main level of your character. And the addition of sub-systems would compliment that number going forward afterward. I would say there are also papers/studies that back the idea that there is a higher personal satisfaction with seeing the number 99 in games vs. say, if they raised the cap to 120. Seeing 99 in an RPG has a higher sense of accomplishment than just having a number that is slightly higher than that. RPGs have generally always played into that '9' number for caps of things. Be it 99, 999 or 999,999,999. Growing up as a kid, seeing that 999,999,999 was always satisfying, more so than a 1 billion or higher number imo. So I think they probably had planned from the start to play into those things that will keep people playing to reach said goals and such. Based on what the client shows so far though, I'd say the likely cap for master levels will eventually be 99 as well. I don't see them going through effort to redo existing menus beyond simple additions. The menus so far show that 99 is the allowed search range for it. If it were to go higher than that, I don't think they'd have it affect the players actual levels beyond allowing up to 99/99 at some point. The rest would probably just add onto your base stat bonuses. Or they'll just add another sub-system later on down the road to continue giving people stuff to sink time into. Asura.Illuminate
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Hi Everyone,
Just some food for thought - this has probably already been mentioned previously in this thread, but I thought I'd clearly point out the gains per level in base stats. Naked (tarutaru*) RDM/NIN Master Rank 3: STR 98 DEX 105 VIT 98 AGI 105 INT 113 MND 98 CHR 100 Naked RDM/NIN Master Rank 4: STR 99 DEX 106 VIT 99 AGI 106 MND 99 CHR 101 So it appears to be +1 to basic stats per master level. Hope this information is helpful! Out of 3 Omen runs (near full clearing of all mobs), I've only gotten 2 scales (1st and 3rd runs, none on the 2nd) as BLM/THF with Aldo and Rarab Cap. Either highly influenced by TH, or I've got bad luck.
I'm getting around 3~5 cards, and 7~10 Detritus per run which hasn't seemed to change from prior. Ragnarok.Trixi said: » Out of 3 Omen runs (near full clearing of all mobs), I've only gotten 2 scales (1st and 3rd runs, none on the 2nd) as BLM/THF with Aldo and Rarab Cap. Either highly influenced by TH, or I've got bad luck. I'm getting around 3~5 cards, and 7~10 Detritus per run which hasn't seemed to change from prior. With TH4 I had 1 run with no scales and then a second run with 3 Kyou, 1 Kin and 1 Fu. |
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