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While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.
Steady Wing (Lv. 95)
Creates a barrier that temporarily absorbs a certain amount of damage dealt to your wyvern.
The amount of damage nullified:
In instances where the wyvern’s HP is full: 20% of the wyvern’s max HP
In instances where the wyvern’s HP is not at max: 20% of the wyvern’s max HP + the amount of HP lost.
The amount of damage wyverns take will be reduced.
The amount of damage reduction is 40%.
Looking at the details of Steady Wing, some of you might be thinking, “Only 20%!?†However, please take into consideration that a constant 40% reduction in damage will now be applied to wyverns as well.
SMN:
While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.
Carbuncle: Soothing Ruby (Lv. 94)
Removes multiple status ailments from party members within area of effect.
Depending on the level of your summoning magic skill, the number of status ailments removed will vary.
Currently the below is planned:
  1-100:1
101-200:2
201-300:3
301-400:4
401-500:5
501~  : 6 (Imagining this to be the cap for the future)
Ramuh: Shock Squall (Lv. 92)
Temporarily prevents all enemies within area of effect from acting.
We are planning to set the enmity generated by this to be high.
We are also planning to make the effect duration have a certain range, but we are making adjustments to make it roughly double that of the magic spell “Stun.â€
One more thing, please understand that Cait Sith and Atomos are planned for the future.
We will not be implementing every single bit of content planned for the future in the upcoming version update. We’d like to get a wide variety of feedback for all the types of information we bring you, whether they be solidified plans to be implemented immediately, plans only at the discussion phase, or things way out in the future, so we will try our best to give you a lot of information about future content.
While some fine tuning is still being performed, the stats for abilities to be introduced in the upcoming version update have been pretty solidified, so here is some follow up information.
Carbuncle: Soothing Ruby (Lv. 94)
Removes multiple status ailments from party members within area of effect.
Depending on the level of your summoning magic skill, the number of status ailments removed will vary.
Currently the below is planned:
  1-100:1
101-200:2
201-300:3
301-400:4
401-500:5
501~  : 6 (Imagining this to be the cap for the future)
Ramuh: Shock Squall (Lv. 92)
Temporarily prevents all enemies within area of effect from acting.
We are planning to set the enmity generated by this to be high.
We are also planning to make the effect duration have a certain range, but we are making adjustments to make it roughly double that of the magic spell “Stun.â€
One more thing, please understand that Cait Sith and Atomos are planned for the future.
We will not be implementing every single bit of content planned for the future in the upcoming version update. We’d like to get a wide variety of feedback for all the types of information we bring you, whether they be solidified plans to be implemented immediately, plans only at the discussion phase, or things way out in the future, so we will try our best to give you a lot of information about future content.
This is awsome, thank you for posting this Robo...I hadn't seen anything official from them about this yet. Leave it to you to dig up the good SMN info.
Both abilities actually sound a lot more promising than originally anticipated. I just have a few questions left unanswered by this. Namely... is Shock Squall going to be a BP Rage or a Ward? Normally I would say that it's absolutely an Rage... but given that Shiva has an AoE Sleep that's considered a Ward... I dont know. Also... Diabolos has Camisado... which is a ward that deals Darkness damage.
I just want to know so that I can consider the possibility of going back-to-back with Shock Squall and Thunderstorm. Stunga+Paralyzega in the same 2 seconds? Yes please. If they call it a Rage, it wont necesserily make this spell any less cool... just maybe limit the number of things I can actually do with it.
If it is a Rage though... there's always the option to Sleepga with Shiva or Diabolos... and switch to Ramuh to wait for them to wake up... and alternate spells like that... you could keep a crowd locked down indefinately.
Anywho... double the duration of "Stun" makes me happy. Maybe it would actually be useful for some of those spammy NMs we got in Aby.
As for Carby's Ability, meh. Combined with Carby's already overwhelming arsenal of curing and buffing... it's fun to see that there's even more you can do with him. I wonder what the ability is limited to as far as spells it can erase. Will it work like the spell "Erase" or more like "Esuna"? Either way, for SMNs like myself who have already breached the 401 cap... it's nice to know that I can single-handedly make NMs like EE impotent.
A word to SE: We get it... you have a hard-on for giving carbuncle abilities with Ruby in the name. Ruby this... ruby that. Is Ruby Orgasm next? Because it seems to me like you're building up to a Ruby climax. Just an observation.
Lastly: It's nice to hear actual word-for-word positive confirmation about Cait Sith and Atomos. No dicking around on that wordage. Other than the word "plan".... because "plans" can change... it seems rather solid that we're getting them. Get those WoTG Missions done people!
Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, maybe, read it again, insert smiley faces, rainbows, and glitter as needed.
Looking at the details of Steady Wing, some of you might be thinking, “Only 20%!?†However, please take into consideration that a constant 40% reduction in damage will now be applied to wyverns as well.
So is this like a permanent passive adjustment to wyverns, and not just when Steady Wing is used? If so that's pretty boss and long overdue.
1-100:1
101-200:2
201-300:3
301-400:4
401-500:5
501~  : 6 (Imagining this to be the cap for the future)
That's actually pretty sweet, wow. Gives us more reason to level our skill too.
I'd still like to see Sentinel changed to a 3 minute ability (making Guardian one hell of an amazing merit) and a change to CE loss rate (increase) from taking damage. They have to do SOMETHING to adjust the speed at which DD's (especially Empy DD's) can cap enmity now (and effectively stay capped) lose enmity when struck by a mob.
As there have been a lot of concerns and comments cropping up about thief lately, here is some additional feedback from the development team.
Regarding the Efficacy of Aura Steal
When compared to Voracious Trunk, Osmosis, and Absorb-Attri, Aura Steal’s superiority really shines due to the fact that it is possible to elicit a dispel effect regardless of an enemy’s inherent resistances. Also, depending on how many merit points you’ve used to upgrade it, when you consider that you can reach a 100% rate of absorption, despite the recast timer being slightly long, the effects of Aura Steal are by no means weak.
While this is only one example, it might be possible to make Aura Steal its own ability and keep its recast timer shared with Steal. However, there is a high possibility that we will need to balance this by reducing the absorption rate as a trade-off, and I don’t think this would be very desirable.
We will be carefully looking into things for the revamps to the merit point effects, so we would like to take a good amount of time and hear all of your feedback.
Regarding Trick Attack and Decoy Shot
Decoy Shot, which is scheduled to be implemented in the upcoming version update, has been balanced more around the idea of controlling your own enmity. (We understand that the effects of Yoichinoyumi/Annihilator/Armageddon are similar, but since this is comparing an ability to a relic weapon, we think that’s an entirely separate discussion.)
Let’s take a look at the below comparison:
• Decoy Shot
Recast: 5 minutes
A set amount of enmity can be diverted to another player and any excess enmity will remain on the ranger.
• Trick Attack
Recast: 1 minute
All of the enmity generated at that time can be diverted to another player.
In regards to determining the stacking of the Treasure Hunter effect via TA WS, SA WS, and SATA WS
The reason why you cannot tell if the effect is increasing is due to the fact that it is difficult to make the log display the Treasure Hunter enhancement effect during a weapon skill.
If we try to make the increase display in the log during a weapon skill, the amount of work would be on par with multiple job adjustments, so we do not have any plans of making this particular adjustment. However, the fact that it is difficult to tell when the Treasure Hunter effect increases, means that we will be looking into other adjustments.
They need to split Accomplice & Collaborator for one thing. Maybe lower the timers too so THF can have a much more active role in enmity control, giving them something to do other than TH whore.
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