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Job Adjustments! (8/19/2011)

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  • #76
    Re: Job Adjustments! (8/19/2011)

    It's a welcome change from Rdm tearful thread hijacks.

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    • #77
      Re: Job Adjustments! (8/19/2011)

      I'm a bit offended at the AD&D dislike, but I'll get over it.

      Comment


      • #78
        Re: Job Adjustments! (8/19/2011)

        Explanations of DRG and SMN abilities

        DRG:

        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.”

        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.
        sigpic
        Y'okay!

        PSN: goboaj (be my friend damnit)

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        • #79
          Re: Job Adjustments! (8/19/2011)

          Originally posted by Gobo View Post
          Explanations of DRG and SMN abilities

          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.”

          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!

          Solid info. I'm a happy camper.


          Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
          99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
          99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

          Yyg's Blog: Tree of Awesome!

          Comment


          • #80
            Re: Job Adjustments! (8/19/2011)

            Originally posted by Yggdrasil
            This is awsome, thank you for posting this Robo...

            You're welcome, master Yggdrasil.

            Comment


            • #81
              Re: Job Adjustments! (8/19/2011)

              lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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              • #82
                Re: Job Adjustments! (8/19/2011)

                Originally posted by Grizzlebeard View Post
                It's a welcome change from Rdm tearful thread hijacks.
                That's really the only reason I started in on THF updates. The THF update is still lackluster... but I had to try and hijack the thread away.
                FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
                FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

                Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
                aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

                Comment


                • #83
                  Re: Job Adjustments! (8/19/2011)

                  One of these days, one of these days, POW! Straight to the moon...
                  sigpic
                  Y'okay!

                  PSN: goboaj (be my friend damnit)

                  Comment


                  • #84
                    Re: Job Adjustments! (8/19/2011)

                    but arrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrchie


                    Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
                    99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
                    99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

                    Yyg's Blog: Tree of Awesome!

                    Comment


                    • #85
                      Re: Job Adjustments! (8/19/2011)

                      Originally posted by Gobo View Post
                      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.


                      Originally posted by Gobo View Post
                      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.
                      sigpic


                      "BLAH BLAH BLAH TIDAL WAVE!!!"

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                      • #86
                        Re: Job Adjustments! (8/19/2011)

                        Screwed again: Proposed THF job adjustments. - Page 64
                        Originally posted by Camate
                        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.
                        lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

                        Comment


                        • #87
                          Re: Job Adjustments! (8/19/2011)

                          {I see.}
                          sigpic


                          "BLAH BLAH BLAH TIDAL WAVE!!!"

                          Comment


                          • #88
                            Re: Job Adjustments! (8/19/2011)

                            Originally posted by Malacite View Post
                            {I see.}
                            {Are you alone?}


                            Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
                            99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
                            99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

                            Yyg's Blog: Tree of Awesome!

                            Comment


                            • #89
                              Re: Job Adjustments! (8/19/2011)

                              I feel sorry for Thief. SE doesn't seem to understand the legitimate complaints they have.
                              Server: Midgardsormr -> Quetzalcoatl -> Valefor
                              Occupation: Reckless Red Mage
                              Name: Drjones
                              Blog: Mediocre Mage

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                              • #90
                                Re: Job Adjustments! (8/19/2011)

                                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.
                                sigpic


                                "BLAH BLAH BLAH TIDAL WAVE!!!"

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