Announcement

Collapse
No announcement yet.

Job Adjustments: Summoner (10/03/2006)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Re: Job Adjustments: Summoner (10/03/2006)

    Originally posted by Mhurron View Post
    Um, ya, thats the problem, awesomeness....
    ...
    ...
    More on topic, the changes to how summoning magic skillups seem interesting. Looks like this might be SE's changes to get summoners to leave their summons out more often.
    This change won't make SMN more likely to keep their summons out. If anything, it will reinforce the summon/BP/release (now with 3 chances for skillups there instead of 1).

    This is a great update, but it didn't do anything for avatars being out.
    Last edited by Lecan; 10-03-2006, 10:07 AM. Reason: Correctness

    Comment


    • #32
      Re: Job Adjustments: Summoner (10/03/2006)

      I agree with Triel 100% this is a yummy update for SMNs but they really didnt address the biggest problem which imo (and many others) is the perp cost. What I really see this as doing is allowing SMN to buff/heal and then maybe do a MB. problem is that your still shelling out the mp for both and perp so you've basically just used 2 minutes worth of mp (bps, and some perp cost) in 1/2 the time. anyway should still be fun for you practicing SMNs. enjoy!
      I seek the history of this world, Vana'diel. All of its legends, all of its secrets await me.
      My search will continue until I know the truth.

      Comment


      • #33
        Re: Job Adjustments: Summoner (10/03/2006)

        Yeah I'll have to agree with the Prep cost, but I guess there's no getting around it. At least you can do a lot more with Carbuncle (during his free prep levels if you have the right items). Have him attack attack attack, heal, Poison Nails Yay lol. But overall there's no question, this does improve SMN a lot, hopefully enough to get us more parties. ^^

        Edit: Actually I have a question, does this mean Summoning skill won't help you at all unless it's capped and you have equipment and merits to surpass it? Meaning that anyone under 75 won't see a difference at all? x.x
        Last edited by Linra; 10-03-2006, 10:28 AM.

        Which FF Character Are You?

        Comment


        • #34
          Re: Job Adjustments: Summoner (10/03/2006)

          Originally posted by Linra View Post
          Edit: Actually I have a question, does this mean Summoning skill won't help you at all unless it's capped and you have equipment and merits to surpass it? Meaning that anyone under 75 won't see a difference at all? x.x
          Summoning Earring, Lv35: +3
          http://ffxi.somepage.com/itemdb/6539

          Austere/Penance Cuffs, Lv50: +2/+3
          http://ffxi.somepage.com/itemdb/2547

          Austere/Penance Hat, Lv50: +2/+3
          http://ffxi.somepage.com/itemdb/4296

          Austere/Penance Sabots, Lv50: +3/+4
          http://ffxi.somepage.com/itemdb/4465

          Austere/Penance Slops, Lv50: +3/+4
          http://ffxi.somepage.com/itemdb/2635

          Evoker's Horn (AF1 hat), Lv60: +5
          http://ffxi.somepage.com/itemdb/2180

          Evoker's Ring, Lv71: +10
          http://ffxi.somepage.com/itemdb/2886

          Summoner's Bracers (Relic AF2 hands): +10
          http://ffxi.somepage.com/itemdb/4402

          Astute Cape, Lv73: +5
          http://ffxi.somepage.com/itemdb/7077

          Elite Beret/+1, Lv71: +4/+5
          http://ffxi.somepage.com/itemdb/2476


          Icemage

          Comment


          • #35
            Re: Job Adjustments: Summoner (10/03/2006)

            Originally posted by little ninja View Post
            No Bst updates... ='( Go Go SMN!!
            Don't worry, keep your chin up, and your Courier Carries full of pies. Your update will soon come!

            I feel kinda bad though, for all those people that spent many days and many nights buffing their summoning skill, when now we can easily raise it beginning next patch. @_@.
            BSTs are like our brothers and sisters, however they don't have mp draining, they have gil draining

            This update can also make us weaker. Well those of us that do not have summoning magic capped. :\ 259 for me with items. (I forget which items.)
            Hacked on 9/9/09
            FFXIAH - Omniblast

            Comment


            • #36
              Re: Job Adjustments: Summoner (10/03/2006)

              Originally posted by Omniblast View Post
              Don't worry, keep your chin up, and your Courier Carries full of pies. Your update will soon come!

              I feel kinda bad though, for all those people that spent many days and many nights buffing their summoning skill, when now we can easily raise it beginning next patch. @_@.
              Omni i love the Bst pic.

              Nin75, Bst75. Drk61, War61, Rdm40, All other jobs are 37. All 3 starting city missions completed. All Zilart missions completed. All CoP missions completed. TouA completed.

              Comment


              • #37
                Re: Job Adjustments: Summoner (10/03/2006)

                Originally posted by little ninja View Post
                Omni i love the Bst pic.
                lol yeah that one's from FanFestival 06 @ Santa Monica. I forgot who our famous artist is, but he posted on ffxionline.com as well.

                I like this picture as well
                Last edited by Omniblast; 10-03-2006, 01:13 PM.
                Hacked on 9/9/09
                FFXIAH - Omniblast

                Comment


                • #38
                  Re: Job Adjustments: Summoner (10/03/2006)

                  Originally posted by Omniblast View Post
                  I feel kinda bad though, for all those people that spent many days and many nights buffing their summoning skill, when now we can easily raise it beginning next patch. @_@.
                  We don't know about that, for all we know BP skill ups will come as slow as summoning, maybe the only advantage is that you'll be able to get some extra skill while you have your avatars out.

                  But I don't think it'll change the need for those skill up sessions (unless BP skill ups are much faster that is).
                  sigpic
                  "In this world, the one who has the most fun is the winner!" C.B.
                  Prishe's Knight 2004-Forever.

                  その目だれの目。

                  Comment


                  • #39
                    Re: Job Adjustments: Summoner (10/03/2006)

                    Originally posted by neighbortaru View Post
                    did you forget the last "uberly awesome" change to BLMs that SE made?
                    I don't believe that I was aboard yet. What happened?

                    Thanks for the sig, Selphiie!!

                    FFXI Xbox360 user ----- BLM 63 / RDM 36/ WHM 42 / THF 25
                    DRK 26 / BST 21 / DRG 17 / WAR 17 / MNK 10 / SMN 9 / PUP 4 /
                    BLU 1 / PLD 1 / BRD 1 / RNG 1 / NIN 1 / SAM 1
                    Bonecraft 63 / Leathercraft 19 / Fishing 7 Windhurst Rank 5

                    Comment


                    • #40
                      Re: Job Adjustments: Summoner (10/03/2006)

                      Originally posted by Lambeaus View Post
                      I don't believe that I was aboard yet. What happened?
                      NM's had "Magic Resistance" introduced to them, they resist a lot of spells later on and damage is reduced.

                      Please read this.
                      http://www.playonline.com/pcd/topics...75/detail.html

                      Uhh I forgot a lot of people are behind corporate firewalls :\

                      Accumulative Magic Resistance
                      Currently, a large number of players can team up to overpower the enemy in certain battles by hitting the enemy repeatedly with only elemental magic. This tactic has had an unbalancing effect on the game, and we decided a change was needed.

                      However, altering the effects of powerful magic spells would have a negative effect on black mages and other magic users. Rather than altering magic effects or strengthening monsters, we determined that the adjustment to solve this issue should be as small as possible in scope and affect other gameplay mechanics as little as possible.

                      Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

                      We have also made several other adjustments to minimize the effect of this change on black mages and other magic users. For example, a party fighting a notorious monster with one to two black mages will probably not notice the difference.

                      However, we have decided to give Bahamut in the quest "The Wyrmking Descends" and Diabolos in the quest "Waking Dreams" a stronger accumulative magic resistance than other notorious monsters.

                      -Types of Affected Magic Damage
                      When a notorious monster is repeatedly hit by the following types of magic, it will accumulatively build magic resistance:

                      Black magic (elemental), white magic (divine), ninjutsu, magical blood pact abilities, magical blue magic, magical weapon skills (e.g., Spirits Within and Red Lotus Blade), and certain job abilities (e.g., Chi Blast and Mijin Gakure)

                      -Resistance Fluctuation
                      When a monster with accumulative magic resistance is hit by a magic attack, the amount of damage it receives will decrease in accordance with that monster's resistance. At the same time, its resistance will increase.

                      The monster's resistance will increase in accordance with the amount of damage incurred, but each monster has a maximum resistance level.

                      In addition, the monster's resistance will decrease with time if it is not hit by any repeated magic attacks.
                      Hacked on 9/9/09
                      FFXIAH - Omniblast

                      Comment


                      • #41
                        Re: Job Adjustments: Summoner (10/03/2006)

                        What a CROCK!

                        Thanks for the sig, Selphiie!!

                        FFXI Xbox360 user ----- BLM 63 / RDM 36/ WHM 42 / THF 25
                        DRK 26 / BST 21 / DRG 17 / WAR 17 / MNK 10 / SMN 9 / PUP 4 /
                        BLU 1 / PLD 1 / BRD 1 / RNG 1 / NIN 1 / SAM 1
                        Bonecraft 63 / Leathercraft 19 / Fishing 7 Windhurst Rank 5

                        Comment


                        • #42
                          Re: Job Adjustments: Summoner (10/03/2006)

                          made BCNM40 Worms' Turn so much harder than it needs to be

                          Thanks Yyg!

                          Comment


                          • #43
                            Re: Job Adjustments: Summoner (10/03/2006)

                            Originally posted by Icemage View Post
                            Summoning Earring, Lv35: +3
                            http://ffxi.somepage.com/itemdb/6539
                            Austere/Penance Cuffs, Lv50: +2/+3
                            http://ffxi.somepage.com/itemdb/2547
                            Austere/Penance Hat, Lv50: +2/+3
                            http://ffxi.somepage.com/itemdb/4296
                            Austere/Penance Sabots, Lv50: +3/+4
                            http://ffxi.somepage.com/itemdb/4465
                            Austere/Penance Slops, Lv50: +3/+4
                            http://ffxi.somepage.com/itemdb/2635
                            Evoker's Horn (AF1 hat), Lv60: +5
                            http://ffxi.somepage.com/itemdb/2180
                            Evoker's Ring, Lv71: +10
                            http://ffxi.somepage.com/itemdb/2886
                            Summoner's Bracers (Relic AF2 hands): +10
                            http://ffxi.somepage.com/itemdb/4402
                            Astute Cape, Lv73: +5
                            http://ffxi.somepage.com/itemdb/7077
                            Elite Beret/+1, Lv71: +4/+5
                            http://ffxi.somepage.com/itemdb/2476
                            Icemage
                            Max skill you can get from items and merits (posted in Smn forums as well):

                            +5(Evk Hork/+1)+7(torque)+3(earring)+12(Smn Bracers+1)+10(Evk Ring)+4(Penance Slops)+5(nashira crackows)+5(Astute Cape)+5(Bahamuts Staff) For a grand total of +56 skill.
                            Throw in max skill merits for +72 skill. 269+72
                            sigpic
                            Y'okay!

                            PSN: goboaj (be my friend damnit)

                            Comment


                            • #44
                              Re: Job Adjustments: Summoner (10/03/2006)

                              Something tells me that this is just gonna piss off SMN's, atleast the duration and accuracy part. Mostly b/c you know some elitists will only party with SMN's with capped + summoning skill. Yeah you could lie, but if they really wanted to, they could time how long the buffs last and know you weren't at cap.
                              I really hope they increase the skillup rate for summoning skill so that the truly hardcore SMN's aren't forced to stand around for days on end just summoning and dismissing over and over.
                              I RNG 75 I WAR 37 I NIN 38 I SAM 50 I Woodworking 92+2

                              PSN: Caspian

                              Comment


                              • #45
                                Re: Job Adjustments: Summoner (10/03/2006)

                                Originally posted by Mhurron View Post
                                Um, ya, thats the problem, awesomeness....
                                ...
                                ...
                                More on topic, the changes to how summoning magic skillups seem interesting. Looks like this might be SE's changes to get summoners to leave their summons out more often.
                                Really?! With the time consumed by the summons, positioning and activation of a blood pact, now in much quicker succession (average 1 every 30 seconds), I think we'll see a lot more avatar flipping followed by a lot of resting and juicing especially on non Fenrir users. Obviously, you big scary fenrir types who use him for everything wont actually need to change avatars..........unless of course someone wants an Earthen Ward..........if you think about it now you can do

                                Summon Fenrir
                                Ecliptic Growl
                                Eclipse Bite
                                Unsummon
                                Summon Titan
                                Earthen Ward
                                Summon Fenrir
                                Eclipse Bite
                                Unsummon
                                Summon Carbuncle
                                Shining Ruby
                                Unsummon
                                Summon Fenrir Eclipse Bite

                                It doesn't change the current Summoner practice, it just speeds it up.

                                Originally posted by Kamodake View Post
                                I agree with Triel 100% this is a yummy update for SMNs but they really didnt address the biggest problem which imo (and many others) is the perp cost. What I really see this as doing is allowing SMN to buff/heal and then maybe do a MB. problem is that your still shelling out the mp for both and perp so you've basically just used 2 minutes worth of mp (bps, and some perp cost) in 1/2 the time. anyway should still be fun for you practicing SMNs. enjoy!
                                I would like to see perpetuation reduction as a function of Summoning skill which is still, apparently, going to be largely useless unless you cap it and then add more.

                                Originally posted by Pai Pai Master View Post
                                Sounds interesting, and I'm actually kinda glad they aren't making any changes to Warrior at the moment. Gives me time to start leveling up SAM and SMN.
                                I thought the Vanafesta report said something about making WAR more "sub-friendly"... I wouldn't count my eggs until they finish posting class updates but it is highly possible that I missed something.


                                Quoted from http://www.playonline.com/ff11us/eve...anafesta2.html

                                Originally posted by SquareEnix
                                Regarding Job Adjustments
                                [ Warrior ] - Weapons experts capable of using a variety of different weapon skills
                                Adjustments Planned: Changes to the number of equippable weapon types as well as an increase in the type of professions that are compatible as support jobs.

                                Comment

                                Working...
                                X