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FINAL FANTASY XI Update (Sep. 10)

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  • FINAL FANTASY XI Update (Sep. 10)

    9-10-07 Version Update


    At the following time, we performed a version update of FINAL FANTASY XI.

    * This update consists of a version upgrade of the client program. When you press the play button after the time stated below, the version upgrade will begin automatically. Please follow the instructions on the screen.

    [Affected Period]
    Sep. 10, 2007 9:00 (PDT)

    [Affected Services]
    FINAL FANTASY XI

    [Important Update Details]
    - Pankration in the Pit has been implemented.
    *Please refer to the related information for details on Pankration.

    - Accuracy rate of following weapon skills were adjusted:
    Guillotine / Penta Thrust

    Following issues have been addressed:
    - The abilities of some monsters were weaker than intended.

    - If a Goblin Bounty Hunter was defeated, it would remain KO'd and not disappear.

    - Players were not able to enter Hazhalm Testing Grounds properly if the player who reserved the chamber checks the "Entry Gate" while not possessing the key item "glowing lamp."

    - All random damages were not being calculated properly.

    - Amount of damage was not being corrected properly when characters were equipped with two-handed weapons.

    - Monsters with two-handed weapons had higher attack and accuracy than intended.

    - TP of Beastmaster's pet continued to decrease while it's not engaged in battle.

    - Automaton's new attachment "Stealth Screen" was not working properly when it was used with "Optical Fiber."

    - Automaton would cast magic on a player who is in KO'd status.

    - Automaton's status was lower than it was supposed to be.

    - Under certain combinations of Head and Frame, Automaton would try to cast spells continuously.

    - Players were sometimes able to carry more chocobucks than what was allowed when item "Chocobuck Slip" is traded with chocobucks.

    - The location of the treasure did not display during the Chocobo Hot & Cold game when cancel button is pressed at certain timing upon using clump of Tandjana wildgrass.

    - Item icons would not appear in Delivery Box. (Xbox 360 version only)

    - Macro may not have functioned when the name of certain items are included.

    - Text command that represent another player or monster were not working properly when the command contained apostrophe.
    PSN ID - PaiPai Gamertag - PaiPaiMaster Steam ID: Pai Pai Master
    Rockman - Fairy

    WAR75/SMN75/PLD68/NIN37/THF37/SAM37/WHM41
    WIN8-1/ZM (Clear)/PM (Clear)/AM (Clear)/WotG3/ACP1
    Currently Playing:
    FINAL FANTASY XIII, Starcraft 2 Beta

  • #2
    Re: FINAL FANTASY XI Update (Sep. 10)

    So has anyone had the opportunity to test out the new damage adjustments? Kinda anxious to find out about them but I'm at work, soo... :p
    Last edited by nanatsu; 09-10-2007, 11:34 AM.
    My Signature. Now with 50% more processed ham product than those other leading signatures.

    Which FF Character Are You?
    Originally posted by Balfree
    Why does every discussion have to be a little festivity of sorts, with purple doom rain and lunatic frogs singing the yodelay on top of mushrooms and little babies being eaten by crazy flying cows and green gas explosions on the horizon and screaming goats?

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    • #3
      Re: FINAL FANTASY XI Update (Sep. 10)

      well the maitenence is still going so... no.

      Comment


      • #4
        Re: FINAL FANTASY XI Update (Sep. 10)

        I hit the scrolling "Cannot play during maintenance." sign for 2352342142 damage. Nerf rdm.

        Comment


        • #5
          Re: FINAL FANTASY XI Update (Sep. 10)

          Originally posted by Omgwtfbbqkitten View Post
          well the maitenence is still going so... no.
          Hrm, guess I was a little *too* anxious then.
          My Signature. Now with 50% more processed ham product than those other leading signatures.

          Which FF Character Are You?
          Originally posted by Balfree
          Why does every discussion have to be a little festivity of sorts, with purple doom rain and lunatic frogs singing the yodelay on top of mushrooms and little babies being eaten by crazy flying cows and green gas explosions on the horizon and screaming goats?

          Comment


          • #6
            Re: FINAL FANTASY XI Update (Sep. 10)

            I'd love to smack Lv.0 mobs around to test the changes, but I can't log on during weekdays due to sucktastic internet at my apartment. If anyone else wants to do the honors, that'd be hot.

            Comment


            • #7
              Re: FINAL FANTASY XI Update (Sep. 10)

              Well I'm in class, so I'll be glad to test.
              The Tao of Ren
              FFXIV LowRes Benchmark - 5011

              If we don't like something, collectively, if our hatred for it throbs like an abscess beneath every thread, does that mean that they're doing something right?
              Originally posted by Kaeko
              As hard as it may be, don't take this game or your characters too seriously. I promise you - the guys that really own your account don't.

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              • #8
                Re: FINAL FANTASY XI Update (Sep. 10)

                Nice way to spend class time.

                Comment


                • #9
                  Re: FINAL FANTASY XI Update (Sep. 10)

                  lol I was thinking the same thing

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                  • #10
                    Re: FINAL FANTASY XI Update (Sep. 10)

                    I spent it asleep, atleast he's doing some good. lol

                    Comment


                    • #11
                      Re: FINAL FANTASY XI Update (Sep. 10)

                      Test #1: I went out as a WAR75/NIN37 in East Ronfaure equipped with only a Maneater (not the best 1 handed weapon for this test, but I made sure I always kept myself under 100 TP to keep the latent damage in effect). I killed Tunnel Worms, Carrion Worms, Ding Bats, Wild Rabbits, Forest Hares, Goblin Thugs and Pugils (so nothing I would get a damage bonus or penalty against based on slashing damage). My capped Axe skill plus 4 axe merits plus latent effect from Maneater puts my attack at 349. Maneater has a base damage of 49 (with latent in effect). According to wiki, its weapon rank is based on the non-latent damage. So its weapon rank is 4, putting max fSTR at 12.

                      # non-crits: 30
                      min non-crit: 103 (pDif 1.68)
                      avg non-crit: 123.8 (pDif 2.03)
                      max non-crit: 148 (pDif 2.42)

                      # crits: 12
                      min crit: 169 (pDif 2.77)
                      avg crit: 176.5 (pDif 2.89)
                      max crit: 187 (pDif 3.06 ???)

                      Aside from a max crit number which looks too high (186 would be the highest I would expect, and that's if weapon rank was based on latent damage rating), the random damage for 1 handed weapons looks normal again.

                      Test #2: Basically the same mobs, this time I used a Berserker's Axe (GAxe). It has base damage of 95, putting max fSTR at 18. So base damage + max fSTR = 113. My capped GAxe skill with no merits puts my attack at 366.

                      # non-crits: 31
                      min non-crit: 244 (pDif 2.15)
                      avg non-crit: 278.9 (pDif 2.46)
                      max non-crit: 328 (pDif 2.9)

                      # crits: 11
                      min crit: 336 (pDif 2.97)
                      avg crit: 345.4 (pDif 3.05 ???)
                      max crit: 350 (pDif 3.09 ???)

                      Some things look a little strange with those numbers, but it looks like cRatio caps at somewhere around 2.5 for 2 handed weapon.

                      Test #3: Hand-to-hand, bare nuckles style. My h2h skill is only 148, so my attack was only 202. Still, should be high enough to be three times as much as the defense of the mobs I was killing. The base damage for my h2h attacks should be 19 (based on info at wiki), with max fSTR of 8 (since bare nuckles counts as having no weapon rank).

                      # non-crits: 34
                      min non-crit: 43 (pDif 1.59)
                      avg non-crit: 54.4 (pDif 2.01)
                      max non-crit: 66 (pDif 2.44)

                      # crits: 8
                      min crit: 74 (pDif 2.74)
                      avg crit: 79.6 (pDif 2.94)
                      max crit: 83 (pDif 3.07 ???)

                      This looks like the same as 1 handed weapons, with the corrected randomizing of pDif.

                      I saw a lot of damage that look like pDif exceeded 3.0 on some very high crits. Either I'm miscalculating my weapon rank / max fSTR, or SE made some changes to max fSTR somewhere along the way.
                      Lyonheart
                      lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
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                      • #12
                        Re: FINAL FANTASY XI Update (Sep. 10)

                        I'll add my own observations from this evening. Came out of a 3 hour merit party with a nice chunk of XP (~74K in 3 hours) with 2 WARs and a SAM. From basic parsing observation, 2 handed damage got nerfed a bit, by maybe 25% (sounds like a lot, but only if you didn't see the sort of damage output that was going on pre-update). It's still very high, and remains substantially higher than previously.


                        Icemage

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                        • #13
                          Re: FINAL FANTASY XI Update (Sep. 10)

                          You're calculating fSTR correctly. Looks like they raised the PDIF cap. I did a couple of tests of my own, the randomness is being kind of weird. I killed hares and birds in Buburimu Peninsula for an hour (timed with food effects,) and this is what I came up with.

                          Weapon: T.M. Espadon +2
                          38 DMG + 12 fSTR = 50

                          Normal Hits
                          Total: 269
                          Range: 79-121

                          Critical Hits
                          Total: 44
                          Range: 133-157

                          PDIF only has 2 decimal places, and FFXI rounds everything down. That means there's only two possible PDIF values for a damage of 79: 1.58, or 1.59. For 121 damage, PDIF can only be 2.42 or 2.43. Note, however, that I only got 79 once, and it only appeared after the first half hour. On that same note, I thought 83 was the lowest number for a while. It took a fair bit for the first 82 to pop up. I found that rather odd.

                          As for crits, the PDIF values would be 2.66 or 2.67 to 3.14 or 3.15. Skimming over some posts in BG, it seems like 3.15 is indeed the new cap. The crits could probably go lower, considering I only had 44 hits and it took over 100 normal hits to see the lowest number there.

                          That said, we'd need more hits to get a clearer idea of 2-handed weapon's PDIF ranges.

                          Comment


                          • #14
                            Re: FINAL FANTASY XI Update (Sep. 10)

                            Ok, I went out and got some of my own numbers...I play on 360, so I had to ghetto parse by typing them into an Excel sheet while reading the log. I do need to go back out for a larger sample size, had my info gathering interrupted by Limbus and helping with a Windy mish. I'm still trying to get a solid # on the pDIFMin.

                            Anyways:

                            Target: Diving Beetle, Lv. 27~
                            Attack: 402
                            D: 40
                            fSTR: 12
                            Normal Hits: 138
                            Range: 82-127
                            Critical Hits: 23
                            Range: 137-163

                            40 + 12 * pDIFMax = 127
                            pDIFMax = 2.45

                            40 + 12 * pDIFMin = 82
                            pDIFMin = 1.58

                            40 + 12 * pDIFCritMax = 163
                            pDIFCritMax = 3.14

                            40 + 12 * PDIFCritMin = 137
                            pDIFCritMin = 2.64

                            I'm guessing that I didn't hit the highest mark on either type of hit, as there's alot of evidence out there supporting 2.46 and 3.15. Although I do see that even in this small sample size I came up with a lower minimum levels than Armando did. I'd like to try and establish what the minimum is so that I can go further with the Vorpal Blade deal.

                            On a somewhat related note, I'm also trying to figure out if it's the cRatio cap they changed, or the 1.2 multiplier, I think that I can compare the #'s for uncapped pDIF before the patch to uncapped pDIF after the patch and figure it out, as if it's the multiplier changed the pDIF should raise up a little at the same cRatio, while if it's the cRatio cap that changed they should be the same. I wish I would have started recording data before the patch; ;
                            Last edited by Callisto; 09-14-2007, 08:55 AM. Reason: Corrected, thanks Armando!
                            Callysto of RamuhCaithsith - 75 RDM / BRD / COR / PLD / WAR / SCH / DRK

                            Formerly Callisto of Ramuh. | Retired 5.28.10

                            Callisto Broadwurst of Palamecia

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                            • #15
                              Re: FINAL FANTASY XI Update (Sep. 10)

                              Callisto, your PDIF numbers are 0.01 lower than they should be. Let's say you solve for minPDIF and get minPDIF = 82/52 = 1.5769. 1.5769 is the smallest number you can multiply 52 by to get 82.something (well, technically that gives 81.99 but whatever.) 1.57 is less than 1.5769, so 52 * 1.57 would be less than 82. However, PDIF only holds two decimal places so the next biggest PDIF would be 1.58 (which matches my data.)

                              On the other hand your maxPDIF would then be 2.45, which is odd since I couldn't get it that high, but on the other hand would match the 3.15 crit cap.

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