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November Update notes.
Server: Valefor
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By Valefor.Prothescar 2013-10-25 22:31:44
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Server: Leviathan
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By Leviathan.Comeatmebro 2013-10-25 22:38:46
Quote: In the event major issues arise from checks and such, there is a possibility that we push the timing of the November version update back, and we appreciate your understanding. that's a first
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By Odin.Boleslaus 2013-10-25 22:39:08
shitty stats means ppl wont waste their time making them if delve r better
By Ophannus 2013-10-25 22:39:33
There's a lot of random mobs in that artwork, typical Amano. The top left there's a black dragon(to the left of the purple snake) there's also a random Flammy looking mob in the ocean to the east and another leviathan looking reptile to the southwest of Hurkan.
Might see repeats of 119 weapons since there are 2 axes, one is WAR/BST and one is BST onry(safe to say the ilvl 116 axe will have a 119 version. Might end up being a Gun for COR or like a THF only dagger etc too...
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By Odin.Boleslaus 2013-10-25 22:50:34
to bad no new delve this version update
Leviathan.Nitenichi
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By Leviathan.Nitenichi 2013-10-26 01:08:42
to bad no new delve this version update
no it's too bad people keep bitching about not getting ***, soon as this update more then covers things to do
Bismarck.Ihina
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By Bismarck.Ihina 2013-10-26 03:21:31
I think you left out a couple words there in your post.
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By Odin.Boleslaus 2013-10-26 10:12:57
Leviathan.Nitenichi said: »to bad no new delve this version update
no it's too bad people keep bitching about not getting ***, soon as this update more then covers things to do
im nt bitching bout anything im glad theres more bosses to kill but a delve release of the tree n bird wouldve been nice since theyve been out for a couple months now
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By Ragnarok.Presidentobama 2013-10-26 10:26:33
I doubt delve will be until after January. And I always expected it be 2014 and beyond.
Many people will have so much to do with REM upgrades to 99 and beyond as well as AF armor. Delve probably wont be until March next year. To compete against Elder scrolls online.
By Aikawa 2013-10-26 10:34:06
Leviathan.Nitenichi said: »to bad no new delve this version update
no it's too bad people keep bitching about not getting ***, soon as this update more then covers things to do
im nt bitching bout anything im glad theres more bosses to kill but a delve release of the tree n bird wouldve been nice since theyve been out for a couple months now
and what about if next delve don't include those 2, ppl just guessing delve boss are the same as WKR... SE can change that anytime... they just did it once, no patter that you can affirm they will do it again.
Like @Presidentobama Said, sometime in 2014, Dic update will probably include the Relic/Empy armor update that was suppose to hit November,
By Pantafernando 2013-10-26 10:39:17
Just would like delve could be in any place but cirdas cavern.
Sick of that layout.
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By Odin.Boleslaus 2013-10-26 11:06:36
Leviathan.Nitenichi said: »to bad no new delve this version update
no it's too bad people keep bitching about not getting ***, soon as this update more then covers things to do
im nt bitching bout anything im glad theres more bosses to kill but a delve release of the tree n bird wouldve been nice since theyve been out for a couple months now
and what about if next delve don't include those 2, ppl just guessing delve boss are the same as WKR... SE can change that anytime... they just did it once, no patter that you can affirm they will do it again.
Like @Presidentobama Said, sometime in 2014, Dic update will probably include the Relic/Empy armor update that was suppose to hit November,
hmmm lets see here cziec wkr bee morimar wk trex foret wk shark guess what the delve nms are?
Siren.Leocon
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By Siren.Leocon 2013-10-26 11:19:07
Have they actually said Relic and Empy armor was being updated too? I've only read Artifact... but I very easily could have missed it or misunderstood an update post heh.
By Chyula 2013-10-26 11:22:43
this ***catch my eye the most and its about *** time.
November Adjustments to certain notorious monsters Shortening of spawn interval
Increase in drop rates for items
Gaitor for all!!!!!!!*** Ya!
Then this:
November Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too?
Bahamut.Malothar
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By Bahamut.Malothar 2013-10-26 11:27:51
Have they actually said Relic and Empy armor was being updated too? I've only read Artifact... but I very easily could have missed it or misunderstood an update post heh.
In one of their teaser posts for the German forums, the upgrades specified were "relic, mythic, and empy weapons, and artifact, relic, and empy armor" however that seems to of been a mistranslation. I'd like to think at some point, they'll all be remade/+3'd to match Run and Geo's equivalents though.
Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too?
No love for 85s, the quoted part is in reference to a new Magian Trial path for WoE weapons that bypasses NM camping and seals. Based on what they said, this path sounds like it'll be much quicker, though possibly a little pricier. They went as far as to say "the new path is meant to be used going forward, while the old path is not" or something to that effect. 90 Empys and 99 WoE weapons will be used to unlock the WS through some other means. If you're midway on an old path WoE weapon though, I'd wait until after the update to complete it. They said they'll be lowering the mat costs (coins, die, residues) by more than half.
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Bismarck.Snprphnx
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By Bismarck.Snprphnx 2013-10-26 11:29:49
this ***catch my eye the most and its about *** time.
November Adjustments to certain notorious monsters Shortening of spawn interval
Increase in drop rates for items
Gaitor for all!!!!!!!*** Ya!
Then this:
November Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too? Level 90 emp and 99 WoE
Lakshmi.Zerowone
Server: Lakshmi
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By Lakshmi.Zerowone 2013-10-26 11:32:11
Phoenix.Demonjustin said: »Well, this is a theory of mine...
If you look at the Adoulin continent map and mark the areas we currently know...
then look at the picture with the hints on it...
It lines up for the most part. Going by that, if you look at everything I circled, the white thing up near the upside down Achuka and Yumcax is located north of Marjami, where there is a path that dead ends weirdly...
So, since its north, I think its right where the path in Marjami would lead, and I think the snake will be the last of them, dark element, and located somewhere north of the new area, and Mormiar.
The last part of my theory is that SE will possibly make a requirement of WK wins, not necessarily all of them, but at least 1, possibly more, to access the last area. Why? Because we have not been able to access the Airship as of yet in Adoulin, there is a place for it, but we cant enter. My thoughts are that they will make it so we have to get a pass in Adoulin via WK wins in order to use the Airship, and it will be the only method of travel to the new area. There are no openings from Morimar to another area north so far as I know, so unless the new area has one, it makes sense that it would become our method of travel to the final location.
Just to add potential zone lines.. There is a blocked zone line in Morimar on the South Western Edge of the map. It is south west of waypoint #4 by some spiders. There is also a blocked zone line on the North Western part of Yorica Weald as well. It is located to North West of waypoint #3.
By Chyula 2013-10-26 11:36:36
Bismarck.Snprphnx said: »this ***catch my eye the most and its about *** time.
November Adjustments to certain notorious monsters Shortening of spawn interval
Increase in drop rates for items
Gaitor for all!!!!!!!*** Ya!
Then this:
November Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too? Level 90 emp and 99 WoE Fine by me with the level 90 requirement, now wish they'll increase Plate drop rates.
Bahamut.Malothar
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By Bahamut.Malothar 2013-10-26 11:45:04
Phoenix.Demonjustin said: »Well, this is a theory of mine...
If you look at the Adoulin continent map and mark the areas we currently know...
then look at the picture with the hints on it...
It lines up for the most part. Going by that, if you look at everything I circled, the white thing up near the upside down Achuka and Yumcax is located north of Marjami, where there is a path that dead ends weirdly...
So, since its north, I think its right where the path in Marjami would lead, and I think the snake will be the last of them, dark element, and located somewhere north of the new area, and Mormiar.
The last part of my theory is that SE will possibly make a requirement of WK wins, not necessarily all of them, but at least 1, possibly more, to access the last area. Why? Because we have not been able to access the Airship as of yet in Adoulin, there is a place for it, but we cant enter. My thoughts are that they will make it so we have to get a pass in Adoulin via WK wins in order to use the Airship, and it will be the only method of travel to the new area. There are no openings from Morimar to another area north so far as I know, so unless the new area has one, it makes sense that it would become our method of travel to the final location.
Just to add potential zone lines.. There is a blocked zone line in Morimar on the South Western Edge of the map. It is south west of waypoint #4 by some spiders. There is also a blocked zone line on the North Western part of Yorica Weald as well. It is located to North West of waypoint #3.
To add another to this, the NW zoneline of Cirdas Caverns is still blocked as well. I wouldn't be surprised if all of the above mentioned zone lines connected to a single gates area that lead to Piedmont, considering they're all leading towards the N/NW direction of the map. From both the mission CSs and the art, we know that Piedmont is in the NW. The 7th has yet to be mentioned in the CSs, and there's far too many creatures (none of which has an adventurer with it, like the other 6 Naakuals) to say which direction or creature is the 7th Naakual.
Lakshmi.Zerowone
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By Lakshmi.Zerowone 2013-10-26 11:50:34
well there is that "airship" and large white dragon at the bottom but thats just speculation/conjecture.
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By Carbuncle.Nightmarelord 2013-10-26 11:53:40
Maybe a reason to come out of retirement finally...
Bismarck.Phetty
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By Bismarck.Phetty 2013-10-26 13:06:51
Bismarck.Snprphnx said: »this ***catch my eye the most and its about *** time.
November Adjustments to certain notorious monsters Shortening of spawn interval
Increase in drop rates for items
Gaitor for all!!!!!!!*** Ya!
Then this:
November Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too? Level 90 emp and 99 WoE Where did they say this exactly? All I've seen is speculation about it and no info from SE.
Lakshmi.Zerowone
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By Lakshmi.Zerowone 2013-10-26 13:12:33
Quote: Hello,
Apologies for the delay for information regarding the relic, mythic, and empyrean weapon revamps.
Below is a message from Producer Akihiko Matsui in regards to the current status.
Akihiko_Matsui's Avatar
Quote Originally Posted by Akihiko_Matsui View Post
Matsui here.
I'd like to make an announcement about the relic, mythic, and empyrean weapon revamps that are scheduled for the November version update.
There have been no changes to the plans I outlined previously for the revamps.
Quote Originally Posted by Akihiko_Matsui View Post
Quote: The weapons to be revamped are the level 99 versions of the above mentioned weapons including the non-afterglow ones.
Shield and instruments will not be included in these revamps.
Revamps will not be performed multiple times in short intervals like Trials of the Magians.
The stats after the revamp will make it so they can be an option amongst the other powerful weapons.
Specifically, RMEs will become item level 119, and in exchange for keeping the special stats as they are we will be scaling back the damage value slightly to balance it.
To upgrade them we will not be making a new Trial of the Magians, and we'll be making adjustments so that certain content is not overcrowded for this by having multiple ways to obtain the items you need to upgrade these weapons.
Additionally, Matsui made another comment regarding the other aspect of these plans which involved the unlocking of empyrean and Walk of Echoes weapons’ weapon skills.
Akihiko_Matsui's Avatar
Quote Originally Posted by Akihiko_Matsui View Post
Matsui here.
Quote: I'd like to make an announcement about the unlocking of empyrean and Walk of Echoes weapons’ weapon skills, which is scheduled to take place in the November version update.
The plan is to maintain the basic idea that you unlock these weapon skills after completing a certain process, but we will be easing this process and aim to increase the weapon skill choices beyond those that you acquire through merit points by allowing a lot of players to unlock these special weapon skills.
The unlocking will apply to Walk of Echoes weapons that have reached level 99 and empyrean weapons that have reached level 90. Additionally, we will be easing the trials for Walk of Echoes weapons and reducing the work needed to make them.
Specifically, we will be increasing the routes for trials and adding routes where NM battles and seals are not needed. On the other hand, as there is a huge difference in difficulty between the new routes and the current routes, we will be easing the current routes and reducing the amount of seals, coins, Devious Die, and Liminal Residue needed by more than half.
The latter adjustment is for those of you who have already progressed quite a ways with your Walk of Echoes weapon. Though I apologize that if you have already traded in items more than the amount needed after the adjustment you will not be able to get them back.
The method for unlocking the weapon skills will not be via a new Trial of the Magians trial, it will be a different method.
Comes from FFXI Dev Tracker forums can't find the actual thread. It was posted last week.
Source is #648 from this page: http://forum.square-enix.com/ffxi/threads/33112-Level-99-Relic-Mythic-Empyrean-and-WoE-Weapons/page65
Quetzalcoatl.Gencay
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By Quetzalcoatl.Gencay 2013-10-27 21:36:00
Bismarck.Snprphnx said: »this ***catch my eye the most and its about *** time.
November Adjustments to certain notorious monsters Shortening of spawn interval
Increase in drop rates for items
Gaitor for all!!!!!!!*** Ya!
Then this:
November Unlocking of weapon skills from empyrean weapons and Walk of Echoes weapons Set unlocking requirements
85 empy getting some love too? Level 90 emp and 99 WoE Where did they say this exactly? All I've seen is speculation about it and no info from SE.
Also if you go to the link in the original post that made this thread it shows the empy WS thing there.
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By Odin.Boleslaus 2013-10-29 14:50:49
ok so if they r updating the af armor is that gonna inlude the af weapon? i would assume so since geo and runs weapons r 99. any thoughts?
Quetzalcoatl.Absolutezero
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By Quetzalcoatl.Absolutezero 2013-10-30 23:09:37
New one hours info is up, and SE still hates RDM. Link to the official post here
Matsui said: Matsui here.
I'd like to inform you all about the new special abilities that will be implemented in the November version update.
In this update, we will be adding new special abilities for all 22 jobs.
Below is a list of the abilities for each job:
Warrior
Brazen Rush
Increases your double attack rate.
Monk
Inner Strength
Increases your max HP.
White mage
Asylum
Grants party members a powerful resistance against the effects of dispel and enfeebling magic.
Black mage
Subtle Sorcery
Lower enmity generated from spells and increase spell accuracy.
Red mage
Stymie
Greatly increase the accuracy of your next enfeebling magic spell.
Thief
Larceny
Steals one beneficial effect from an enemy.
Paladin
Intervene
Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
Dark knight
Soul Enslavement
Grants a TP drain effect to melee attacks.
Beastmaster
Unleash
Increase Charm rate and reduces the recast time for Sic and Ready.
Bard
Clarion Call
Increases the number of songs that can be cast on party members by one.
Ranger
Overkill
Reduces the delay for ranged attacks and increase the rate for double shot and triple shot.
Samurai
Yaegasumi
Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
Ninja
Mikage
Grants a bonus to main weapon attack rounds based on the number of shadows.
Dragoon
Fly High
Reduces the recast time for Jump.
Summoner
Astral Conduit
Reduces the recast time for Blood Pacts.
Blue mage
Unbridled Wisdom
Special blue magic spells will become useable.
Corsair
Cut Card
Reduces the recast time for party members' special abilities.
Puppetmaster
Heady Artifice
Automatons use special abilities. The special ability used will differ depending on the head equipped.
Dancer
Grand Pas
Allows you to use Flourishes without consuming finishing moves.
Scholar
Caper Emissarius
Focuses enmity on a targeted party member.
Geomancer
Widened Compass
Expands the range of geomancy spell effects.
Rune fencer
Odyllic Subterfuge
Significantly reduces an enemy's magical accuracy.
Thank you so much for all the feedback on the new abilities up until now. I'd like to comment separately on some abilities that had a lot of feedback.
Red mage
Stymie
Greatly increase the accuracy of your next enfeebling magic spell.
We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.
Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.
However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.
Ninja
Mikage
Grants a bonus to main weapon attack rounds based on the number of shadows.
After looking into everyone's concern about the TP fed to enemies with an increase in attack rounds, we've added a strong subtle blow effect in order to reduce the amount of TP given to enemies. While under the effects of Mikage, the subtle blow cap will be increased significantly, so you will be able to largely reduce the amount of TP given to enemies by the combination of equipment and job traits.
Puppetmaster
Heady Artifice
Automatons use special abilities. The special ability used will differ depending on the head equipped.
We've made adjustments to increase the amount of enmity generated by the Valoredge's Invincible making it easier to keep an enemy on them. Moving forward we will be keeping an eye on the situation for each head's special ability effect and making adjustments accordingly.
While we looked into the requests we received to give puppetmasters their own special effect instead of other jobs' special abilities, as Camate commented here previously, we wanted to deviate from the shared effect of "Overdrive" and after considering both originality and practicality, we decided to adopt the current ability.
Also, while this is slightly off-topic from new special abilities, in the December version update we will be making adjustments to "Overdrive" and making it so you receive three maneuvers worth of an effect from a single maneuver. We'll still be keeping the maximum amount of maneuvers for a single element at three, so it won't be possible to go above this, but we will be making it so you can simultaneously increase the number of maneuvers for three elements to the maximum.
I mentioned that we were looking to perform the adjustments to "Overdrive" at the same time we added the new special abilities, but due to scheduling, it unfortunately will be one month later than the special abilities. I apologize to all of you who were anxiously awaiting the adjustment, but please give us just a bit more time.
I understand that there is feedback for further adjustments, but as all of the stats and direction for each ability has already been decided, we will be implementing these in the November version update. Moving forward, we'd like a greater range of feedback, including players who haven't participated in Test Server testing, and we will be making balance adjustments as needed, so please try using these new special abilities in a variety of situations.
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Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2013-10-31 00:11:16
Yeah that RDM 2hr... what were they thinking lol.
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Bismarck.Ihina
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Posts: 3187
By Bismarck.Ihina 2013-10-31 00:26:56
I can't wait to steal sp abilities off of ...err...
Also, assuming they all stack, ES + RDM SP2 + Saboteur would probably give you a 3 minute sleep on pretty much every mob that isn't immune.
Bahamut.Ravael
Server: Bahamut
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Posts: 13617
By Bahamut.Ravael 2013-10-31 00:50:20
Quote: Geomancer
Widened Compass
Expands the range of geomancy spell effects.
People seem to be especially mad about the new RDM sp (understandably), but I'm having a hard time thinking of situations where the GEO one would useful. The idea behind 1-hour abilities is that, since they're so useful, you'd want to save them for clutch situations. I don't see how a bigger bubble would make much of a difference, unless it was so huge that I could stand out of range of Delve boss aoe attacks and still hit them with an indi spell (which I highly doubt is the case).
By minikomby 2013-10-31 01:30:42
perosnally i dont see use for BST one
Beastmaster
Unleash
Increase Charm rate and reduces the recast time for Sic and Ready.
Charm WTF who still use that and recast for sick and ready, no real use when pets get tp so slow...
Monk
Inner Strength
Increases your max HP.
what happened to the counter ability, i remember they used to talk acount countering everything for MNK ability
Corsair
Cut Card
Reduces the recast time for party members' special abilities.
I just dont undertand this SP... we have wild card already, 3rd roll idea was something nice, let all rolls to be 11s or lucky numbers is another great idea but intead of that they giving us this, just dont undertand :/
Geomancer
Widened Compass
Expands the range of geomancy spell effects.
well with this ja, i wonder what is going to be the new range for indi spell and geo spells, if range is huge, geomace wont need to be too close of Monsters and can avoid take dmg, also all depend on if mobs have 20 range tp moves with death effect lol
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