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Dev Tracker - news, discussions
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Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 06:44:56
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2,803
By Cerberus.Anjisnu 2017-09-08 07:09:42
+3 skill so this next upgrade gonna cost a billion i assume and about 1m gp
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Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 07:18:45
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2,803
By Cerberus.Anjisnu 2017-09-08 07:29:08
oh damn lol nvm
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2,803
By Cerberus.Anjisnu 2017-09-08 07:29:53
back to hoping for bonanza win on 6 characters
Asura.Eiryl
By Asura.Eiryl 2017-09-08 07:30:25
So, the first person to make the new tier, and equip it to all 16 slots gets 50% HQ rate? (+ however much the new formula brings).
welcome to HQ gear for free.
And *** that things ugly holy ***.
By Chimerawizard 2017-09-08 08:58:55
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate Wonder what the duration on that is. Hopefully not one synth.
HQ or bust!
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Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 09:01:13
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate Wonder what the duration on that is. Hopefully not one synth.
HQ or bust! There must be a catch to it though, why would the enchantment give hq success+3 AND "100% hq"? maybe its on consumables onry?
By Justuas 2017-09-08 09:01:33
Craft shield from new freshly picked.
Cornelia and her sphere effects. Do they translate those freshly picked anymore
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Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 09:04:37
Cornelia and her sphere effects. Do they translate those freshly picked anymore
Sphere effect
haste+20%
phys/magical/ranged acc+
By Chimerawizard 2017-09-08 09:06:44
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate Wonder what the duration on that is. Hopefully not one synth.
HQ or bust! There must be a catch to it though, why would the enchantment give hq success+3 AND "100% hq"? maybe its on consumables onry? Pretty sure that just means if you roll a nq it breaks; which is also why it gets synthetic material loss rate -15%.
Pray that the break has no significant materials lost so you get another try at HQ.
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VIP
Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 09:08:13
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate Wonder what the duration on that is. Hopefully not one synth.
HQ or bust! There must be a catch to it though, why would the enchantment give hq success+3 AND "100% hq"? maybe its on consumables onry? Pretty sure that just means if you roll a nq it breaks; which is also why it gets synthetic material loss rate -15%.
Pray that the break has no significant materials lost so you get another try at HQ.
that makes alot of sense, you have to be right. less npc'd gil into the economy!
Server: Asura
Game: FFXI
Posts: 34,187
By Asura.Kingnobody 2017-09-08 09:21:31
Wait, what?
/watches it be gear haste, then laughs all the way to the bank.
VIP
Server: Sylph
Game: FFXI
Posts: 1,442
By Sylph.Funkworkz 2017-09-08 09:30:09
Wait, what?
/watches it be gear haste, then laughs all the way to the bank.
Nyarlko posted it on BG, more specifically said 20% @119. didnt say what type (im guessing same as geo?)
Server: Asura
Game: FFXI
Posts: 1,544
By Asura.Vienner 2017-09-08 09:38:44
I cant help but think that they placed Cornelia's head on her back instead of her front.
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Asura.Solymr
Server: Asura
Game: FFXI
Posts: 35
By Asura.Solymr 2017-09-08 10:04:33
Defense 5 synthesis skill + 2 synthesis synthesis speed +240 synthetic material loss rate -5% high quality success rate + 2 enchantment: (goldsmithing synthesis only): synthetic material loss rate -15% high quality success rate + 3 sub skills + 10 (Upper limit 70) insignificant quality cannot be achieved
Disclaimer: Google translate Wonder what the duration on that is. Hopefully not one synth.
HQ or bust! There must be a catch to it though, why would the enchantment give hq success+3 AND "100% hq"? maybe its on consumables onry? Pretty sure that just means if you roll a nq it breaks; which is also why it gets synthetic material loss rate -15%.
Pray that the break has no significant materials lost so you get another try at HQ.
So still some speculation, but if it comes to pass that there is a base increase in HQ with the patch and the % from rusk/rings/shield is added at the beginning of the calculation we could be looking at HQ rates of 10% for T0. That is kind of crazy. Nobody would wear NQ ever again.
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2,803
By Cerberus.Anjisnu 2017-09-08 10:50:32
i dislike the way se words things lol even though this is google translate i'm gonna guess the insignificant quality bs is applied to subcraft only so it will only do main craft roll
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2,803
By Cerberus.Anjisnu 2017-09-08 10:53:03
Cornelia and her sphere effects. Do they translate those freshly picked anymore
Sphere effect
haste+20%
phys/magical/ranged acc+
of all the submitted ideas this is what we get lol how *** unimaginative
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Server: Leviathan
Game: FFXI
Posts: 6,052
By Leviathan.Comeatmebro 2017-09-08 11:10:35
So, the first person to make the new tier, and equip it to all 16 slots gets 50% HQ rate? (+ however much the new formula brings). People keep saying this, but it hasn't been possible to do that for many months now. Check the packets, they no longer work.
welcome to HQ gear for free. Still, this. 5% on the shield alone, add another 3% from rings and rusk and even T0s become almost 10%.
Fenrir.Snaps
Server: Fenrir
Game: FFXI
Posts: 1,139
By Fenrir.Snaps 2017-09-08 11:27:41
Can we be certain that the shield enhancement stacks with the shield bonus?
By Draylo 2017-09-08 11:33:52
Glad they didn't waste Lilith, I hope they add her at some point.
By Nyarlko 2017-09-08 11:41:05
i dislike the way se words things lol even though this is google translate i'm gonna guess the insignificant quality bs is applied to subcraft only so it will only do main craft roll
What was translated as "insignificant quality" is written in katakana as:
"ノーマルクォリティー" which directly reads as "Normal Quality".
The full line is: ただじノーマルクォリティーができない。
Which basically translates as: "However, Normal Quality is impossible." or as GTrans says "But you can not have normal quality."
Odds are that the enchantment makes it HQ/break only.
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By waffle 2017-09-08 12:05:10
Can we be certain that the shield enhancement stacks with the shield bonus?
It should not. Typically the enchantment bonus would overwrite the existing bonus for its duration.
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By Foxfire 2017-09-08 12:16:06
Hello friends, just popping in to remind you guys that these effects are multiplicative and not additive, so the numbers are not as pretty as they seem.
Even the rings themselves are incredibly minimal due to this, so we won't be seeing a 10% increase to HQ anytime soon.
As for rusks:
Can reference Byrth's testing with rusks vs no rusks where the data (10k sample size on both cases) showed minimal (or no) difference, meaning that they probably don't attribute a % increase to hq rate either; presumably just material loss-.
What we should be wondering about is the upcoming change to the numbers coming up with the updated so hopefully that'll point to something better.
Further reading if you click thru this thread to Byrth's testing.
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Server: Cerberus
Game: FFXI
Posts: 1,934
By Cerberus.Shadowmeld 2017-09-08 12:21:20
Hello friends, just popping in to remind you guys that these effects are multiplicative and not additive, so the numbers are not as pretty as they seem.
Even the rings themselves are incredibly minimal due to this, so we won't be seeing a 10% increase to HQ anytime soon.
As for rusks:
Can reference Byrth's testing with rusks vs no rusks where the data (10k sample size on both cases) showed minimal (or no) difference, meaning that they probably don't attribute a % increase to hq rate either; presumably just material loss-.
What we should be wondering about is the upcoming change to the numbers coming up with the updated so hopefully that'll point to something better.
Further reading if you click thru this thread to Byrth's testing.
The wording of the pre-patch notes from SE indicates that this may be changing. It more than implies that SE is both upping base HQ rate across the board and changing equipped gear to have a bigger impact.
The current supposed affect is that they are changing the gear from a multiplicative property to a cumulative property added to your base HQ rate.
We won't know for sure until Monday.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10,206
By Asura.Saevel 2017-09-08 12:22:06
Hello friends, just popping in to remind you guys that these effects are multiplicative and not additive, so the numbers are not as pretty as they seem.
Even the rings themselves are incredibly minimal due to this, so we won't be seeing a 10% increase to HQ anytime soon.
Guess you missed the part where SE said they were changing that.
By clearlyamule 2017-09-08 12:22:48
Hello friends, just popping in to remind you guys that these effects are multiplicative and not additive, so the numbers are not as pretty as they seem.
Even the rings themselves are incredibly minimal due to this, so we won't be seeing a 10% increase to HQ anytime soon.
As for rusks:
Can reference Byrth's testing with rusks vs no rusks where the data (10k sample size on both cases) showed minimal (or no) difference, meaning that they probably don't attribute a % increase to hq rate either; presumably just material loss-.
What we should be wondering about is the upcoming change to the numbers coming up with the updated so hopefully that'll point to something better.
Further reading if you click thru this thread to Byrth's testing.Should also note there is some contradictory data in that thread that never was resolved in why sometimes it made a difference and other times it didn't
Server: Leviathan
Game: FFXI
Posts: 6,052
By Leviathan.Comeatmebro 2017-09-08 12:31:08
Quote: These, coupled with adjustments to the HQ success rate attributes found on certain equipment and foodstuffs,
mean that you should especially notice the changes for items which had a low base chance of becoming high quality.
The specific mention of items with a low base chance makes it sound like they are going to make the gear additive instead of multiplicative. There isn't much else they can do with it, unless they mean to increase the values on existing gear.
Server: Cerberus
Game: FFXI
Posts: 1,934
By Cerberus.Shadowmeld 2017-09-08 12:32:56
I would like to see some testing of Rusk/No Rusk crafts on a synth that is on a Tier borderline and see if HQ rates are affected. Example: Adaman Chains are capped at 94, which means that even with +14 its still a T1 synth. The wording of the JP translated page for rusk says craftsmanship strength +7. Could that be +skill and not +HQ? Could also possibly explain conflicting data on the rusk.
Disclaimer: I am in no way positing that Rusks are +skill, just wondering if it is a possible explanation.
By Foxfire 2017-09-08 12:35:35
Cerberus.Shadowmeld said: »
The wording of the pre-patch notes from SE indicates that this may be changing. It more than implies that SE is both upping base HQ rate across the board and changing equipped gear to have a bigger impact.
The current supposed affect is that they are changing the gear from a multiplicative property to a cumulative property added to your base HQ rate.
We won't know for sure until Monday.
prepatch notes are all but specific, so the claim that they'll be changing from multiplicative to cumulative (additive) is incredibly bold and unsubstantiated until proven (so Monday). I'm not saying it can't happen, but SE could boost things by 1% and claim it's a huge impact as-is.
I feel like they would simply alter rates of existing gear rather than buffing calculations so dramatically.
Guess you missed the part where SE said they were changing that. Yeah I guess I missed the part where they didn't specify how other than a very vague "it'll be better", much like boost is so much better on monk, right? I'm not trying to dismiss your right to speculate but even I have realistic expectations when it comes to this game. Thanks for the constructive response, friend.
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Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
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Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
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