Has anyone loked on Jp forums to see which one is going to win yet?
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Has anyone loked on Jp forums to see which one is going to win yet?
From the sound of it, 3/5 has already won. They might be doing some other stuff to the abilities, too. There's much many lots of large amounts of text to just communicate "the duration is much longer now".
Here's a link, for anyone who wants to attempt read Mocchi's post or maul it with Google Translate.
Thank you from what I gathered
3/5 is winning. I won't try to read google translate on part of it because sometimes it means the opposite of what I think it does, I hope we get the info later today.
Also has info on BST killer instinct, looks like they are planning to adjust it. As we know we are already getting merit point adjustments to job abilities where recast is the only change. Sounds like they are planning to change it from 1 duration 15 minute recast with each merit lowering recast by 2:30 at 5/5 merits giving us 1 duration 5 recast. Changing this too 3 duration 5 recast and each merit adding +2 killer effect.
Don't take this as fact till it's confirmed by someone who knows Japanese, or by SE.
Here is what Google translate thinks of Mocchi's speech...
I spent an hour searching in vain to find this post, so thanks for linking it, Spankwustler^^Quote:
Originally Posted by Mocchi
-15% damage taken for 3 minutes is pretty win. Keep in mind we can increase the bonus by 30 seconds or so with AF1 pieces, so it'll really only be 90 seconds between circles.
Glad I could help.
It was hidden in the Tactics > Damage Dealing section. I never would have found it either, except I just opened every single Japanese section's Dev Tracker and searched for the roman numeral five.
Since the English Tactics forums are used mainly for posting the worst possible courses of action in any or all given situations, the Japanese counterpart is not exactly the first place one would think to look.
#2 longer is better and that's what she says fo sure
Camate the Behemoth
Based on the comments in this thread and the other regions, the development team will be moving forward with adjustments to the below job abilities, making the effect duration 3 minutes and the recast time 5 minutes:
※Hamanoha was not listed in the previous post, but it will be included for this adjustment.
- Paladin
Holy Circle/Sepulcher- Dark Knight
Arcane Circle/Arcane Crest- Samurai
Warding Circle/Hamanoha- Dragoon
Ancient Circle/Dragon Breaker
Along with this adjustment, the group 1 merit points that affect these abilities will each be shortened from 20 seconds to 10 seconds for each merit point added.
As a result, through merit points and equipment it will be possible to reach an effect duration of 3 minutes 30 seconds and a recast time of 4 minutes 10 seconds. Below are the development team’s thoughts on the adequacy of the job abilities’ effects.
•The effect itself
It was determined that the effect of gaining a 15% chance of activating intimidation, 15% damage boost, and a 15% reduction in damage taken versus specific families of monsters is effective. While we have received various opinions on the matter, we would first like to monitor the situation with the longer effect durations and shortened recast timers.
•Usage
In addition to comments stating that the effect is weak, we have also seen comments stating that the monsters these abilities apply to are scarce (not enough situations to be able to use them).
It is very true that no matter how good the stats are, if there aren’t situations to use it or not enough situations to use it, there is no point in having it. With that said, we will be properly preparing situations for them such as adding NMs to Legion that make these abilities effective and useful.
•Deletion of abilities
Additionally, we have seen some comments in regards to deleting these abilities since we are reaching/at the recast timer limit for some jobs.
I am sure you all already understand, but to explain once again to avoid any confusion going forward, currently the recast timer limit is 13. However, in the future we plan on increasing this, so please don’t think of this as a reason to delete abilities.
Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.
Current:
Effect duration: 1 minute
Recast time: 15 minutes
Each merit point reduces the recast timer by 2 minutes 30 seconds
↓
Adjustment plan:
Effect duration: 3 minutes
Recast time: 5 minutes
Each merit point increases the Killer effect +2
Demons shouldn't ever be a problem. So many SAMs and /SAM to keep warding circle up 100%.
It's not uncommon to keep 2 PLD in a party for particularly tough mobs, mobs with a hate reset or mobs with a 1-shot capability, so Holy Circle can be kept up 100%
might be interesting to see whether this prompts /DRG or /DRK for more jobs now though. /DRG with the new reduced jump timers might actually add something quite useful to many 2-handers, H2Hers or Dual-wielders as you can get a good chunk of TP per jump, and with extended range to avoid AOE moves too. I always wanted to mess around with THF/DRG actually, but without native DW it was never worth it... now however... :D
Despoil *cough* Mug *cough* Steal
Also, seconding RDM. Voidwatch forces RDM to spread merits thin into useless junk (hello Blind II) and meriting +15 to wind magic accuracy when everyting is immune to Gravity is pointless etc etc
This is fantastic for BST!!Quote:
Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.
Current:
Effect duration: 1 minute
Recast time: 15 minutes
Each merit point reduces the recast timer by 2 minutes 30 seconds
↓
Adjustment plan:
Effect duration: 3 minutes
Recast time: 5 minutes
Each merit point increases the Killer effect +2
If the merit of each increases the kiiller effect +2 (instead of affecting duration or recast) Then how will the augmentation on Monster Helm +2 work? Will it still increase duration or increase killer effect from 2/merit to 4/merit?
It will certainly affect the benefit of a bst carrying around more jugs. Bst will get more use out of this change than other jobs (we fight stuff our circle affect works on alot more often... because our circle can change to most mobs we could fight). This could improve the desire to have a bst around. An extra +15% on many mobs or NM fight for the group. This would make killer instinct much more viable and demanded. Most don't merit it for the recast.
It feels weird to find everything in a post about the developer's thoughts totally together and maybe even awesome. I'm a little worried that I'm going to walk outside and see horses riding humans.
This, in particular, sounds great. Even if Killer Instinct needs to be 3/5 or 5/5 to reach it's current potency, it's still a huge improvement.
To go with these changes, might I suggest Killer effects granting a 5% damage and defense bonus against their appropriate monster families?
So if I understand this right, the limit for the amount of Job Abilities we can have on separate timers is 13? The reason I ask about this is because as DRK/SAM I got 15 Job Abilities all on their own timers. I just fired off 14 / 15 just now and much to my disappointment, the world wasn't divided by 0. Maybe the limit is 15? :P
Still, it is nice to have the devs trying to tell us what the specific limitations are. When they explain these things, it helps us better understand the stuff they gotta deal with.
12 for your main job and again 12 for your subjob, according to his post in another thread. 13 would be with two-hours. Of course this is just my interpretation, and I can't be 100% sure, but that makes most sense to me.
I feel like the potency of circle job abilities are pretty nice. The AoE intimidation proc is nice. I'm up in the air about idea number 1 and 2, but im a fan of long lasting job abilities. Number 2 is the way to go most likely.