Well now wouldn't that be quite the tease. ^^;
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Well i'm sure you meant level 99..as we are not getting level 100, (remember every other Final fantasy game?)
Actually, Final Fantasy VIII did allow players to level to 100. I specifically mentioned Lv.100 because it'd be really silly for them to increase the maximum level to 99 instead of 100. It just doesn't make sense to add a four level increase after they've been adding them as five level increases.
Actually, it makes perfect sense....first off, they said the new max level was going to be 99...second, don't you want us to be immune to those retarded attacks that petrify us or w/e just because we're a multiple of level 5? Especially when the creature in question is like lvl 30 where we're level 90...basically punishing us for being the wrong level. Not that it makes the mobs in question any serious threat mind you, it's just really irritating to me.
My only point is that it's inconsistent to the previous level cap increases over the course of the last year. Yes, it would prevent Lv.5 Petrify from ever being a problem again, but that's only one example of how Lv.100 could be bad. Lv.50 sub jobs would be more beneficial than Lv.49, obviously. For example, Resist Petrify III is RDM's Lv.50 job trait. I'd of course prefer it if WHM got Banish IV and Banishga III now, rather than by Lv.99.
meh...99 feels more final to me.
Yeah, the maximum will be 99, and it is more about technical limitations actually than anything else (if I remember right, could easily be wrong though). Maybe in some Distant Worlds, we could be 100 one day.
Probably not... but that's just my guess. ^^
Maybe I'll get a spell that I'll want to cast exactly twice before this month is done. Maybe I'll get a spell that I'll want to cast exactly twice in six months from now.
Somehow, I can't bring myself to care which way it goes. I've never felt the burning need for a less MP efficient version of Stone I/II/III/IV as a White Mage.
Banish IV and Banishga III, for which an implementation timetable has yet to be determined, have received a lot of attention. But Curaga V, which has been a bit lacking, has been adjusted and the enmity gained has been lowered.
The updated data is now reflected on the Test Server, so please check out Curaga V's latest effects.
Any plan on adjusting Sacrosanctity (Lv. 95)? it's disapointing how it works, and I can't really find it usefull at all. You use it, and the next magic damage you take it'll wear off, with a recast of 10min... On mobs who spam spell/tp move who did a lot of damage it won't help a lot :s
I was hoping for a ja who will works with bar spell, something like increase the magic defense for a set amount of time (5min for 10min recast?), you can lower the effect, who seems powerfull (at least on the mob I test it, I take only 1/4 of the damage (109 dmg in place of 438, same number for the 3 test I did).
And or change the help message, because " Enhances magic defense for party members within area of effect." don't really reflect what it did.
The upgrade from the 22% cure potency staff is currently 40 light geodes for 1% more cure potency on the test server. While other staffs might be priced right at 40 geodes for +1 magic affinity, a 1% boost to cure potency for 40 geodes is too much.
Either the cure potency staff should have a lower cost, an alternate trial (like turn in more pixies), or a bigger boost to cure potency (or other stats). I understand that the cure potency on it is fairly high, so perhaps the best solution is to cure the geode cost to a more reasonable level for this staff.
I've always been paranoid that things like Light Arts stack with Cure Cast Time in a multiplicative manner rather than an additive manner, so I just assume I'm never hitting the new reduction cap of 80% no matter what I slap on. It would be awesome to find out that I'm wrong in thinking this, though.
I love the idea of Sacrosanctity: it's a very strong defensive ability meant to be used at a key moment. This is exactly the kind of thing that White Mage benefits from having, and I'd love to see an equivalent for physical damage later on.
However, ten minutes is a huge recast for a one-shot ability at this point in the game. Most Notorious Monsters don't even live ten minutes. Five minutes would be a much, much more reasonable recast for such an ability.
Okay, so why does this weapon get to cure these things and not Esuna or Benediction?Quote:
The issue where the weapon skill Myrkr would not remove the status ailments Elegy and Requiem.
I think the development team's logic is that Elegy and Requiem are single target, so there's no need for an Area of Effect spell or ability to remove them.
I also think that logic is suspect. Esuna, Sacrifice, and most of all Benediction should excel in "quality" of status effects removed as well as quantity. The first two have steep draw-backs, and the third can only be used every two-hours.