When will these changes be applied to the test server?
When will these changes be applied to the test server?
I can't wait to try this out on the test server!
Just to clarify.
- It does say in the JP version that it includes cure vi in the new healing algorithm.
- Manabooster for fast cast makes perfect sense now that we can have 4-5 different spells on different times. No more reducing the recast time on nukes, but I totally give up those 2-6 seconds any day.
- Buffs will most likely be redmage/white mage head. Most likely WHM. No reason to believe its harlequin...
- Repair oils and the new JA: if its on a faster recast time (and seperate than regular repair) its a welcome addition imho. Sadly i doubt they will add stacks of 99 for repair oil.
Things still missing:
Heat capacitor -> Supposed to remove the flame consumption ( was promised a while ago)
Scanner -> fix? change? I know its supposed to scan for elemental resistance, any chance it can not nuke a mob that is healed by fire with fire >< Also can it stop the silence on crabs ><
Tactical processor -> Does something?
Cant wait for this to hit test, I will test it all and post updates when it goes. My 95 pup is already copied and has all attachments so will keep everyone updated.
I agree with the 99 stacking, but one man can hope, right?
As for the JA of course it's gonna be on a different timer than Repair. I'm not saying I'm not welcoming this new JA, just that it's a bit "stupid". We already have Repair + Puppetry Babouches for that. We have the new Eraser, we have automatons that can cast Erase, why would we want to waste a repair oil for this new JA?
I'm sure there are situations (like when Repair is on cooldown) but I would have liked this JA more if it didn't consume an Oil.
I'm afraid this might be more complicated than we thought to develop.Scanner -> fix? change? I know its supposed to scan for elemental resistance, any chance it can not nuke a mob that is healed by fire with fire >< Also can it stop the silence on crabs ><
Probably they don't have a field "This target casts magic" in their database. That's the reason why they used the "This target has MP" as discriminating variable.
Supposing this is true, to solve this issue they would need to update the database for ALL the targets and add a new field. Seems highly unlikely to happen if you ask me.
I'm pretty happy for this update, my only small disappoinment/concerns are
- I was expecting more attachments to be updated. Especially those who work only on EM+ targets. Shame...
- I was also expecting a larger update on elemental capacity. Like giving 7 Light slots to Soulsoother, or reducing the elemental requirement on way more attachments. There are so many insanely good combinations that we can't make use of because we lack space. Mainly Light, secondarily Thunder and last Fire. It's okayish for the other slots I guess.
- MP will definitely become an issue unless they give us a general mp cost reduction for all mage automatons, like... dunno, 10%? Relying on ADD is stupid imho. As I mentioned before that's a stupid mechanic that was never planned to be used (of course...), yet players had to rightfully exploit it to overcome the job's limits. I don't really want to resort using on ADD once more after these fixes
And the autumn of life has finally come
with the promise of winter thaw.
It might be possible to check for the spell count though. Any caster has a spell list. Crabs have MP, but no spell list. NIN or BRD mobs have no MP but a spell list. The problem might be in the difference between JAs and spells though. If both are internally the same thing, just using different resources, then a spell list count would need a SilenceableCount...
So yeah, it's complex.
"Puppetmaster was our last best hope for peace. It failed.
Now it's our last best hope.. for victory!"
A few other people mention this I've seen...
Originally they said they were going to remove the flame consumption. Later on, they stated that they changed their mind and that they weren't going to. So really, they're no longer going to.
EDIT: Just looked... I can only find the part where they said they were adding it, then they said they were postponing it... I swear I saw one that said they were scrapping the idea... but perhaps I am wrong on that one.
And I was also thinking about the mana booster... If the fast cast is significant (i.e. casts the spell a few seconds faster) technically it still is reducing recast time, because the timer starts counting down recast faster. Also, individual spells should be up faster (i.e. Thunder V) which is nice.
Last edited by Annalise; 10-17-2011 at 11:36 PM.
Camate, Please pass on my gratitude to the dev team. Thank you for listening to the PUP community on the most important issues. I am looking forward to testing these adjustments on the test server and in Final Release.
Any chance of the specific numbers being released? like the post a while back with this in it;
Earth Attachments
• Armor Plate: Defense (+10%/+15%/+20%/+25%)
• Armor Plate II: Defense (+20%/+25%/+30%/+35%)
So the new ones are -5% PDT -10% PDT -15% PDT -20% PDT etc
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