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  1. #61
    Player Lithera's Avatar
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    Mar 2011
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    Character
    Lithera
    World
    Shiva
    Main Class
    BST Lv 1
    Hopefully the blue magic adjustments in the update help us BLUs out. Problem with delve sword was it did nada for our spells effectively nerfing our primary source of burst damage. People also seem to forget we can do crowd control as effectively as any BRD. I go to delve on BRD as basically a sleep and pull whore and wonder why I'm not on my better skilled better geared BLU instead.
    (0)

  2. #62
    Player OmnysValefor's Avatar
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    Oct 2012
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    Obviously because you can't buff as a blu.

    Surely you're buffing the group.

    Pulling as a blu won't do anything to help your spells' damage. Bard also can pia->mazurka themselves if they get enough of a lead and lullabies have greater range than blue sleeps.
    (0)

  3. #63
    Player Lithera's Avatar
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    Mar 2011
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    733
    Character
    Lithera
    World
    Shiva
    Main Class
    BST Lv 1
    I'm the Mage pt BRD so it's double ballad and that's it for the most part which frees me for pulling. Unless the mages are dummies, MP isn't a concern during farming anyways. I have speed legs for BLU plus more damage mitigation than BRD unless I scherzo myself. Don't need range on sleep. Not pulling with it and radius on BLU sleeps more or less fills the cramped fighting areas in Delve zones aside from the big room in Morimar which you don't need sleeps in after the initial wave of monsters anyways.
    (0)

  4. #64
    Community Rep Camate's Avatar
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    Greetings everyone,

    Producer Matsui Akihiko has responded to some of the latest questions and feedback, so please have a read when you have a moment.

    Quote Originally Posted by Akihiko_Matsui View Post
    Hello, Matsui here.

    Thank you for all of your feedback and thoughts.

    I'd like to respond to some questions and feedback, as well as let you know some updates on content that is being adjusted.
    • Make item levels easier to see.
      The development team would like to improve this, but this is something that we need some time to do.

      Of the feedback we have received, requests for making this hidden (=a hidden stat) and requests for the addition of a new UI where this information could be consolidated stand out the most.
      (The latter request also involving that it goes with the new Windows UI.)

      In regards to the request for making it a hidden stat, if the rule was as simple as "item level 100 = +5 to each stat," then it wouldn't be that much of a problem; however, it's not as simple as this and I believe it would become even more difficult to understand.

      Next, in order for us to change the display method and add a new UI, we would have to process the help text with the program itself and display it; however, the current help text is simply text data and addressing this would become difficult.

      To solve this, we would have to make the display data into client data and create a system to display this data; however, this would impact the client memory in a large way. Additionally, the fact that there are a lot of special characteristics for FFXI equipment bonuses is yet another factor adding to the difficulty for this.

      Instead of aiming for a perfect solution, I feel it would be best to put emphasis on making it better than it is currently.
    • You said you would be adding more physical damage reduction equipment, but it doesn’t look like you did.
      The goal was not to increase the amount of physical damage reduction equipment; the goal was to close the gap that was opening up between the defensively proficient paladin and other jobs. (It's not that we are putting them at the same defensive level, we just want to shrink the large gap a bit.)

      In other words, if we were to adjust the power of monster attacks with the original defensive difference, jobs other than paladins would end up taking severe damage or it would make all jobs completely unafraid of getting hit.

      I'm also aware that only having physical damage reduction as we continue to make adjustments is somewhat problematic. (For example, it would take away the need to have curing power above a certain level.)

      With that said, we are looking into alternative methods with jobs and items, and as we foresee that we can achieve our goal by mainly adjusting HP and defense, we have decided to make that the basis of our adjustments.

      We apologize for making you worry about there not being any physical damage reduction stats; however, the adjustment plans that were conveyed previously have not been changed. Also, it's not like we are going to rule out physical damage reduction as an equipment bonus, and we plan on implementing gear in the future with this stat.
    • The effects of "magic damage +" is weak, so please make this value higher.
      As this is something that is being worked on as a new parameter, the effect that you are seeing right now is in a weaker state than normal.

      Once development and testing have been completed and the effect becomes what was planned, it will be a stat that can be understood better, and we will be keeping it as it is until that time.
    • How will you be enhancing magical accuracy for blue mage, dark knight, and ninja?
      We will be introducing equipment with magic accuracy, but the main method of doing this will be by increasing magical accuracy and magic damage depending on the value of your "combat skill +" for the weapon equipped in your main hand.
    • Will the utsusemi adjustments apply to ninja support job as well?
      Similar to the adjustments of the damage values for physical blue magic spells, this adjustment will only be applied to ninja when it is your main job.
    • There are some job abilities and equipment that are affected by level. Will these be affected by item levels?
      Neither will be affected by item levels.
    • Make the item level of equippable items the same for each job.
      I apologize for there not being enough equipment variations.

      Due to the fact that there are a large amount of items in content such as skirmish, delve, and coalitions, as well as content such as wildskeeper reives that have different types of equipment, it's difficult to always have the same exact item levels for every job at any given point in time, but we will be preparing a variety of equipment that can be obtained in a variety of ways, which will enable you to procure all of the weapons for that item level.
      (One large reason for this is that the rewards for wildskeeper reives have had their graphics designed based on the Naakuals.)

      We are currently in the midst of preparing weapon enhancements and new armor for the new skirmishes which are in development, so please hang in there a bit longer.

    Finally, I have one more thing I would like to inform you of.

    Currently, of the shield stats that you can check on the Test Server, we’ve made the "shield skill +" values extremely small.

    This is because these values were added based on the revamps to the shield activation rate calculation criteria; however, as a result of our testing, we've determined that when facing monsters that are above a certain strength the activation rate of Ochain has fallen roughly 30%.

    Due to this, we are separating the criteria data and adding to the value of "shield skill +" so that the current shield activation rate is not changed.

    I just wanted to let everyone know this ahead of time as I'm sure there would be some surprise when seeing this on the Test Server after I said there would not be large variations on the stats found there.
    (8)
    Devin "Camate" Casadey - Community Team

  5. #65
    Player FrankReynolds's Avatar
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    Mar 2011
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    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Akihiko_Matsui View Post
    Currently, of the shield stats that you can check on the Test Server, we’ve made the "shield skill +" values extremely small.

    This is because these values were added based on the revamps to the shield activation rate calculation criteria; however, as a result of our testing, we've determined that when facing monsters that are above a certain strength the activation rate of Ochain has fallen roughly 30%.

    Due to this, we are separating the criteria data and adding to the value of "shield skill +" so that the current shield activation rate is not changed.

    I just wanted to let everyone know this ahead of time as I'm sure there would be some surprise when seeing this on the Test Server after I said there would not be large variations on the stats found there.
    errrmmm...

    (1)

  6. #66
    Comments on the Matsui post:

    1. Pleased to see something being done about magic damage. Blm used to be a centerpiece or focal point in party build, I'd like to see them back in the top tier of DD and desired of themselves. Hopefully they won't get passed over for sch due to sch's tier 5 nukes and greater utility as a healer/buffer.

    2. -PDT gear, sorry, but as a player that loves rune we NEED survivability gear that doesn't take away from our current job strengths. Maybe the AF that's coming does that, but since we'll all be building to delve stuff that's a short-term fix. I have no problem with pld being the kings of physical defence, that's what they were made for after all. But if you want rune to be a tank as well we need to be able to live thru mob's physical attacks. So if you want the new job to have a use, please look into this.

    3. Item levels the same-sorry, this NEEDs to happen. See, the playerbase LOVES to marginalize jobs-at least if it isn't thier favorite job. Simply being able to say "you're level 117-equivalent, he's 119, he gets to come, you don't" is just a way to designate which jobs go on the scrapheap. I mean you already have party formers requiring r/m/e/d weaps only when forming despite the fact that 75% of those weapons are out-parsed by other stuff. It's marginalizing players on the basis of the package or brand-name, but it's still marginalizing. Obviously, when you FINALLY get around to the upgrades to r/m/e that may no longer be the case (I think that's currently scheduled for March of 2017 based on the info we are getting from you, 2 updates after the smn avatars and the like), but for the moment that's what is happening. We're told you guys ALL play, so I'm sure you all have seen it happening first-hand. If an item level makes a weap too overpowerred, put the level in the display but cut the stats.

    4. Magic accuracy-sorry, doing this through gear just doesn't cut it. The jobs in question all have to gear for physical damage for current playstyle, they simply don't have ROOM for casting gear as well. So, unless you put the magic+ on the gear they use for physical you need to look at fixing the base accuracy of the jobs themselves. Otherwise, that proverbial scrapheap mentioned before.

    **Edit due to update: IF combat skill + is going to in fact be physical AND magical I partially withdraw this objection. Only partially though, a heavy gear swapper is still going to have issues unless it is only based on the weapon, for some that change weapons (say for elemental compatibility or to exploit a prey weakness) even that might be a problem. If the 2 ARE combined then I hope the defensive boosts are also combined-although that might take away my rune's limited appeal, I'm gonna have to think about this one for a bit more...**

    5. Item levels more visible-the whole game needs a graphic fix to be compatible with equipment built 2005 and later, but that clearly isn't going to happen so I'm not going to waste the typing effort to ask for the REALLY needed fix. The other players and I will just go on with the game freezes and forced disconnects that SE has apparently decided is to be our punishment for trying to keep place with modern technology. Seriously, if you guys were to roll out a compatible version the tech specs to handle this game means it could be played on a smartphone (good luck reading the display, but still).
    (4)
    Last edited by Glamdring; 08-03-2013 at 07:27 AM.

  7. #67
    Player OmnysValefor's Avatar
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    Oct 2012
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    1,186
    Finally, I have one more thing I would like to inform you of.

    Currently, of the shield stats that you can check on the Test Server, we’ve made the "shield skill +" values extremely small.

    This is because these values were added based on the revamps to the shield activation rate calculation criteria; however, as a result of our testing, we've determined that when facing monsters that are above a certain strength the activation rate of Ochain has fallen roughly 30%.

    Due to this, we are separating the criteria data and adding to the value of "shield skill +" so that the current shield activation rate is not changed.

    I just wanted to let everyone know this ahead of time as I'm sure there would be some surprise when seeing this on the Test Server after I said there would not be large variations on the stats found there.
    FrankReynolds beat me to it but: What does this mean? No offense, but the translation of this answer is hard to understand.

    If it affected Ochain, how much does it affect Aegis, and did your intended changes change this? Aegis should still have a reasonable block-rate.

    All PLDs, but non-ochain plds specifically, will be interested to know what the intended block rate of Killedar shield is vs these higher level enemies.

    (Google-translating Matsui's post revealed the shield block plateau to be around level 110.)
    (0)
    Last edited by OmnysValefor; 08-01-2013 at 02:06 PM.

  8. #68
    Player OmnysValefor's Avatar
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    On the subject of -PDT.

    I am disappointed by the lack of PDT delve gear (non-existent besides 3% on one piece). My friends are upgrading their gear like nuts, and good for them, but the only relevant piece that I've gotten from adoulin are the hands from Yumcax. (I have full delve plate set -head, but it's just for fun, how hard I ws doesn't actually matter currently.)

    I do believe that there is too much PDT gear in the game, that DDs are too tankable and that, even if enmity was working, zerging the boss is just too appealing. People won't stop inviting me to Naakual, but I'm just a tool at Delve Bosses.

    Honestly--to be blunt, why is the damage a boss does to a pld even a concern? You haven't fixed enmity and have offered no intentions to do so. When a pld gets hate, it's usually because the next targets on the list are the support, or a hate reset.
    (2)

  9. #69
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    2,273
    Quote Originally Posted by Akihiko_Matsui View Post
    Will the utsusemi adjustments apply to ninja support job as well?
    Similar to the adjustments of the damage values for physical blue magic spells, this adjustment will only be applied to ninja when it is your main job.
    Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo!

    Well, it's good for NINs as they really needed some love, but all other jobs that would have loved the extra survivability have really sh1t out here! ><
    (0)

  10. #70
    Community Rep Camate's Avatar
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    Greetings everyone,

    Producer Akihiko Matsui made quite a few posts last night in regards to various feedback, and I've compiled them all below.

    Quote Originally Posted by Akihiko_Matsui View Post
    Hello, Matsui here.

    I'd like to respond to some of the feedback and questions that were generated as a result of yesterday's post.

    It seems like you are working with the people who are favorably accepting the whole concept of content levels and item levels, while you ignore the majority of feedback which are filled with criticism and concern.

    Ever since Adoulin was released, I feel like the player base is decreasing with every update, and it seems like this is going to continue.

    If you really want to proceed with content levels and items levels, I really think you should hurry and address inventory issues and improve the job disparity due to item levels.

    We don't need content that makes people leave, so please focus on making content that will bring people back from here on out.

    Please keep doing your best from September on as well.
    If it seems that way, it's just my inadequacy and I will do my best to work harder on this.

    There are times when I get a bit hung up thinking about how to respond to dissenting opinions and criticism, but I will do my best to grasp the real meaning and make the appropriate response.

    As a result of this there are times when I do not make direct replies to feedback, and as I am not always quoting text it may seem that your feedback is being ignored. Also, there are cases it might feel this way when you don't receive an answer to certain things you were expecting and the subject continues to shift.

    The way everyone thinks is different, and while a universally accepted answer is not very realistic, I will continue to do my best to ensure that I connect my responses to our position and conclusions that can be easily understood.

    I posted yesterday about the item levels between jobs, but I will be responding about this more with the version update content.

    We are also looking into Gobbiebags, but as there are risks that these will cause other inconveniences such, as items not displaying right away when logging in or changing areas, we would like to closely investigate methods that have low risk and have a high possibility of realizing (including methods other than Gobbiebags).


    When will the "magic damage +" effect become the full-on effect you planned?
    We are working on this for the August 6th version update.


    What's going on with shield block rates now? And why is the Steadfast Shield a lower item level than the Faction Shield?
    First, the current activation rate for shield blocks and parrying on the Test Server has become higher than normal due to a bug, just as was announced here.

    Moving on to the second question, the Test Server data is still being adjusted, but will ultimately look like the below:
    • Data currently being adjusted (Test Server data)
      Killedar Shield (Delve boss) – Item Level 117
      Steadfast Shield (Delve NM) – Item Level 105
      Faction Shield (Bayld) – Item Level 106


    • Adjusted data
      Killedar Shield (Delve boss) – Item Level 117
      Steadfast Shield (Delve NM) – Item Level 113
      Faction Shield (Bayld) – Item Level 106

    1. Will the 90-100% block rate of Ochain be preserved?
    2. Will other shields not be able to catch up to Ochain even with shield skill +?
    Not only Ochain, but all existing shields will still have their same block rate as usual.

    Other shields will not have a block rate that gets close to Ochain; however, there will be shields that have a higher damage reduction when blocking than Ochain.

    More than just preserving Ochain, it's that we are in a situation where Ochain adjustments are extremely difficult due to the fact that strategies that involve the use of Ochain are well-established.

    If we were to convert the block rate of Ochain into terms of item level, it would just about be item level 150. In the case we were to reduce the stats to something more proportionate (consider RME weapons), it would be tied to increased difficulties in Delve plasm farming and such.

    If this is what is wanted, we can always take a look at reducing the block rate on Ochain; however, I don't believe you'd want this, and neither do I.

    We'd like to avoid the consequences of nerfing Ochain, and have selected to add stats to shields we introduce here on out so they can gradually get closer to the stats of Ochain. If anything is unclear with these intentions, please let me know.


    Summoning skill affects physical-based blood pact accuracy and it seems like there are some item level 119 items, but none that make avatars level 119, so please add something for this.
    Equipment that has "Avatar Lv. ***" has accuracy and other stats built into it.
    We will be adding Avatar Lv. 114 and higher equipment in the future.


    Are you going to be adding equipment that boosts automaton skills?
    The animators with item levels have accuracy and other stats built into them, and it will not increase individual automaton skills (melee skill, magic skill, and ranged skill).

    This isn't to say that we will not be implementing equipment with "Melee Skill +" in the future; however, we do not have any plans to do so right now.


    For beastmaster, I feel like the pet stats do not match the item levels. I can't really play the normal beastmaster way because my pet's stats are so low even though I am using a high item level weapon.

    Please increase pet stats so I can battle monsters properly.
    By equipping a high item level weapon in your main hand coupled with the proper familiar, it is possible to call a pet with stats that match the level. (There is also Beast Affinity.)

    As much I would like to give a slightly deeper answer, I can only answer broadly as we would like you all to discuss a bit more amongst yourselves and explore which pets to call and what equipment to wear.

    Red mage is the most proficient job for enfeebling magic and is losing out more than other jobs in terms of magic accuracy, especially since they cannot equip the Atinian Staff.

    I'm really hoping you are able to grasp the current situation and make improvements.
    I believe it looked as if red mage was left out of the equation with the question I answered yesterday that was phrased "How will you be enhancing magical accuracy for blue mage, dark knight, and ninja?"

    Sorry about that.

    The plan is not limited to only these jobs and we will be boosting magical accuracy based on the "combat skill +" added to weapons in general.


    Even using Tamaxchi as blue mage, I feel like the damage on physical spells wasn't increased much at all. I would like to see "combat skill +" directly affect blue magic attack power. With the monsters becoming stronger and stronger moving forward, it's going to be become increasingly tough to fight if blue magic specs remain this way.
    I'm sure you know that there is a damage value cap for physical blue magic spells.

    While I am not certain which spells you used that made you feel this way, it could be you are feeling this because you've hit the cap on Head Butt, Quadratic Continuum, and such.

    Even for spells that weren't able to reach the cap before, by using equipment with "combat skill +" there are spells that will reach the cap and spells that have room to grow.


    Adding new equipment is really nice, but there's a lot of equipment from the past that looks really cool and it makes me want a way to upgrade them, or at least a way to separate the appearance from their stats so they can be used at high levels.
    There are still some things that make me a bit hesitant about introducing a system where you can separate the appearance from the stats of equipment.

    For FFXI, the animation packs are read via your main weapon, so we aren't able to do this completely with weapons. Think of it as we would have to limit it to being the same type of weapon.

    In terms of armor, of the MMORPGs I have played that had this system, it resulted in a ton of people looking like they were fighting without any gear on at all.

    Also, as we need to decide our position on whether or not it's okay that front-line jobs wear back-line equipment (and vice versa), as well as the fact that classic FF artifact equipment could be worn by other jobs, so please let us look into this a bit more.

    We are planning to add high level equipment using graphics of popular existing items as well as revamping job-specific armor.
    (16)
    Devin "Camate" Casadey - Community Team

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