People seem to be forgetting we also have a Main Scenario Roulette and it is very likely at least one or two of the new dungeons will be in that category. The patch notes made no reference to that category at all.
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People seem to be forgetting we also have a Main Scenario Roulette and it is very likely at least one or two of the new dungeons will be in that category. The patch notes made no reference to that category at all.
Huh... A few interesting things in the patch notes:
For Company Actions, there is no level 3 version of three of the Company Actions: Back On Your Feet (reduced Weakness duration), Brave New World (increased attributes - though, they're changing the effect of the current ones), and most importantly: The Heat of Battle (increased experience from combat). Also, it says that Reduced Rates III reduces teleport costs by 30%, but that's what Reduced Rates II does so I hope that's a typo (it's my FC's most used action by far).
Has anyone done the math on the new Mini-Cactpot tickets? My initial stab at the math says even the 300 MGP one is worth it. There are very, very few configurations where, if one uses a cactpot solver, the expected payout is less than 300. Average is more like 500. Of course, actual payouts are often below 300, but we're not talking about actual payouts. We're talking about average expected payouts given one piece of randomly selected info and three pieces of specifically selected info. One of the most favorable starts, a 1 in a corner, gives an expected payout of 1,678.5 MGP. That's only 4/81 of the available starting configurations though, and only 1/27th of the brute force data I'd have to parse to get the full expected payout. So, I'm not going to do that. At least, not now, maybe later. <_< Still, some quick extrapolation maths tells me it's always worth it. The absolute lowest expected payout you can get after your initial picks clear is 209 (if you follow a solver), so the total expected value being below 300 is extremely, extremely unlikely.
Hell yeah!! It's, ironically, the best gown ever now that it's dyable.Quote:
Best gown ever will be dyable
....what about those with the Paragon's gown?
I strongly disagree with this statement. I raid primarily as a BLM, and I move quite a lot without losing DPS. There are tons of points during a BLM rotation that you can safely move with no penalty: when a proc is up, move 0.5 seconds before your current cast finishes while hitting the proc - you get a total of ~2 seconds to reposition yourself before you have to stand still again, which is plenty of time to get into a better position when needed. When the boss becomes untargettable temporarily for a mechanic, there is no reason to stand still currently. During AoE situations, there is a ~1.5 second period of time each rotation where you are doing nothing and can safely move (between transpose and the first mana tick). Also, at any point, if you know you're about to have to move, don't have a proc, and want to maintain DPS, you can Swiftcast whatever comes next (often Fire) while moving. If you get lucky and proc Firestarter from the Fire, you get even more max-DPS movement time. All of these times, you can even move via Aetherial Manipulation if you have to go far, and you still won't lose one smidgen of DPS.
I mean, imagine doing T9 final phase without moving. I get maybe two casts in before I have to run to the boss after a jump, or run to bait novas then mid for thermiotic, or run to a DB spot, or run out for thunder/fireout. BLMs move plenty in difficult content. Good BLMs lose minimal DPS from moving because they time it right and manage their rotations to compensate.
Now, I'm not complaining about the new changes - I think they're great, and will enjoy trying to find the optimal time to drop Leylines for maximum effectiveness. I'm just objecting to the idea that BLMs need to stand still to max their DPS. Of course, moving hurts their DPS more than any other class already, and this will only increase that effect, but the effect can be quite minimal if you play it right and plan accordingly.
Also, the stationary aspect of Leylines is important for PvP. Can you imagine 72-person Slaughter where the BLMs are casting their quad-flares and followup Cometeors 15% faster without the Haste buff? Now, imagine it WITH the Haste buff from mid. Ouch!
The preliminary patch notes seems different than other Pre- patch notes. Normally, there is not that much difference between the 2 pre-patch notes.
I mean no new GC ranks?
For an Expansion, for a prelim notes, there's not much in there. The length doesn't seem any different than any other prelim.
I feel like they are not saying alot of features/content for the full patch notes.
Movement as in the boss targets your for a random aoe and your cast is anything but almost finished. I've been in a keepers where I was the target of every aoe attack and Enochin would be completely worthless in that situation. It's very easy to move properly on blm however anytime a spell gets interrupted under Enochin are dps Will take a huge loss since we have refresh a regularly with fire 1. However with all the changes to the spells we might see the compensation for done with lower dmg/lower cast times or a straight up increase to the spell damage so that we arent dependent on it.
[2.0] Player attributes have been adjusted as follows:
Skilspeed and spellspeed now affect damage over time and healing over time effects.
The effect of determination on auto-attacks has been reduced.
Critical hit rate now affects damage dealt with a critical strike.
Certain attributes no longer affect parry or block.
NOOOOOOOO. All they had to do was tweak the two Speeds, not nerf DET as well.
I don't think i saw anywhere on what they plan to do with the soldiery gear. It's the first gear they will be phasing out a tomestone for, that requires upgrading. I'm sure the details will be in the final patch notes. But I'm just wondering what the possibilities could be. Will they remove sands/oils of time, and allow the ilvl110 upgraded versions drop from the newer dungeons? Or will they retain the upgrade route, while putting the ilvl100 versions into dungeons. Hmmm.
Auto-attacks only. The only job this will affect in any significant way is PLD as their Sword Oath relies on autos to some extent. Otherwise this levels the playing field considerably for all other jobs as SE no longer has to account for auto-attack damage in balancing. SMNs can finally give the book smacking a rest.
completely pointless if they haven't added the timer to crafting as it used to not count towards the afk timer while in the middle of a craft/gather(that I can remember anyways)Quote:
[2.0] To reduce server congestion after the release of patch 3.0, players who are inactive for thirty minutes will be logged out automatically.