Additional info on upcoming combo system
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I love the info Foxclon provides :3
Cool Info! By the way does the JP Side have any Questions/Info/Answers on The "New" Battle Regimen System or Combo system for parties(2 or more people)?
What that makes no sense if the combo effect is stun of dispell and it's resisted its still considered successful.. huh ?
Edit:- Oh ok nevermind i made sense of it.
Basically if the effect is resisted the combo chain is not broken.
...lol there is one thread on the JP side Crafters are useful in Ifrit battle!
cannon-arm? dunno English name of that move but says once you get inside have one person switch to crafter and use that action to stun ifrit and will work even if it does 0 damage... lol
It apparently stuns Ifrit for about 5 seconds and the action is 100% hit lolQuote:
クリムゾンサイクロンのためにジャンプしたイフリートにキャノン打ちしたら、しばらく降りてこなかったのが面白かったです。
It was funny where Ifrit didn't come down for some time when using cannon right after Ifrit jumps to use crimson cyclone
Oh Wrist flick? lol
Rock Beats Ifrit? He's like an untrained dog lol. That's pretty amusing though, I can imagine while they will most likely nerf that but they might also restrict the ability to change classes in a battlefield or at least make it impossible to change to hand/land. Since with Ifrit you need to be a DoM/DoW I guess they never considered the possibility of someone being bored enough to go on a DoL/DoH once inside and throwing the stun attack lol.
Lol yeah I heard that one, sounds {fun}
LOL they haven't fixed wrist flick on bosses yet ?
I brought up Wrist Flick months ago, it even got a Dev. response (I think it was the Gatherer Q&A). They commented that it was "scaled" differently, I guess not.
It can help with Hellfire for groups bad and desperate enough for the need to bypass it, but if you can't get past hellfire you probably can't get past last phase either unless he just decides to dash every 10 seconds.
Needs to be dealt with, of course, but it's really not enough to give bad players consecutive wins.
The combos they set up for Gladiator to use in a solo situation annoy me. Two of them require you to stun a monster so that they won't turn as you're setting up for the other ability, that is if you want the additional affect to land.
Quote:
GLA WS 1 Melee attack. Damage increased when executed from in front of the target.
∟GLA WS 3 Melee attack.
Combo: GLA WS 1 Bonus: Increased damage.
∟GLA WS 4 O Melee attack. Chance to inflict a DoT effect when executed from behind the target.
Combo: GLA WS 3, Bonus: Increased DoT.
I don't see how you can viably get these off in a solo situation because shield bash counts as its own WS and I would assume it would interrupt both of these combos. Even then these are kind of silly combos. Does SE think people are going to be using Gladiator in a damage dealing capacity for parties or end game?Quote:
GLA WS 5 O Ranged attack. Defense decreased when executed from behind the target.
∟GLA WS 6 O Fivefold attack with low accuracy.
Combo: GLA WS 5, Bonus: Increased accuracy.
Position only matters for the combo bonus. You can still do it all from one position, you just won't get the bonus. Yet another incentive for party play. Well played, SE.
Edit: oops. Didn't realize this was the translate thread. Too many tabs open. Lets move this discussion elsewhere.
Yoshi-P specifically said you would need to get behind the enemy solo by stunning and most likely meant this. Shield bash could simply become a regular ability instead of a WS so it wouldn't break combos. The self-combo is kinda the whole point they were stressing that Gladiator would have an easier time soloing so there's obviously something you will be able to do to get behind an enemy.
Good thing there are combos you can do staying in front of the enemy, too. Oh, wait... these combos also give an enmity bonus when performed as well? Silly dev team, I wonder why they set it up like that...Quote:
GLA WS 1 Melee attack. Damage increased when executed from in front of the target.
∟GLA WS 2 Melee attack. Combo: GLA WS 1, Bonus: Increased enmity.
Block
∟GLA WS 8 O Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.
Provoke
Disorient? (MRD-voke)Quote:
GLA Abl. 6 Increases target's enmity. Traits may trigger an AoE and a chance to inflict Blind.
War Drum?Quote:
MRD Abl. 1 Increases target enmity. Traits may trigger a chance to reduce target's attack power.
Read.Quote:
GLA Abl. 3 Self AoE Temporarily increases the defense of all party members within range. Generates massive enmity.
I can do this all day... but let's end it here, given this is not a discussion thread.
FFS people, I'm sick of checking this thread and seeing nothing but arguments/discussions, there's been all of ONE translation post in the past THREE PAGES, take your shit somewhere else.
I'm thinking the same yellow border that's used to select which action you use (the one added in 1.18a) could turn blue over any possible actions that can combo from the previously used action. Either that, or have the icons themselves flash a different color to help ppl do their combos.
If there wasn't anything implemented in the patch to make this stand out I was just going to line up my abilities in the order that they would chain on my action bar.
Info from YoshiP regarding Ifrit (Hyper) drop
So basically
- They will implement /random in 1.20
- No loot box for the weapons, instead you will have chance a new item will drop which goes to loot box and can be given/received and by collecting certain amount of that and taking it to a NPC you will get the weapon you desire.
- Depending on new/old primal they will change the amount of that item required to trade (older primal battle will get lesser requirement, new primal battles will require more - is my guess)
Hopefully the Need/Greed/Pass system is better refined, since at present implementation in MMOs all it does is guarantee those who can't even use the item will be passed over automatically, but it doesn't guarantee who needs it will actually get it, because everyone could "need" it just to get it. Just dumping it into a loot pool like FFXI or other XIV fights does the same thing honestly.
What is /random?
From your translation it sounds as if a Weapon may drop, plus a chance at a special item drop for trade. Am I reading that correctly?
Interesting .
In FFXI you typed /random and it would roll a dice for you in the sense:
Player 1 randoms a 728
Player 2 randoms a 882
Player 3 randoms a 242
Player 4 randoms a 10 (we all been there lol)
Player 5 randoms a 993
player 6 randoms a 998 (always one >.>)
So if you set the rules that highest random/lot wins, you'll give it to player 6. It's a numerical display for dice rolling, much like casting lots. That's just in terms of Square's previous FF MMO. Some MMOs does it differently.
That's how it reads to me. Think the key item that drops from the avatar battles in FF11, except it'll be an item that goes into loot pool. Then you take it back to an NPC and you get the item you actually want. I imagine this'll still be pretty rare so that people don't get every weapon within a week though.