Battle
- [dev1072][dev1073] Physical level and attribute/elemental point allotment have been abolished.
Attribute values will now be based on a player's current level and will increase automatically when a new level is attained. Player character growth will be affected in the following ways:The following changes have been made to in-game terminology:
- The growth curve has been revised, allowing for larger increases in attribute values upon attaining a new level.
- Attributes will now have a more pronounced effect on a player's performance.
- The impact of attributes will decrease as players rise in level; however, the benefits granted by gear will be increased.
- Player accuracy will be increased slightly.
- Race-based differences will be limited to the starting attributes.
- Maximum HP will be relatively low during the early stages, but will increase at a higher rate than previously from around level 35.
The action Spiritbind has been renamed Spiritsong to avoid confusion.
- Skill points → Experience points
- Rank → Level
The following class abbreviations have been changed:* A system whereby players can voluntarily allocate attribute points to each class will be implemented in patch 1.20 or later, along with class balance adjustments.
- GLD → GSM
- CON → CNJ
- TAN → LTW
- [dev1132] Several adjustments have been made to overall experience point rewards and the current party bonus algorithm.
The following are used to calculate experience point rewards:
- Level-based EXP
The general rule for calculating experience point awards is to divide the amount of experience needed to level up by the number of encounters the current level* is intended to last. The amount of EXP yielded increases proportional to character level.
* The level used in this calculation is either the player's or the enemy's, whichever is lower.- Difference Between Player and Enemy Levels
Higher level enemies will yield more EXP, while lower level enemies will yield less. This revision will not greatly affect the amount of EXP obtainable. However, a cap will be imposed upon the bonus awarded to players for defeating higher level enemies.- Party Size
Each additional member in the party reduces the amount of experience points yielded. Although the reduction is greater than before, it will be offset by the bonuses granted by EXP chains and linking.- Enemy Type
As the variance in strength between enemies has been reduced (see below), enemy type will not influence EXP yield.
* The exception to the above is those enemies deemed extremely weak or strong.- Link Bonus (see below)
Experience point bonuses are now rewarded for defeating enemies which appear together with the initial target.- EXP Chain (see below)
Defeating enemies in quick succession will now earn players experience point bonuses.- Guardian's Aspect
Invoking Guardian's Aspect when activating a levequest will grant players an experience point bonus upon quest completion.- Gear
There are several pieces of low-level gear which grant their wearers experience point bonuses.- [dev1144] Most damage algorithms have been renewed in conjunction with the abolition of physical levels and the automation of character attributes.
These changes serve to streamline the influence of damage algorithms upon battle attribute calculations.- [dev1027] Enemy attributes have been adjusted.
Certain varieties of enemies who were disproportionately strong for their level have been adjusted in order to make an enemy's level a more accurate indication of it's strength. Based on this revision, enemy characteristics such as strong attack or defense will be kept to within the bounds of level.- [dev1144] The damage bonus uniformly granted to attacks dealt from the back and side of an enemy has been abolished.
Only certain monsters will exhibit vulnerability to attacks from specific directions and will take additional damage in such instances. This change does not affect the accuracy bonus currently in place for attacks dealt under the same conditions.
- [dev1145] Several new enemies have been introduced.
- [dev1031] Several new notorious monsters have been introduced.
* Spawns when certain conditions are fulfilled.
Name Location Shearing Sheridan Shposhae, Underground 1st Floor (5,4) Giant Remora Shposhae, Underground 2nd Floor (6,5) (7,5) Lone Coeurl(* ) Shposhae, Underground 2 Floor (5,4) Voidtongue Ahzabb Chah Western Thanalan (18, 37) Third Order Patriarch Zu Ga U'Ghamaro Mines (7, 5) Flamefist Ahlygg Roh Zahar'ak (50, 40)
- [dev1030] The distribution of enemies in several areas has been adjusted.
In conjunction with this change, the following areas have seen an increase in enemy numbers in order to serve as hunting grounds.
- Central Shroud, Bentbranch
- Central Shroud, Humblehearth
- North Shroud, Emerald Moss
- North Shroud, Treespeak
- South Shroud, Tranquil Pass
- Lower La Noscea, Bearded Rock
- Lower La Noscea, Cedarwood
- Western La Noscea, Skull Valley
- Eastern La Noscea, Bloodshore
- Upper La Noscea, Iron Lake
- Central Thanalan, Black Brush
- Eastern Thanalan, Drybone
- Western Thanalan, Horizon's Edge
- Western Thanalan, Nophica's Wells
- Coerthas Eastern Lowlands, Fields of Glory
- [dev1146] Enemy re-spawn timers have been shortened.
- [dev1147] The size of the following enemies has been adjusted:
Angler / Land Angler / Reef Angler / Mad Angler / Orobon / Bigmouth Orobon / Seagrot Orobon / Aurora Angler / Deepsea Angler / Alpgrot Orobon / Megalocrab / Island Crab / Rock Crab / Thickshell / Stoneshell / Snipper / Clipper / Beryl Crab
* The strength of these monsters was not affected.
- [dev1194] It is no longer possible to destroy parts of the following enemies:
- Limbs (Both) / Head
sylvan guardian / sylph susurrus / sylph / red dewflower sylph / turquoise dewflower sylph / green dewflower sylph / yellow dewflower sylph / violet dewflower sylph / blue dewflower sylph / delinquent sylph / sylph whisper / sylph echo
- Limbs (Both) / Limbs (Lower)
wendigo / skeleton swordbearer / skeleton soldier / purgatory knight / hellsbound warrior / magicked bones / wight / wight warrior / wandering wight
- Limbs (Both) / Limbs (Lower) / Head
rotting corpse / dapper cadaver / fallen archmage / fallen wizard / fallen captain / fallen soldier / fallen pikeman / fallen mage / zombie / redhorn ogre / ogre / spinesnap ogre / deepvoid slave / headrip ogre / elder goobbue / goobbue / escaped goobbue / siege goobbue / mildewed goobbue / mossy goobbue / Qiqirn / Qiqirn mercenary / Qiqirn eggnapper / Qiqirn egg hunter / Qiqirn goon / Qiqirn scrambler / Qiqirn beater / Qiqirn poacher / Longnose Gnognoroon / Kokoroon Quickfingers / U'Ghamaro ashman / U'Ghamaro underman / U'Ghamaro overman / U'Ghamaro gurneyman / U'Ghamaro gateman / U'Ghamaro junkman / U'Ghamaro potman / kobold / kobold acolyte / kobold almsman / kobold vestryman / kobold kirkman / kobold quarryman / kobold supplicant / kobold ascetic / kobold packman / kobold patrolman / kobold pickman / kobold pitman / kobold footman / kobold priest / kobold prelate / kobold mendicant / Zu Ga's cup bearer / Zu Ga's sword bearer / Zu Ga's pick bearer / Third Order Patriarch Zu Ga / imperial centurion / imperial pilus prior / imperial primus ordinarius / imperial guy / imperial legatus / goblin / goblin thug / goblin bouncer / goblin bushwhacker / goblin butcher / goblin braggadocio / goblin freesword / goblin headman / goblin mugger / Haughtpox Bloatbelly / apostate harrier / imperial imaginifer / imperial veles / imperial sagittarius / imperial signifer / imperial speculator / imperial secutor / imperial triarius / imperial hastatus / imperial funditor / imperial bestiarius / imperial hoplomachus / imperial myrmillo / imperial retiarius / vulture poacher / witching harrier / windborn buccaneer / Westroad highwayman / Westroad footpad / Westroad raider / wolf poacher / eft poacher / elite speculator / elite triarius / elite funditor / elite bestiarius / audacious harrier / Toadsquatter Femomo / Kraken deckhand / tourney gladiator / sanguinary buccaneer / Stormcry boatswain / Stormcry powder monkey / Stormcry quartermaster / stormborn buccaneer / tar-stained buccaneer / Xha Viqqoh the Nibbler / daring harrier / Deathstroke assassin / toad poacher / Nightblade assassin / amateur highwayman / fleet-footed highwayman / bandit archer / bandit caster / bandit skirmisher / bandit scout / bandit spearman / bandit sorceror / bandit pathfinder / bandit halberdier / bandit bowman / bandit marksman / bandit mage / bilge-soaked buccaneer / amateur footpad / fleet-footed footpad / Black Crow archer / Black Crow cleaver / Black Crow swashbuckler / bloodied buccaneer / plains highwayman / plains footpad / plains raider / hexing harrier / Venomtongue assassin / heretical harrier / boar poacher / Mistbeard buccaneer / Furline mosstrooper / Moenskaet's right hand / ravaging harrier / ravenous harrier / raptor poacher / rampaging harrier / amateur raider / fleet-footed raider / Moenskaet's left hand / Rhotano buccaneer / Rorogun the Tailtamer / Serpent Reaver claw / Serpent Reaver eye / Serpent Reaver fin / pirate / unsavory character / Mathistien of the Cloven Hoof / unruly raider / rebel / Ser Aucheforne of the High Tide / imperial trooper / Alvara Sourkiss / Palemoon Parazuzu / B'khenna the Phoenixfire / Reymonde Neverwake / Godwin Goodgoat / Coiled Adder / Hooknosed Wylla
- Limbs (Both) / Limbs (Lower) / Head / Other (Tail)
Ixali warrior / Ixali gladiator / Ixali swiftbeak / Ixali squire / Ixali stillbeak / Ixali strongbeak / Ixali swordfighter / Ixali duelist / Ixali boundwing / Ixali fearcaller / Ixali fatecaller / Ixali fencer / Ixali fogcaller / Ixali bravo / Ixali bravewing / Ixali boldwing / Ixali bombardier / Natalan wolftamer / Natalan gatekeeper / Natalan sentry / Natalan pikecarver / Natalan boneknitter / Natalan logsplitter / Headsman's Axe / Headsman's Hex / Headsman's Lance / Natali Xlotl the Howler / Lozol Totoloq the Decapitator / Amalj'aa warrior / Amalj'aa / Amalj'aa archer / Amalj'aa augur / Amalj'aa inculcator / Amalj'aa impaler / Amalj'aa grappler / Amalj'aa grunt / Amalj'aa seer / Amalj'aa shaman / Amalj'aa javelineer / Amalj'aa scout / Amalj'aa stargazer / Amalj'aa striker / Amalj'aa divinator / Amalj'aa drudge / Amalj'aa drubber / Amalj'aa transfisticator / Amalj'aa harpooner / Amalj'aa halberdier / Amalj'aa hunter / Amalj'aa pugilist / Amalj'aa bruiser / Amalj'aa bowyer / Amalj'aa marksman / Amalj'aa mesmerizer / Amalj'aa lancer / Amalj'aa transfixer / Amalj'aa ranger / Zahar'ak illuminator / Zahar'ak ostiary / Zahar'ak scriniary / Zahar'ak chandler / Zahar'ak drubber / Zahar'ak sniper / Zahar'ak halberdier / Zahar'ak feretrar / Burned Sister / Burned Scrivner / Burned Brother / Voidtongue Ahzabb Chah / Flamefist Ahlygg Roh / Goldfang Adebb Chah- [dev1195] The following enemies have had 100 Needles added to their arsenal.
Cactuar / Cochineal Cactuar- [dev1192] Enemies no longer attack players immediately upon contact, regardless of how it detects.
- [dev1026] The system of claiming enemies has been overhauled.
Until now, only players who claimed a target would receive experience points, loot, and fulfill quest objectives for defeating it. Also, the system limited a party to laying claim to only a single target at a time. This meant that if players attempted to engage and defeat groups of enemies, they would not receive the benefits of doing so. In order to address these issues and a number of others, a new claiming system has been implemented.The following changes have been made in conjunction with revisions to the claiming system:
- All enemies can be attacked regardless of claim.* However, only the player or party that first engaged the enemy will earn the rewards.
* Content-specific enemies such as those appearing in levequests and behest can be engaged only by participating players.
Engaging one enemy among an enemy group gives you claim over the entire group.
- The color of an enemy's name indicates your eligibility for rewards upon defeating it.
Claim over an enemy becomes invalid if:
Claimed by you/your party Claimed by another party Linked but unclaimed
- All members of the party holding the claim are KO'd.
- The enemy disengages and returns to its territory.
- Players who are incurring enmity will be unable to recover HP and MP at an aetheryte.
- It is possible to use the Party function during battle.
* Restrictions may be imposed for content such as instanced raids.- Battle music will now play as soon as an enemy is engaged.
- Defeating an enemy whose HP was reduced will yield full EXP.
- [dev1131] An enemy linking system has been implemented.
The system allows an enemy to call for help based on the strength of the party that engaged it. Enemies will link when:The linking process occurs in the following manner:
- An enemy detects and attacks the player.
- The player engages an enemy.
* In principle, enemies will call for help only once. Newly arrived enemies will not call for further help.
* Enemies belonging to a group will not call for help, nor will they go to the aid of others.
- The number of reinforcing enemies is based on the difference in strength between the enemy and the player it has engaged.
- Enemies in the area will answer the call for help regardless of species, beginning with those nearest.
* Certain powerful enemies do not link.
* Enemies must be within a certain distance to link.- [dev1132] New EXP bonuses have been implemented.
- Link Bonus
Link bonuses are granted based on how many enemies have linked. Each additional linked enemy increases the amount of EXP you will receive.
Linked Enemies EXP Bonus 1 +25% 2 +50% 3 +75% 4 or more +100% - EXP Chain
An EXP Chain occurs when players consecutively defeat enemies of equal or higher level than themselves within a specific amount of time. As the chain increases, so too will the EXP bonus. However, the time limit* between kills will also shorten.
* The time allotted for slaying the next foe in order to continue the chain.
Chain Number Time Limit EXP Bonus 1 100 +20% 2 80 +25% 3 60 +30% 4 20 +40% 5 or more 10 +50% - [dev1148] The display for when EXP is obtained has been adjusted as follows:
- The amount of EXP earned is now shown as a pop-up graphic.
- The extent of bonuses granted by EXP chains and Guardian's Aspect is now indicated in the log.
- [dev1133] Battle Regimens have been temoprarily suspended.
We are currently in the process of rebuilding the framework of the battle system, which involves large-scale revisions to the enemy claiming and linking systems as well as damage calculations. Unfortunately, these changes will render Battle Regimens unusable, and so we have decided to suspend their use in 1.19. We aim to have a new and optimized regimen system in place after the adjustments to battle classes have been completed alongside the launch of the job system.
* The reimplementation schedule is yet to be determined.
In conjunction with this suspension, the following minor changes have been made:
- The Battle Regimen toggle button on the action bar has been removed.
- Battle Regimen has been removed from keyboard settings on the Configurations menu.
- [dev1149] Players will no longer be able to select a new action command before the current action has been executed.
- [dev1150] Upon being raised, players will be unable to input a command for a duration of seven seconds.
- [dev1032] The action "Guard" has been abolished.
Blocking with a shield is automated, with the block rate determined by a number of factors, including shield stats.
- [dev1032] The effect of enhanced attack power (granted by actions such as Ferocity) no longer stack with element-based actions such as Red Lotus.
- [dev1032] The following actions have been adjusted:
Class Action Adjustment Pugilist Featherfoot / Featherfoot II ・MP regeneration added. Victimize / Victimize II ・Now decreases target's attack power.
・Recast time raised from 10 to 60 seconds
・Now a pugilist-exclusive action.Gladiator Cadence ・Increases the attack power of your next offensive ability while in Battle Regimen mode. → Increases enmity incurred by your next attack. Rage of Halone ・Increases attack power in proportion to the amount of damage sustained while readying. → Increases attack power in proportion to the difference between your maximum and current HP. Self-Preservation ・Increases the length of your guard ability by 50%. → Increase the chance to block by 5%. Marauder Murderous Intent ・Increases critical hit rate and reduces TP generation. → Increases critical attack power.
・Recast time raised from 60 to 180 secondsMaim ・Potency of defense reduction effect increased.
・Recast time reaised from 10 to 60 seconds
・Effect duration reduced from 30 to 10 seconds.
・Now a marauder-exclusive action.Archer Multishot ・The effect of enhanced attack power granted by certain statuses will be shared across the number of arrows nocked. Lancer Keen Flurry ・Increases accuracy while in Battle Regimen mode. → Next weaponskill is not subject to a recast time. Twisting Vice ・Reduces the target's TP. → Erases the target's TP.
・Recast time raised from 10 to 60 seconds
・TP cost raised from 1000 to 1500
・Now a lancer-exclusive action.Line of Fire ・Redirects a portion of damage dealt to you to an enemy positioned between you and the source of the damage. → Reduces enmity in proportion to the amount of damage you sustain. Conjurer Roaming Soul ・No longer conceals casting movement. Flare ・Now affects a single target.
・Recast time raised from 10 to 90 seconds.
* These six actions share a recast timer.Freeze Tornado Quake Burst Flood Misc. Aegis Boon ・Effect duration raised from 15 to 30 seconds. Outmaneuver ・Effect duration raised from 15 to 30 seconds. Deflection ・Effect duration raised from 15 to 30 seconds. - [dev1032] The following actions are now executable while in passive mode:
- All magic spells
- Actions which can be used on self or other party members
- [dev1151] The following changes have been made to passive mode HP and MP recovery:
- Players will not automatically recover HP and MP when incurring enmity.
- HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
The recovery amount will reset under the following conditions:
- The player is attacked
- The player moves or performs an action
- [dev1152] Auto-attack motions have been adjusted for the pugilist, marauder, and lancer classes.
- [dev1152] Characters now switch between passive and active modes more swiftly. Furthermore, the animation for when switching modes while moving has been adjusted.