New Level Sync Feature to Change the Way You Party! (08/25/2008)

It'd be nothing, actually.

You missed what I quoted. The person mentioned if they didn't negate the stats, a PLD would have 30 enmity to which I responded it would only be a fraction of it. I already knew enmity was voided, just saying what if they didn't.
Did any of this mention anything about HP/MP being effected for gear? If not, goodbye Astrals! lol

Astrals are level 10. The lowest level you can sync is level 10. So, hello astrals! =P

I'd guess it doesn't follow an actual formula, but more likely the average damage of weapons in that level range.
My assumption is weapons will have a base damage to which they will add a fraction to.
Ex: A player has Blau Dolche at 75(lets say dagger is 75 to make math easier), they level sync to 25. Instead of the dagger being 1/3 of 33 DMG, it's (33 DMG - Base)/3 + Base. A rough guess for daggers would be around 7 or 8 base and the result would give you about 16-17 damage for level 25. Not sure if that's around the correct damage for the level, but it does make more sense than SE thinking of random values for each level.
 
To my knowledge this still happens when a DRG enters a BCNM or capped area; the wyvern stays at its level.

10 or so pages late but wanted to add this anyway
from what iv read if say a 75 DRG/WHM entered a prommie are for example the wyvern would still be capable of using healing breath IV if this holds true for level sync and the wyvern also retains other stats (ATT/DEF) a 75 DRG's wyvern just became the most fucking awesome main heal/tank/DD... invite a 75 drg to you dunes party and sit back and watch the wyvern destroy the whole area

i just duo'd drg 10-22 in the dunes killing VT's with relative ease without having a overpowered wyvern.... not so much loldrg anymore its everyones new best friend....... till SE nerfs it and shits on all the drg's again
 
10 or so pages late but wanted to add this anyway
from what iv read if say a 75 DRG/WHM entered a prommie are for example the wyvern would still be capable of using healing breath IV if this holds true for level sync and the wyvern also retains other stats (ATT/DEF) a 75 DRG's wyvern just became the most fucking awesome main heal/tank/DD... invite a 75 drg to you dunes party and sit back and watch the wyvern destroy the whole area

i just duo'd drg 10-22 in the dunes killing VT's with relative ease without having a overpowered wyvern.... not so much loldrg anymore its everyones new best friend....... till SE nerfs it and shits on all the drg's again

I almost feel like they'll power down the Dragoon Wyvern for this, but will in all likelihood keep it as it is for BCNMs and other level capped areas.
 
I have a feeling they will forget then change it in the emergency maint shortly after.
 
Did any of this mention anything about HP/MP being effected for gear? If not, goodbye Astrals! lol

One more time..

As mentioned above, equipment will also be temporarily powered down to match the player's reduced level. Attributes that will be affected include: DMG, DEF, HP, MP, Status Effects, Accuracy+, Attack+, Ranged Accuracy+, Ranged Attack+, Magic Accuracy+, and Magic Attack+.
* The current plan is for other special properties (including Evasion, Enmity, enchantments and ability bonuses) to be negated entirely.
 
as far as weapon damage... id assume they's make it the same way as they did with the NPC weapons... Cause my NPC has a Kiku_ichimunji and when she gets capped at a lower level than 55 it dang sure isnt hitting like it does when its uncapped
 
as far as weapon damage... id assume they's make it the same way as they did with the NPC weapons... Cause my NPC has a Kiku_ichimunji and when she gets capped at a lower level than 55 it dang sure isnt hitting like it does when its uncapped

NPC weapons have their own damage, the weapon you give them is just for decoration. i.e. trading a lvl 1 weapon to your npc will make them hit just as hard as if you gave them a lvl 60 weapon
 
One more time..
It doesn't mention anything about HP -> MP stats though, like astrals. Sure, you could chalk up what you quoted as covering that, but it's not very clear at all whether or not it would actually decrease/null out ether/serket/whatever.
 
It's just really annoying continuing to see people make posts like "I wonder if <item> with <stat> will be nerfed." Just wait for the patch and you will find out. Nobody knows everything yet. It's all speculation, at the moment, which will not matter at all when the patch is released. :)
 
I foresee this as being useful to static where each member isnt as "enthusiastic" about leveling nonstop as the rest of the group. Party members can get together and have fun and even if one guy has to sleep or whatever there wont be any problems with anyone being "left behind."
 
Sorry, I'm just looking for something to bitch about. :|

Seeing this makes me wonder if the additional effect of "Evasion Down" will be taken away from something like a Cruel Scythe.

















sorry Euph, I had to.
 
Do any lower level weapons have added effects? If not, what level do we start seeing added effects?
 
So, why is Garvin a retard? Aggro is what happens when you pass by a dormant mob and they start attacking you unprovoked. Hate is what you build up as you fight a mob. They aren't the same, unless you're a downs child.
 
Aggro is also what happens when you stack up enough -hate- to make the mob target you off of someone else. Plenty of differences between the two.

You don't stack aggro to pull aggro, that's just retarded.
 
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Im not gonna respond cuz i dont wanna de-rail the thread so ya.


I was thinking that this is gonna make it easier to transition from one camp to another in areas like valkurm and qufim where aggro is a major problem.
 
Wowwiki said:
Aggro is a jargon word in WoW, probably originally derived from the English word "aggression" and used since at least the 1960s in British slang. In MMORPGs such as WoW, "aggro" can be either a noun or a verb referring to the possibility of a computer-controlled character (mob) attacking a player. Therefore, aggro has no relevance in PvP play, but only in PvE.

For example, you may read of a player who died while fighting one mob because she aggroed another mob - that is, another mob decided to attack her because she got too close to it, or for other reasons. See Aggro radius. Aggro is closely associated with the concept of threat. If a mob is under attack by more than one player (or by a player and her pet), then the mob will aggro onto (i.e., will begin to attack) the attacker with the highest threat.

Aggro is understood to be the condition of a particular mob attacking a particular character, while threat is the numeric value that each attacker has towards each character on its threat list...

http://www.wowwiki.com/Aggro


Yawn
 
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So we're arguing the difference between hate and aggro now?
 
Astrals are level 10. The lowest level you can sync is level 10. So, hello astrals! =P

I meant that if MP wasn't nerfed, you could use cheaper rings to get a similar effect thus negating the need for astrals on jobs that you would sync. But since they will be lowering hp/mp I'm guessing that things like ether rings would be something stupid like +10 mp or something weak like that.

That is IF SE remembers to put things like rings/earrings/waste/back/neck pieces into the mix.

And I've said it before and I'll say it again. Its like SE is only NOW getting around to reading the players complaints/suggestions. If only they'd implemented this like 2 years ago we'd still have a ton of people across the servers rather then be semi close to server merges.
 
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