POL NEWS : Battle Adjustments part 2(08/23/2007)

Dayner

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Dayner Camelman
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This month's version update will usher in alterations to the two-handed weapon system, as well as a score of power-ups to several jobs.
As details concerning two-handed weapons were already outlined in a previous Topics session, this update will elaborate on upcoming job changes.


August will see adjustments to two-handed weapon wielding and several jobs.
If you missed our description of grips and two-handed weapons, be sure to check it out in the August 14th edition of Topics. In this edition, we will be covering job enhancements.

Beastmaster
The duration for which a beastmaster can maintain a pet invoked with the "Call Beast" ability will be extended. The new length of time, though varying depending on the type of pet brought forth, may be up to 90 minutes.
Additionally, when not engaged in combat, pet healing will be possible through use of the "Stay" ability. Finally, the experience penalty previously incurred by a beastmaster while using a charmed monster will be done away with.

Corsair
After the version update, corsairs across Vana'diel will be the happy recipients of several job enhancements.
For starters, the effect of Phantom Roll will be augmented so that the effects can be felt even when neither a large nor Lucky Roll is made. To make a comparison, the efficacy of a corsair's roll will generally exceed that of a bard's song. Should a corsair roll an 11, the efficacy will, for the most part, exceed that of two bard's songs.

The length of immobility a corsair suffers during their rolls has also been shortened. In addition, the merit point-accessible ability "Fold" will function to reduce the likelihood of busting, as well as modifying the effect of rolls.

We will also be adding new gear that will further increase the range of Phantom Roll. When using the roll and this gear in tandem, even players engaged in combat at some distance from the corsair will fall within the area of effect. And as if that weren't enough, players can even expect new ammunition with rather enticing damage ratings.

Puppetmaster
The update also brings with it two all-new heads to supplement the puppetmaster's arsenal of automaton accoutrements.
The primary purpose of both heads is to grant magic bonuses: one for healing, and the other, elemental. For example, equipping the "healing" head will cause an automaton to undergo a healing magic power enhancement. As a result, subsequent cure spells will encompass all party members, rather than the puppetmaster alone.

Careful reconsideration has led us to raise the current skill limits for automatons as well. With these increases, puppetmasters can expect to see improved performance from their automata in such areas as attack power and accuracy, magic accuracy, and more!


Look forward to the release of even more details on the day of the update


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http://www.playonline.com/pcd/topics/ff11us/detail/2212/detail.html
 
I'm loving the COR update... and I'm sure Puppetmasters will need t ochange their pants several times. At least once per head.
 
OMG.... Beastmaster is getting something good! It takes away from that hard slog to getting Leave, the levels that cull the weak BSTs from the herd... but I'm not complaining.
 
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I'm interested by the BLM head (which already exist ..). Hoping it will be more powerful : higher spell, less recast timer, not only casting the higher spell. This together with high auto-refresh, convert, the equivalent of MP-cure3, 900 MPs, can be awsome. Considering you can bring Water 3 as high as 750 on the pudding camp i can't wait for tier 4.

Same for healer pup (which already exists ..), assuming recast time on cure 4 is ok, and hoping you'll be able to control your PUP's enfeeblings. I wouldn't mind protect/shell. -na spell is already covered by eraser.
 
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^ Where is that Taru running through? I never seen that location before.
 
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^ Where is that Taru running through? I never seen that location before.

I'm pretty sure its those walkways in Al Zahbi.

Anyways, These new improvements are awesome, especially the BST ones =D
 
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^ Where is that Taru running through? I never seen that location before.
Alzadaal it looks like. Possibly Ashu Talif. Alzadaal is more likely, though.

I'm interested by the BLM head (which already exist ..). Hoping it will be more powerful : higher spell, less recast timer, not only casting the higher spell. This together with high auto-refresh, convert, the equivalent of MP-cure3, 900 MPs, can be awsome. Considering you can bring Water 3 as high as 750 on the pudding camp i can't wait for tier 4.

Same for healer pup (which already exists ..), assuming recast time on cure 4 is ok, and hoping you'll be able to control your PUP's enfeeblings. I wouldn't mind protect/shell. -na spell is already covered by eraser.

I truely do hope for PUP's best that the BLM head get a fast cast kind of effect. In all honesty, giving them even one Tier 4 spell would make them overpowered. I'm thinking the higher base skill of the automaton stacked with merits will at least allow them to get Thunder III, and perhaps higher MP and AI, such as allowing them to MB effectively. Probably also give them a slight Magic Attack increase

The WHM head sounds interesting though. Right now the Automaton gets Cure IV at 147 Magic Skill. They probably won't get Cure V, although Cure Potency could be likely. The best part is allowing them to cast on Party Members, though. So depending on the lvl they get the head (40 > 50 perhaps? would make it 10 > 20 > 30 > 40 > 50), they could main heal effectively in lower parties, considering a PUP literary have unlimited MP with all the MP attachments.
 
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^ Where is that Taru running through? I never seen that location before.

Unknown zone to me. It's not the ruins and not alzabi. It's not the ferry.
 
seriously though... COR sounds insanely now With a DRK in the party, the attack bonus is 25% on Lucky Roll. That's +125 attack with 500 base attack. Minuet is 115 at the most I believe with both songs. Even with 400 base attack, Chaos Roll with a DRK is 100, only 15 points below.

To me, it sounds like they're going to make rolls without the appropriate job in the party be as strong as with the job right now, and increase the efficiency with the job in the party even further. Thus, 25% lucky roll on Chaos without a DRK, and 32% with a DRK in the party, thus making the attack bonus +160 with 500 attack, or 128 with 400.

Edit: not thinking they'll change Evoker's Roll. They said "for the most part". Lucky Roll Evoker's is strong as it is, sitting at +1 (+2 with SMN) above that of two Ballads. Would be nice it they made a roll of 7 give 2/tick refresh though, instead of +1.
 
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Wow, nice update. Can't wait to see it in action. :nyam:
 
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^ Where is that Taru running through? I never seen that location before.

Look at the bottom right hand corner through the door, you'll see the water fountain thingy that's in the square of Whitegate. (where the Home Point/Bard/Storage NPC are)
 
Additionally, when not engaged in combat, pet healing will be possible through use of the "Stay" ability.

Anti-MPK patch problem....SOLVED! at least for the legit reason people wanted it away after it occurred. It broke a lot of camps we use to use when we pulled one pet to a new area. Now we can just leave it charmed and heal it with stay.

Finally, the experience penalty previously incurred by a beastmaster while using a charmed monster will be done away with.

........ THERE IS A GOD! I just wish i could see the faces of everyone who ever mocked us. There grinning now. We an't gonna let this die. 2+ years of repression! We are back! We are mean! We are wolfs in sheep skin! We are Beastmasters!

*Marches around humming out loud* Dun dun dun...dundundundun~dun dun dun dundundundun~Duuuun~dun DUUUUNN!!!!

Now all beastmasters who are 75. Gather round. begin the scouting, I smell Very Tough to Incredibly Tough charming and two houring occuring at 75 again. Go rape a Even match area with a IT mob 2 houred for no exp loss. Use stay to heal your pet. Finally, 10-15k exp in 30mins. Alot better then 3-4k a hour solo. This way we can spike our exp gain every 2 hours.

They better not give this to /bst. The no exp loss i mean. They do no deserve it! They dared travel outside there main job in the first place. Once a beast, always a beast. Plus it will ruin all the solo camps. No one would want to party anymore.

Merit parties might want us now, Maybe. Charm Greater Colibri, 2 hour. Battle with the strength of 7 members now. but only for 30 mins in that merit party. Might work out... i hear some brds can get emo after 30mins of meriting. lawl But my gears good, i can keep a VT under my control for about 3 min with my af gear. just recharm every 2 battles.
 
Puppetmaster
The update also brings with it two all-new heads to supplement the puppetmaster's arsenal of automaton accoutrements.
The primary purpose of both heads is to grant magic bonuses: one for healing, and the other, elemental. For example, equipping the "healing" head will cause an automaton to undergo a healing magic power enhancement. As a result, subsequent cure spells will encompass all party members, rather than the puppetmaster alone.

Careful reconsideration has led us to raise the current skill limits for automatons as well. With these increases, puppetmasters can expect to see improved performance from their automata in such areas as attack power and accuracy, magic accuracy, and more!


Look forward to the release of even more details on the day of the update

2212_6.jpg

Shit... I just died and went to PUP-heaven. This plus the Grips/2H weapons update that helps my DRG is double win.
 
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Great updates for BST and COR, and maybe now PUP won't suck so bad.
 
For starters, the effect of Phantom Roll will be augmented so that the effects can be felt even when neither a large nor Lucky Roll is made. To make a comparison, the efficacy of a corsair's roll will generally exceed that of a bard's song. Should a corsair roll an 11, the efficacy will, for the most part, exceed that of two bard's songs.

And as if that weren't enough, players can even expect new ammunition with rather enticing damage ratings.

Looks like I picked a good day to start wearing Oops I Crapped My Pants.
 
So... pup has... whm, blm, rdm, pld(no mp), rng, and lolHarli for job duties I'm gonna go cry in a corner cus now that means my 5/5 magic merits arent gonna become wasted now D:
 
Anti-MPK patch problem....SOLVED! at least for the legit reason people wanted it away after it occurred. It broke a lot of camps we use to use when we pulled one pet to a new area. Now we can just leave it charmed and heal it with stay.



........ THERE IS A GOD! I just wish i could see the faces of everyone who ever mocked us. There grinning now. We an't gonna let this die. 2+ years of repression! We are back! We are mean! We are wolfs in sheep skin! We are Beastmasters!

*Marches around humming out loud* Dun dun dun...dundundundun~dun dun dun dundundundun~Duuuun~dun DUUUUNN!!!!

Now all beastmasters who are 75. Gather round. begin the scouting, I smell Very Tough to Incredibly Tough charming and two houring occuring at 75 again. Go rape a Even match area with a IT mob 2 houred for no exp loss. Use stay to heal your pet. Finally, 10-15k exp in 30mins. Alot better then 3-4k a hour solo. This way we can spike our exp gain every 2 hours.

They better not give this to /bst. The no exp loss i mean. They do no deserve it! They dared travel outside there main job in the first place. Once a beast, always a beast. Plus it will ruin all the solo camps. No one would want to party anymore.

Merit parties might want us now, Maybe. Charm Greater Colibri, 2 hour. Battle with the strength of 7 members now. but only for 30 mins in that merit party. Might work out... i hear some brds can get emo after 30mins of meriting. lawl But my gears good, i can keep a VT under my control for about 3 min with my af gear. just recharm every 2 battles.
I'm sorry to say, but I believe you'll still get an exp penalty for having a pet above your own level. A 65 person with a 66 in the party get a penalty, because exp is based on the lvl 66. If you're lvl 50 and charm a lvl 55 monster, you'll most likely get exp based on the 55.

Removing the exp penalty is most likely only removing the 30% penalty for having a pet in the party when the enemy dies.
 
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