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[dev1010] Job Adjustments (4/22/2011)Follow

#27 Apr 22 2011 at 8:55 AM Rating: Excellent
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rdmcandie wrote:
Ive tanked a bunch of stuff lowman as RDM/NIN through damage and cure 4, but now half my tanking ability is gone.


If you're not piling up CE just from nukes you need to hit harder. Even if you are relying on curecheats, it just means it will take longer to cap, since CE doesn't decay over time and is the entire reason for curecheating anyway.
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#28kimjongil76, Posted: Apr 22 2011 at 9:01 AM, Rating: Unrated, (Expand Post) I know this sounds wierd, but blu/drk can be a major zerg now. 1st we get an attack bonus of three minutes off last resort. More importantly we can use the new lvl 45 JA to conserve HP when we souleater multi hit physicail spells.
#29 Apr 22 2011 at 9:04 AM Rating: Excellent
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...Wut?
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#30 Apr 22 2011 at 9:07 AM Rating: Good
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This is a huge update for DRK.

Meh on everything else. I feel similarly to RCD since I duo a lot. I don't need my enmity lowered.
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#31 Apr 22 2011 at 9:08 AM Rating: Decent
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kimjongil76 wrote:
I know this sounds wierd, but blu/drk can be a major zerg now. 1st we get an attack bonus of three minutes off last resort. More importantly we can use the new lvl 45 JA to conserve HP when we souleater multi hit physicail spells.

As for drk main, yea desperate blows and last resort combined will be nice.

As well as the lvl 45 JA that gives tp for casting magic.

Edited, Apr 22nd 2011 11:02am by kimjongil76


Really depends on if SE allows the trait to be used from sub. No way to know for sure until either SE says something or players report in after the update of course. But if this is a move to boost DRK specifically, i'm leaning towards it prolly won't be available from sub.
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#32 Apr 22 2011 at 9:11 AM Rating: Decent
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Aliekber wrote:
rdmcandie wrote:
Ive tanked a bunch of stuff lowman as RDM/NIN through damage and cure 4, but now half my tanking ability is gone.


If you're not piling up CE just from nukes you need to hit harder. Even if you are relying on curecheats, it just means it will take longer to cap, since CE doesn't decay over time and is the entire reason for curecheating anyway.


Oh you know me, I don't even own t4 nukes yet. I am RDM melee all the way.
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#33 Apr 22 2011 at 9:27 AM Rating: Decent
Wow!

Much needed updates!

Drk is going to be crazy fun now.
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#34 Apr 22 2011 at 9:30 AM Rating: Decent
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preludes wrote:
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+ VIT will play a role in calculating damage taken from critical hits.


Sounds like a crit nerf to me, Thf/mnk/nin etc will prob not be happy after this update.


Maybe it's just a PLD buff so they take less damage. If mobs with high VIT are fought with the jobs you mentioned though, that would suck.
#35 Apr 22 2011 at 9:42 AM Rating: Decent
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Maybe it's just a PLD buff so they take less damage. If mobs with high VIT are fought with the jobs you mentioned though, that would suck.


Maybe, still think it will end up being a major nerf on anything that matters for the crit ***** jobs though. Sad really they were fun, they always nerf the overly fun DD jobs though.
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#36 Apr 22 2011 at 10:18 AM Rating: Excellent
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I was not expecting job adjustments at all this time in the update, I seen my drk gets 3 min Last Resort and no nerf mentioned for Desperate Blows. I am stoked for my drk. When I use /war I can split Berserk and Last Resort timers and have permanent atk up and an small time frame where they will stack. This is sweet for my drk!

Have a great weekend my fellow adventurers!
#37 Apr 22 2011 at 10:43 AM Rating: Excellent
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Don't they sometimes release a Job Adjusments 2 closer to the update day or is that my imagination.
#38 Apr 22 2011 at 10:58 AM Rating: Decent
Think they were only gonna adjust jobs that needed it badly, and frankly DRK PUP RNG needed it badly. And usally when there's gonna be a part 2, they name the first series of adjustments: "Job Adjustments Part 1"

Edited, Apr 22nd 2011 9:59am by TheHolyDragoonSeraphus
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#39 Apr 22 2011 at 11:19 AM Rating: Decent
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I'm not sure cause I didn't pay attention before, but did we notice a decrease in TP gained when hit by a mob after the AGI updage? If not we can assume this VIT update won't effect monsters either.
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#40 Apr 22 2011 at 11:36 AM Rating: Decent
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Wonder Gem Pawkeshup wrote:
preludes wrote:
Quote:
+ VIT will play a role in calculating damage taken from critical hits.


Sounds like a crit nerf to me, Thf/mnk/nin etc will prob not be happy after this update.
Yea, I had the same thought...

Might it mean that the more VIT you have the less damage you take from a crit?

I guess I don't know if + VIT is some new thing or if it means like things to increase vitality or having a higher vitality.

**Edit**
Now that I see that it wasn't +VIT I better understand what you meant.

Edited, Apr 22nd 2011 1:52pm by MrTalos
#41 Apr 22 2011 at 11:41 AM Rating: Excellent
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MrTalos wrote:
I guess I don't know if + VIT is some new thing or if it means like things to increase vitality or having a higher vitality.
The + is just a list marker, it has nothing to do with the actual announcement.
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#42 Apr 22 2011 at 11:45 AM Rating: Good
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Might it mean that the more VIT you have the less damage you take from a crit?


I took as this. The higher your vitality, the less dmg from crits from monsters. Currently I use Boost - AGI since my tank is typically a mnk or nin, to help boost evasion. But by using Boost - VIT, we should be able to lower the dmg taken for the tank.

Edited, Apr 22nd 2011 1:45pm by Elspetta
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#43 Apr 22 2011 at 11:47 AM Rating: Decent
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xypin wrote:
MrTalos wrote:
I guess I don't know if + VIT is some new thing or if it means like things to increase vitality or having a higher vitality.
The + is just a list marker, it has nothing to do with the actual announcement.

Ok. Thanks. Just saw the quoted part and assumed it was +VIT.
#44 Apr 22 2011 at 11:50 AM Rating: Decent
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To be honest I wouldn't mind seeing VIT affect player to mob crits. It would help to balance certain lacking jobs in the Crit happy world we play in. I doubt it will be much of a change, but some jobs are getting left way behind. It is sad when jobs like WHM, RDM, BRD can out melee a DRK or SAM because of their multihit crit weaponskills. Will be interesting to see how it is calculated however if it is a straight VIT check, or if there are certain break points involving STR vs VIT. In which case it balances out a bit more for the lacing jobs, like SAM and DRK, over jobs with a little less native STR like say THF, DNC.

Unfortunately however this slight change isn't going to benefit PLD's anyway. MNK's and WAR's will still be the tanks of choice thanks to their counterattacks. Might be useful for future content, or Updated content if SE ever decides to say add high level versions of events (akin to the Heroic nature of instances/raids in WoW). Not that I am big on the revival of old tired content, but changing it all to high level would seem counter productive as some people like to do older things with lower level friends as they are progressing.
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#45SillyHawk, Posted: Apr 22 2011 at 12:06 PM, Rating: Sub-Default, (Expand Post) With the way one can gain xp in leaps and bounds, especially in Abyssea is there really a point to lowering the amount you lose per death. Now before anyone comes out saying I can't get invited to an Abyssea party at 40, 50, 60... I call nonsense. Don't be lazy and set one up your self. You may or may not be familiar with the way lights work in the zones, but would like to think about %95 of the alliance you put together would.
#46 Apr 22 2011 at 12:32 PM Rating: Decent
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Eh EXP has never been hard to get back, its more so people are lazy and want to whine. Honestly 2500 EXP is nothing. Ever since campaign its been trivial to recap. Even before then you go to Kuftal Tunnel and beat a few dozen crabs and skill up Parry/Shield/Gaurd, Weapons, spells and what not. Ive always hated people who cried about EXP loss, and not getting R3's.
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#47 Apr 22 2011 at 12:42 PM Rating: Good
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Even if the VIT change affects crit rates, the change between Abyssea and non-Abyssean content would have devalued the power of many a weaponskill used today. NIN, DNC and THF were going to see a decline and things were going to level off anyway.

Just use a crit-based WS outside Abyssea and see how much the numbers drop. It really is irrelevant since most of the Empyrean weaponskills are still the best options for the jobs that got crit modded toys. Jishnu's Radiance still wipes the floor with Sidewinder, Chant du Cygne still eats Vorpal Blade for breakfast.

All this means at the worst is that mobs with jobs like PLD or MNK might take less damage from crits and jobs like BLM and SMN will take more damage from crits.

Oh and if you VIT stack on PLD, you're still an idiot.

Edited, Apr 22nd 2011 2:43pm by SparthosofLakshmi
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#48 Apr 22 2011 at 1:17 PM Rating: Excellent
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Sephrick wrote:

Skill Name Frame Effect
String Shredder Valoredge Delivers a twofold attack.
Critical hit rate varies with TP.
Armor Shatterer Sharpshot Delivers a fourfold attack.
Additional effect: Weakens defense
Additional effect duration varies with TP.


The prospect of these being good for DDing makes me happy.

The thought that they'll possibly be triggered by Water Maneuver makes me wary... >.>

Wind Maneuver, SE. plzkthx
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#49 Apr 22 2011 at 1:47 PM Rating: Good
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Don't they sometimes release a Job Adjusments 2 closer to the update day or is that my imagination.


Sometimes. Maybe.
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#50 Apr 22 2011 at 1:57 PM Rating: Excellent
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So... will people care about Gain-VIT and Absorb-VIT now?
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#51 Apr 22 2011 at 3:12 PM Rating: Excellent
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TheHolyDragoonSeraphus wrote:
Think they were only gonna adjust jobs that needed it badly, and frankly DRK PUP RNG needed it badly. And usally when there's gonna be a part 2, they name the first series of adjustments: "Job Adjustments Part 1"


You're insane or not paying attention if you think PUP needed it. Since the 2010 updates, PUP has been a monster. Some oblivious people don't seem to realize it, but PUP is a total beast these days. I also play MNK, one of the trendy choices for current "best DD", and for pure DD my PUP can beat my MNK (though MNK is a lot better at tanking). Being able to dish out stronger tier V nukes than a BLM with no hate (Deactivate to shed hate) sure has its uses too.

If they wanted to fix jobs that "needed it", my COR is feeling very left out in the cold. ESPECIALLY since RNG is getting some buffs, and one of them (the newly buffed Bounty Shot) just feels like it would have been much better suited for COR as a gambler/pirate in the first place.

At any rate, these changes aren't really very impressive for PUP. Not that the job needed big buffs to continue to be a surprisingly underrated powerhouse.

For attachments:
- One good attachment (counter)
- One wait-and-see attachment (barrage, but at a steep cost of wind maneuvers used for automaton haste/r.acc and more difficulty managing enmity spikes. we'll see what kind of timer it has to see how often it's useable too.)
- One useless attachment (MP cost)
- One horrible attachment (TP, at a cost of completely ******** up your maneuvers and likely on a timer).

For WS:
The new 2 hit crit WS will be nice, but may be annoying to manage with 5 different WS on Valoredge all having different trigger maneuvers. So it's harder to use Cannibal Blade (very useful for automaton tanking with the 10tp/tic automaton regain weapon), and to pump up other useful attachments with appropriate maneuvers. Still, for pure DD focus with Valoredge, definitely a win.

We'll see what the 4 hit ranger frame weapon does. I'd suspect it will be a bit inconsistent in damage if it's a 4 hit WS, but the added effect of defense down might be pretty useful for parties to weaken the mob for everyone. Might still not beat Armor Piercer for pure damage though.
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