Final Fantasy XI Test Server Updated!

 Final Fantasy XI's official Test Server has been updated, bringing about a plethora of changes soon to be implemented to the game. Additional changes have been implemented in the revamping of the elemental magic system, this time including Area of Effect spells and Ancient Magic, and the weapon damage adjustments have been altered to now include Hand-to-Hand. Further adjustments are being made to Geomancer, such as their Indi and Geo spells, as well as job traits and their magic repertoire.

Various changes are also being made to each form of Reive, to allow for easier obtainment of rewards as well as easier Reive battles. Lastly, the Monstrosity battle system is receiving additional adjustments to playing areas, HP and MP recovery, and more.

Let us know what you think of all these changes over on the ZAM forums!

From the official Final Fantasy XI forums:

[dev1143] One-handed and Ranged Weapon Adjustments

  • Status modifiers for hand-to-hand, one-handed, and ranged weapons will be increased as shown below.
    As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot will be the same as that for two-handed weapons.
  • Hand-to-hand
      Pre-adjustment   Post-adjustment
    Attack (STR) 50% 62.5%
    Accuracy (DEX) 50% 75%
    *The attack and accuracy status modifiers for hand-to-hand weapons will be applied to both hands.
  • One-handed Weapons
    Main Weapons Pre-adjustment   Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (DEX) 50% 75%

    Sub Weapons Pre-adjustment   Post-adjustment
    Accuracy (DEX) 50% 75%
 
  • Ranged Weapons
    Ranged Weapons Pre-adjustment   Post-adjustment
    Attack (STR) 50% 75%
    Accuracy (AGI) 50% 75%
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If you wish to discuss or submit feedback on this topic, please use the [dev1143] tag.

From the official Final Fantasy XI forums:

[dev1144] Elemental Magic Adjustments

  • The damage of elemental magic spells will be adjusted as shown below.
    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

    Tier I INT+0 INT+100
    Before After Before After
    Earth 10 10 42 160
    Water 16 25 66 165
    Wind 25 40 92 170
    Fire 35 55 108 175
    Ice 46 70 126 180
    Lightning 60 85 149 185


    Tier II INT+0 INT+100
    Before After Before After
    Earth 78 100 175 350
    Water 95 120 195 355
    Wind 113 140 213 360
    Fire 133 160 233 365
    Ice 155 180 255 370
    Lightning 178 200 278 375


    Tier III INT+0 INT+100
    Before After Before After
    Earth 210 200 360 550
    Water 236 230 386 560
    Wind 265 260 415 570
    Fire 295 290 445 580
    Ice 320 320 470 590
    Lightning 345 350 495 600


    Tier IV INT+0 INT+100
    Before After Before After
    Earth 381 400 581 850
    Water 410 440 610 865
    Wind 440 480 640 880
    Fire 472 520 672 895
    Ice 506 560 706 910
    Lightning 541 600 741 925


    Tier V INT+0 INT+100
    Before After Before After
    Earth 626 650 855 1200
    Water 680 700 909 1220
    Wind 734 750 967 1240
    Fire 785 800 1014 1260
    Ice 829 850 1058 1280
    Lightning 874 900 1103 1300

 The MP cost, casting times, and recast times of elemental magic spells will be adjusted.

Tier I MP Cost Casting Time Recast Time
Before After Before After Before After
Earth 9 4 1.5 0.5 6.5 2
Water 13 10 1.75 0.5 7.75 2
Wind 18 16 2 0.5 9 2
Fire 24 22 2.25 0.5 10.25 2
Ice 30 28 2.5 0.5 11.5 2
Lightning 37 34 3 0.5 13 2



Tier II MP Cost Casting Time Recast Time
Before After Before After Before After
Earth 43 36 3.25 1.5 14.5 6
Water 51 43 3.5 1.5 15.75 6
Wind 59 51 3.75 1.5 17 6
Fire 68 60 4.25 1.5 18.5 6
Ice 77 68 4.5 1.5 19.75 6
Lightning 86 77 4.75 1.5 21 6



Tier III MP Cost Casting Time Recast Time
Before After Before After Before After
Earth 92 64 5.25 3 22.5 15
Water 98 75 5.5 3 24 15
Wind 106 88 5.75 3 25.25 15
Fire 113 101 6 3 26.5 15
Ice 120 115 6.25 3 27.75 15
Lightning 128 129 6.75 3 29.25 15



Tier IV MP Cost Casting Time Recast Time
Before After Before After Before After
Earth 138 112 7 6 30.75 30
Water 144 129 7.25 6 32 30
Wind 150 148 7.5 6 33.25 30
Fire 157 169 8 6 34.75 30
Ice 164 190 8.25 6 36 30
Lightning 171 213 8.5 6 37.25 30



Tier V MP Cost Casting Time Recast Time
Before After Before After Before After
Earth 222 156 8.75 10 39 45
Water 239 182 9.25 10 40.25 45
Wind 255 210 9.5 10 41.5 45
Fire 270 240 9.75 10 42.75 45
Ice 282 272 10 10 44 45
Lightning 294 306 10.25 10 45.5 45
  • -ga Spells
    The damage of these elemental magic spells will be adjusted as shown below.
    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
    -ga Tier I INT+0 INT+100
    Before After Before After
    Earth 56 60 123 310
    Water 74 80 146 315
    Wind 96 100 155 320
    Fire 120 120 208 325
    Ice 145 160 241 350
    Lightning 172 200 271 375

    -ga Tier II INT+0 INT+100
    Before After Before After
    Earth 201 250 300 600
    Water 232 280 331 610
    Wind 266 310 365 620
    Fire 312 340 411 630
    Ice 350 370 450 640
    Lightning 392 400 541 650

    -ga Tier III INT+0 INT+100
    Before After Before After
    Earth 434 500 525 950
    Water 480 540 630 970
    Wind 527 580 676 990
    Fire 589 620 738 1015
    Ice 642 660 791 1035
    Lightning 697 700 846 1055
     
    The MP cost, casting times, and recast times of these spells will be adjusted.
    -ga Tier I MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 37 24 2.5 2 11 5
    Water 47 34 2.75 2 12.25 5
    Wind 57 45 3 2 13.5 5
    Fire 71 57 3.5 2 15.25 5
    Ice 82 80 3.75 2 16.5 5
    Lightning 95 105 4 2 17.75 5

    -ga Tier II MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 109 93 4.25 4 19 10
    Water 123 112 4.5 4 20.25 10
    Wind 138 131 5 4 21.75 10
    Fire 158 153 5.25 4 23.25 10
    Ice 175 175 5.5 4 24.5 10
    Lightning 193 200 6 4 26 10

    -ga Tier III MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 211 175 6.25 7 27.25 25
    Water 231 202 6.5 7 28.5 25
    Wind 252 232 6.75 7 29.75 25
    Fire 277 263 7.25 7 31.5 25
    Ice 299 297 7.5 7 32.75 25
    Lightning 322 332 7.75 7 34 25

 

  • -ja Spells
    The damage of these elemental magic spells will be adjusted as shown below.
    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
    -ja Spells INT+0 INT+100
    Before After Before After
    Earth 719 750 947 1300
    Water 782 800 1010 1317
    Wind 844 850 1076 1335
    Fire 902 900 1130 1352
    Ice 953 950 1181 1370
    Lightning 1005 1000 1233 1387
     
    The MP cost, casting times, and recast times of these spells will be adjusted.
    -ja Spells MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 299 298 7 7 45 45
    Water 322 318 7.25 7 46.25 45
    Wind 344 338 7.5 7 47.5 45
    Fire 364 358 7.75 7 48.75 45
    Ice 380 378 8 7 50 45
    Lightning 396 398 8.25 7 51.25 45

 

  • -ra Spells
    The damage of these spells will be adjusted as shown below.
    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
    -ra Tier I INT+0 INT+100
    Before After Before After
    Earth 128 150 217 400
    Water 153 180 250 415
    Wind 179 210 279 430
    Fire 216 240 316 445
    Ice 247 270 347 460
    Lightning 282 300 382 475

    -ra Tier II INT+0 INT+100
    Before After Before After
    Earth 317 350 417 700
    Water 356 390 456 720
    Wind 396 430 496 740
    Fire 450 470 600 760
    Ice 496 510 646 780
    Lightning 544 550 694 800
     
    The MP cost, casting times, and recast times of these spells will be adjusted.
    -ra Tier I MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 73 57 3.25 1.5 15 5
    Water 85 68 3.5 1.5 16.5 5
    Wind 97 80 4 1.5 18 5
    Fire 115 97 4.25 1.5 19.5 5
    Ice 129 111 4.5 1.5 21 5
    Lightning 144 126 5 1.5 22.5 5

    -ra Tier II MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 160 150 5.25 3 23 15
    Water 177 169 5.5 3 24.5 15
    Wind 195 188 6 3 26 15
    Fire 218 213 6.25 3 27.5 15
    Ice 237 235 6.5 3 29 15
    Lightning 258 258 7 3 30.5 15

 

  • Ancient Magic
    The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.

    The MP cost, casting times, and recast times of these spells will be adjusted as shown below.
    Ancient Magic I MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 337 315 18.25 12 42.75 60
    Water 368 315 18.75 12 43.75 60
    Wind 322 315 18 12 42.25 60
    Fire 383 315 19 12 44.5 60
    Ice 307 315 17.75 12 41.5 60
    Lightning 352 315 18.5 12 43.25 60

    Ancient Magic II MP Cost Casting Time Casting Time
    Before After Before After Before After
    Earth 287 280 10 10 90 60
    Water 287 280 10 10 90 60
    Wind 287 280 10 10 90 60
    Fire 287 280 10 10 90 60
    Ice 287 280 10 10 90 60
    Lightning 287 280 10 10 90 60

 

  • Comet
    The damage of Comet will be adjusted as shown below.
    * The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
    * In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
      INT+0 INT+100
    Before After Before After
    Comet 964 1000 1193 1387
     
    The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
      MP Cost Casting Time Casting Time
    Before After Before After Before After
    Comet 367 350 11 10 60 45

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If you wish to discuss or submit feedback on this topic, please use the [dev1144] tag.

From the official Final Fantasy XI forums:

[dev1150] Job Adjustments: Geomancer

  • Indicolure Spells
    Casting time will be reduced from 4 seconds to 2 seconds.
  • Geocolure Spells
  • Casting time will be reduced from 8 seconds to 2 seconds.
  • Recast time will be reduced from 24 seconds to 12 seconds.
  • Traits
  • The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
  • The below job traits will be learnable by geomancers:
    The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait Level Learned
Clear Mind 20
Max MP Boost 30
  • Spell Additions
  • The below spells will be learnable by geomancers.
Magic Level Learned
Sleep 30
Sleep II 70
*Along with the addition of Sleep and Sleep II, the enfeebling magic skill will also be added to geomancers.
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If you wish to discuss or submit feedback on this topic, please use the [dev1150] tag.

From the official Final Fantasy XI forums:

[dev1141] Monstrosity

  • New areas will be added to Monstrosity.
    La Theine Plateau / Valkurm Dunes / Jugner Forest / Beaucedine Glacier / Xarcabard
  • HP and MP will gradually recover when out of combat. Amounts recovered vary depending on maximum HP and MP values.
    * The amount of HP recovered is subject to change.

Test Server Only
  • Locations where PCs appear when moving from the lobby to the field will be fixed.
  • The following effects will be granted to PCs when moving from the lobby to the field.
    • Invisible
    • Sprint
    • Inability to attack
Refer to this thread for information about testing this content on the test server and methods on providing feedback.
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If you wish to discuss or submit feedback on this topic, please use the [dev1141] tag.

From the official Final Fantasy XI forums:

[dev1149] Reive Adjustments

  • The evaluation method for Lair Reives, Colonization Reives, and Wildskeeper Reives will be adjusted.
  • Physical damage, magic damage, healing, and other separate evaluation aspects will be consolidated into one category.
  • The stored evaluations will yield experience points and Bayld based on the amount of boss monster or obstacle HP reduced.
    With these changes, evaluations will take place separately from obstacle and boss HP reduction, changing the way in which players receive rewards.
  • The strength of monsters and how often they spawn* will be adjusted for Lair Reives that occur in the following areas.
    Yahse Hunting Grounds / Ceizak Battlegrounds
  • The strength of monsters and how often they spawn* will be adjusted for Colonization Reives that occur in the following areas.
    Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates
*As an adjustment for solo and low-man groups, the HP, attack power, and other parameters of monsters will be reduced, the detection range will be reduced, and spawning frequency will be reduced.
Test Server Only
Reive evaluation adjustments are currently a work in progress.
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If you wish to discuss or submit feedback on this topic, please use the [dev1149] tag.

 

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