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 Post subject: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 4:30 am 
Square Enix
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In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.

Read on for the details.



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 Post subject: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 4:30 am 
Square Enix
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In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.
Removal of the Fatigue System
Fatigue is the means whereby playing for prolonged periods of time progressively yields less and less skill and experience points, eventually reaching a point where neither can be obtained. Patch 1.18 will see the removal of this system, meaning players will no longer be subjected to a reduction in skill and experience point awards even after long hours of play. In light of this change, accumulated surplus points will also be done away with.


Death Penalty and Raising
The introduction of instanced raids will be accompanied by a wide range of revisions to areas such as the death penalty, Raise spells, and the Return command.

Death Penalty
The penalty for being KO'd, namely the effects of Weakness and Brink of Death, will be revised as follows:

Weakness
Players who are raised will be afflicted with the Weakness status, which has the following negative effects:
  • 25% HP reduction
  • 25% MP reduction

Brink of Death
Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:
  • 50% HP reduction
  • 50% MP reduction
  • 50% attack power reduction
  • 50% magic potency reduction
  • 50% defense reduction
  • 50% magic defense reduction

A further penalty will apply to equipment durability for players who revive themselves via the Return command.

Raising
As part of balance adjustments accompanying the introduction of instanced raids, and in order to improve the usability of Return as a mode of transport, Raise and Resurrect will receive changes to their effects, as well as the rank at which they are learned. New Raise spells will also be introduced.

Raise
  • Learned: Rank 14 (instead of 38)
  • Recast Time: 5 min. (instead of 60 sec.)
  • MP Cost: 101 (instead of 0)

Resurrect
  • Learned: Rank 14 (instead of 38)
  • Recast Time: 5 min. (instead of 60 sec.)
  • MP Cost: 101 (instead of 0)

Raise II -New-
Restore the breath of life, reviving a KO’d target. Weakness and Brink of Death effects last for 1 minute.
  • Learned: Conjurer, Rank 38
  • Cast Time: 10s
  • Recast Time: 2.5 min.
  • MP Cost: 186
  • Exclusive to conjurer.

Rebirth -New-
Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.
  • Learned: Conjurer, Rank 50
  • Cast Time: 10s
  • Recast Time: 30 min.
  • MP Cost: 231
  • Exclusive to conjurer.

Return
Alongside the above-mentioned reduction in the rank at which Raise is learned, the following adjustments will be made to Return in order to improve its usability as a mode of transport.

Anima consumption will be reduced to zero.
A recast time of 15 minutes will be imposed.
* The above recast time is not imposed on players who are KO'd.



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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 6:52 am 
Honey Muffin
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Quote:
Removal of the Fatigue System




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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 6:56 am 
Crumpet
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I'm quite happy about the "death penalty". In fact I think it's even more lenient than before. Dying once will only drop your HP/MP by 25% and give you no speed/damage/etc penalties. A durability penalty if you use Return. And a similar progressively stronger weakness for being revived while already weak just as before.

Also very happy about Rebirth. After them hinting about it months ago I was really hoping they would an an "Emergency Raise" spell for raising a tank during a HNM fight. That rebirth spell raises someone with no weakness effects, but can only be used once every 30 minutes.

Making Raise/Resurrect cost MP would suck, but since MP regenerates so damn fast it's not really a problem at all. Though going to all the trouble of levelling THM to 50 to get Resurrect only for the requirement to be dropped to 14 is blah.

Finally removing fatigue is nice. Way too late, everybody is already Rank 50, but nice nonetheless. Dunno why this wasn't done 8 months ago.

Also, it just became painfully obvious which of the two mages are going to become the White Mage. Conjurer gets tier 2 and 3 raise spells, Thaumaturge gets nothing.


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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 7:27 am 
Easy Prey
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This is good stuff. Me like.

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 8:04 am 
Incredibly Tough!
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On one hand i'm excited about these cool new features, on the other hand I think it's lore-wise retarded to make conjurer the WHM and THM the BLM. THM as WHM would of made so much more fucking sense, so now what, are they going to give all the elemental spells to THM? re-tar-ded

Otherwise thumbs up for Conj not being a useless piece of shit anymore.

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 8:58 am 
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Interesting, interesting. I sort of had a feeling that CNJ would go the WHM way. Really glad I leveled it up to 50.

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 12:30 pm 
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maybe conj is blm, thm is rdm and there is no whm. i still dont see wtf they would do to make a whm better at healing than a thm is anyway.

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 3:17 pm 
Onionhead
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id say cnj is whm, thm is rdm, and they will add an actual nuking blm class

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 3:44 pm 
Star-Spangled Subligar
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ok so this pretty much takes away a lot of my motivation to play. I wanted to be a DD class, not a healer this time around. So much for that. Spam heals for life i guess...

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 4:40 pm 
Meat Miq'abob
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OMG JESUS PATCH :fap:

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 4:47 pm 
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Curing is way easier on a THM, so I do hope they just do away with the mage AoE as we currently know it. If they mages keep their current AoE ranges, then curing will be very sad.

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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 5:02 pm 
Crumpet
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Pretty sure they said they were going to split the spells into single target and aoe versions. Specifically they were going to split Cure into Cure and Curaga again.


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 Post subject: Re: Patch 1.18: Miscellaneous Adjustments (07/14/2011)
PostPosted: Thu Jul 14, 2011 6:52 pm 
Incredibly Tough!
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You could always just stay conj, Yarr, and not use a job until they add a DPS job tacked onto conj.

Since they are changing the battle algorithms soon, mages like conj will be good DD.

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