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New update stuff (Hydra HNM and Magic damage nerf)
https://w.yarrthepirate.com/phpbb3/viewtopic.php?f=1&t=9369
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Author:  Eternus [ Wed Jul 19, 2006 9:22 am ]
Post subject:  New update stuff (Hydra HNM and Magic damage nerf)

http://www.playonline.com/pcd/topics/ff ... etail.html


In the upcoming version update, new notorious monsters and battlefields will be introduced into the Treasures of Aht Urhgan areas.
Also, certain monsters will soon possess an accumulative resistance to magic.

New Notorious Monsters

Now that everyone seems to be used to the new areas and enemies of the Treasures of Aht Urhgan expansion disc, a number of notorious monsters will be introduced in the next version update.

In addition, a new type of high notorious monster (HNM) will be added to the beastman strongholds.

Victory will not come easy when facing these new challenges!

Image

New Battlefields

A number of new battlefields are scheduled for the Treasures of Aht Urhgan areas. You can attempt these battlefields by using Imperial Standing credits.

We have adjusted the system so that most players should be able to make an attempt once or twice a week with the Imperial Standing they earn, but players can enter the battlefield every day if they have enough credits. This should make the new battlefields more accessible than orb battles.

Accumulative Magic Resistance

Currently, a large number of players can team up to overpower the enemy in certain battles by hitting the enemy repeatedly with only elemental magic. This tactic has had an unbalancing effect on the game, and we decided a change was needed.

However, altering the effects of powerful magic spells would have a negative effect on black mages and other magic users. Rather than altering magic effects or strengthening monsters, we determined that the adjustment to solve this issue should be as small as possible in scope and affect other gameplay mechanics as little as possible.

Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

We have also made several other adjustments to minimize the effect of this change on black mages and other magic users. For example, a party fighting a notorious monster with one to two black mages will probably not notice the difference.

However, we have decided to give Bahamut in the quest "The Wyrmking Descends" and Diabolos in the quest "Waking Dreams" a stronger accumulative magic resistance than other notorious monsters.

-Types of Affected Magic Damage
When a notorious monster is repeatedly hit by the following types of magic, it will accumulatively build magic resistance:

Black magic (elemental), white magic (divine), ninjutsu, magical blood pact abilities, magical blue magic, magical weapon skills (e.g., Spirits Within and Red Lotus Blade), and certain job abilities (e.g., Chi Blast and Mijin Gakure)

-Resistance Fluctuation
When a monster with accumulative magic resistance is hit by a magic attack, the amount of damage it receives will decrease in accordance with that monster's resistance. At the same time, its resistance will increase.

The monster's resistance will increase in accordance with the amount of damage incurred, but each monster has a maximum resistance level.

In addition, the monster's resistance will decrease with time if it is not hit by any repeated magic attacks.


lol new Hydra HNM is the biggest HNM in the game. People used modelviewer and it is bigger than all the grand wyrms and bahamut... its tail is fucking long. Oh yeah and BLM got nerfed lololol. Should be interesting to see how that works out, hopefully it isn't that bad.[/img]

Author:  Armani [ Wed Jul 19, 2006 10:57 am ]
Post subject: 

i hope i get DM done before they finish that

Author:  Eternus [ Wed Jul 19, 2006 12:32 pm ]
Post subject: 

This says that mobs will build a resistance over time I think to magic damage of any kind. Not sure if that will stop BLM from destroying DM... think it is designed towards Bahamut v2 and maybe JoL. That includes divine (holy, banish etc), chi blast and all kinds of other shit. Physical level 70 BPs from SMN will still rape face though. So BLM are just going to level SMN or some melee job now lol... gogo SAM.

Author:  Eternus [ Wed Jul 19, 2006 12:43 pm ]
Post subject: 

Nevermind read that wrong lol... yeah DM is definitely going to be nerfed. You can't just spam volley after volley of nukes without resist rates going higher and higher I guess. So no more sleep>nuke>sleep>nuke strats either on some HNM.

Author:  Pantherxx [ Wed Jul 19, 2006 12:51 pm ]
Post subject: 

guys it didn't say anything about DM and JoL is going to be change.

SE wrote:
However, we have decided to give Bahamut in the quest "The Wyrmking Descends" and Diabolos in the quest "Waking Dreams" a stronger accumulative magic resistance than other notorious monsters.


but then again not sure if I read this part right. would someone telling us this in english. :?

SE wrote:
Therefore, for the next update we have decided to implement an accumulative magic resistance effect for all monsters whose strength reads "impossible to gauge."

Author:  Eternus [ Wed Jul 19, 2006 1:02 pm ]
Post subject: 

It says all "Impossible to Gauge" monsters will be affected. Bahamut v2 and Diabolos just will have stronger magic resistance build up than the rest.

Author:  Mikey [ Wed Jul 19, 2006 1:34 pm ]
Post subject: 

DM? maybe i'm getting rusty lol..

Also what does this mean for dynamis lord? Creating this nerf wouldn't it umm kill everyones ability to kill him once again.

Author:  Eternus [ Wed Jul 19, 2006 1:40 pm ]
Post subject: 

Stun is not magic damage. This makes damage resists build up. So Dynamis Lord supposedly wouldn't be changed strat wise. DM is Divine Might... Bahamut v2 might be unbeatable now lol.

Author:  tracezero [ Wed Jul 19, 2006 3:22 pm ]
Post subject: 

Go go SE, break your own game even more \:D/

And I was thinking, what if they're just trying to make the game harder so more and more people will be like "Fuck this shit." and quit. I know when the RNG nerf came around, RNGs across all servers quit the game.

Btw, no more manaburning KSNMs.

Author:  Dmitry [ Wed Jul 19, 2006 4:00 pm ]
Post subject: 

I don't think it'll be the end of manaburning anything. Unless it takes more than like 3 spells anyway.

Author:  Sefier [ Wed Jul 19, 2006 4:22 pm ]
Post subject: 

sigh,war here i come!

Author:  Armani [ Wed Jul 19, 2006 5:58 pm ]
Post subject: 

Sefier wrote:
sigh,war here i come!


beat you to it

{Samurai}{You can have this.}

Author:  Balidorn [ Wed Jul 19, 2006 6:08 pm ]
Post subject: 

lol... you all talk like it's going to be the end of the world. One of a couple things will happen...

1- people who are too butthurt with the adjustment will quit ffxi and say it's FFxi's fault (I understand because I was rng main when it got nerfed)

2- people will be butthurt and level another job to 75 so they can be more flexible and have another job they can play as so they don't have to deal with the blm shit (again I understand because my rng got nerfed)

3- people will learn to cope with the adjustments and it will force certain linkshells to become more balanced in their play instead of lop-sided (with acception to smn's). Hell the adjustments could be soooo minor that only long battles like wyrms, 3hr kirins, manaburns, JoL, etc. would be the only ones effected. Thus only allowing the successful people to continue to further themselves and to push aside those that are not.

All in all, SE hopes for #2/#3 to happen. Why? So they can still continue to profit on a game that is becoming dated.

Author:  Sefier [ Wed Jul 19, 2006 6:22 pm ]
Post subject: 

um.....how many ppl use rng's still?(seriously)

Author:  tracezero [ Wed Jul 19, 2006 7:10 pm ]
Post subject: 

RNG is still good, it's just no where near as good as it used to be. But yeah, you don't see many RNGs around anymore.

At the RNG nerf, I was coincedentally lvling BLM at the time, so that was pretty lame. And now at the BLM nerf, my WAR is already 72. Next thing I know they'll nerf WAR, and be on their way to nerf whatever job after that I plan to level.

Btw Arm, MNK is a better DD than WAR, and it's still one of the most broken job classes left in the game.

Author:  Mandos [ Wed Jul 19, 2006 8:08 pm ]
Post subject: 

tracezero wrote:
Btw Arm, MNK is a better DD than WAR, and it's still one of the most broken job classes left in the game.


Image

Author:  Armani [ Wed Jul 19, 2006 8:29 pm ]
Post subject: 

i don't get it

Author:  tracezero [ Wed Jul 19, 2006 8:30 pm ]
Post subject: 

Armani wrote:
i don't get it


Same here. I stared at it for like 5 mins. I'm drawing a complete fucking blank.

Author:  Metalmilitia [ Wed Jul 19, 2006 9:18 pm ]
Post subject: 

...by saying that comment about MNK vs. War you opened up a can of worms...

Author:  Ultimaj [ Wed Jul 19, 2006 9:22 pm ]
Post subject: 

Armani wrote:
i don't get it


tracezero wrote:
Same here. I stared at it for like 5 mins. I'm drawing a complete fucking blank.


lol

Author:  Dmitry [ Wed Jul 19, 2006 9:23 pm ]
Post subject: 

Flame bait you retards. Omg I can't belive I associate with you two.

Author:  Balidorn [ Wed Jul 19, 2006 10:21 pm ]
Post subject: 

Sefier wrote:
um.....how many ppl use rng's still?(seriously)


had I not got thf af2 hands I still would have. Rng still kicks ass if you have the right setup/merits. Give a good rng red curry, a good DD tank (WAR OR PIMPED OUT NIN ONLY), and a good brd that knows how to pull and can keep songs on 24/7 and the rng will outparce 95% of anybody in xp parties.... Yes, this DOES mean I am saying that rngs can still outparce even the most pimped war's and mnk's in xp parties if they know their head from their ass and have red curry+great brd..

On HNM/GODS/KINGs Rngs are still great damage and can still pull hate from even the best pld tanks. Again, all they need is a brd and be a decent rng.

All the rng nerf really did was weed out the people that played the job because of the damage vs. played the job because they loved it and were good at it. And those that stuck with it were just forced to learn how to play it with a different style.

...................... It also showed what rngs used windower after the update and what ones didn't lol. The ones that used windower used a distance patch to make sure they were in the "sweet spot" every time therefore doing FAR MORE damage. Essentially SE fucked over 99.9% of the rngs that play on PS2 and xbox.

Author:  Sefier [ Wed Jul 19, 2006 11:13 pm ]
Post subject: 

what rangers wanna pay to do same dmg(or less) than a mnk or war?
(you said pimp)
E Bow
Hellfire+1
Cerberus Bow+1(for the real pimps like skyy lol)
Bullets
Arrows
Tools (for those that sub nin)
Food (red curry is not cheap)
And,have a bard,what about those pts that dont got a bard?

You explained a situational ranger w/ omg gear and an omg setup (you said pimped nin ONLY)

What about the Archer Dagger/Hawkers Rangers w/ War Bows+1
NQ amemet NQ gear and cant afford curry?

Its now a situational job that youd only use w/ the right setup,right?

Point is,no1 wants to spend 100k/Party just to do "similar" dmg to a war or mnk :/ who can just engage and go afk,and use ni when ever its up

Author:  Balidorn [ Thu Jul 20, 2006 12:04 am ]
Post subject: 

Sefier wrote:
what rangers wanna pay to do same dmg(or less) than a mnk or war?
(you said pimp)
E Bow
Hellfire+1
Cerberus Bow+1(for the real pimps like skyy lol)
Bullets
Arrows
Tools (for those that sub nin)
Food (red curry is not cheap)
And,have a bard,what about those pts that dont got a bard?

You explained a situational ranger w/ omg gear and an omg setup (you said pimped nin ONLY)

What about the Archer Dagger/Hawkers Rangers w/ War Bows+1
NQ amemet NQ gear and cant afford curry?

Its now a situational job that youd only use w/ the right setup,right?

Point is,no1 wants to spend 100k/Party just to do "similar" dmg to a war or mnk :/ who can just engage and go afk,and use ni when ever its up


that's why only the rangers that were good at the job and loved it stayed with rng after the nerf. I'm not going to deny that rng cost an arm and a leg to maintain. But, war and mnk are not cheap either to be good. A lot of their cursed abj. gear costs a lot to get made. Second, look at the weapons.... Juggernaught is outrageous and maneater/woodvilles are fairly expensive as well. And take a look at crosscounters and other badass mnk hand to hand. PLUS, take a look at all the STR+ gear they have to invest in.

All things aside a rng can still have a badass setup for under 2 mil. Hell one of the best weapons in the game is the othinus bow and it's free. A rng with an othinus bow won't overpower a rng with a badass setup and a Eurytos, but they will do a damn good job keeping up. People SEVERELY underestimate the power of acid bolts and holy bolts. Plus, darksteel bolts are much cheaper than Kabura arrows. Also, rngs can use marbled steaks and other str boosting foods that are FAR cheaper than red curry to also keep cost per party down.

Now as much as I'd like to sit and defend the power of rangers all day, you are completely right though in saying that they have become a situational job. They require the use of a brd in order to do ANY respectable damage. Without a brd a rng is just any other job. And you are right that rng will always be just a shadow of it's former glory. But not all hope is lost. It is still a great job for those that are determined to be successful at it.

Author:  DeadLegend [ Thu Jul 20, 2006 12:30 am ]
Post subject: 

Armani wrote:
i don't get it


tracezero wrote:
Same here. I stared at it for like 5 mins. I'm drawing a complete fucking blank.


I guess we shouldn't be surprised...but jesus.

Anyway:
Eternus wrote:
Stun is not magic damage. This makes damage resists build up.

Flash is non-damaging but divine magic is specifically mentioned in the details. They could just mean banish/holy since they go on to mention "damage" multiple times, but we won't know for sure until it happens. Either way, yeah dark magic isn't mentioned, so stun should be fine and dandy.

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