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Final Fantasy XIV News

Uncategorized

Patch 1.18: Miscellaneous Adjustments

by Xenor July 14, 2011
written by Xenor

In patch 1.18 there will be some changes made to the death penalty and raising of KO’d party members. This means there will be some new spells introduced that give the raised player different death penalty effects depending on the spell used. The ranks of Raise and Resurrect will also be lowered. Additionally, the surplus SP system will be removed, something that many of the playerbase have hated since the game’s launch. The full details are quoted below.

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: 10 sec.
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: 10 sec.
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.

Source: The Lodestone

July 14, 2011 0 comment
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Uncategorized

Battle Reform: Enmity

by Xenor July 7, 2011
written by Xenor

Along with the implemented of auto attack, Square Enix is planning major changes to the way enmity works in Final Fantasy XIV. These will make it easier for the player to know how much enmity they have accumulated over the course of the fight and allow you to better plan your attacks. This will be implemented in the 1.18 patch. The details of the enmity changes are below.

“Changes to Enmity Calculation

Enmity is the element of the game that governs the target of an enemy’s hostility. Performing certain actions increases an enemy’s enmity towards you; the enemy will attempt to attack the player or NPC who has generated the highest amount of enmity. Skillful control of enmity forms the cornerstone of effective partying.

The current method of enmity calculation has been deemed excessively complicated, rendering the employment of battle strategies problematic. This was made worse by having no way of checking the constantly changing enmity values. Patch 1.18 will see the simplification of the enmity system to one based on accumulated actions. Furthermore, a new UI element will be introduced that allows players to see their foes’ enmity levels at all times, making enmity control a far more tangible affair.

Relationship Between Actions and Enmity

Actions that generate enmity can be divided into two main categories: direct and indirect. The former refers to actions that inflict damage or enfeebling status effects upon a foe, while the latter encompasses those that heal or fortify an ally. Different actions will increase enmity to varying extents, with the strength of the delivery (such as damage dealt or HP restored) also playing a part in the calculation. Enmity will be reset for players who are KO’d or otherwise incapacitated from battle for a certain period of time.

Making Enmity Visible

In order to allow enmity control to be readily incorporated into battle strategy, an icon will be implemented which displays an enemy’s enmity. This icon will appear to the left of the enemy’s HP gauge, and through a color scheme will inform players of their foe’s enmity level and behavior.

No icon – The enemy is not taking action against you.

Green, orange, or red icon – The enemy is taking action against you. Enmity level is indicated from low to high in the order of green, orange, and red, indicating a progressively greater likelihood that the enemy will target you.

Blinking red icon – You are incurring the highest level of enmity among targets engaging the enemy and are being targeted.

Improvements to the enmity system are scheduled to continue in patch 1.19 and beyond. Abilities that affect enmity will also be subject to adjustments.”

Source: The Lodestone

July 7, 2011 0 comment
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Letter from the Producer

Lodestone: Letter from the Producer LIVE Part LXIX Set for March 4

by Xenor February 21, 2022

In the upcoming Letter from the Producer LIVE, we’ll be covering information on what’s …

by Xenor February 21, 2022

Lodestone: Letter from the Producer LIVE Part LXVIII Airs Friday, February 18

February 16, 2022
by Xenor February 16, 2022

Lodestone: Letter from the Producer LIVE Part LXVIII Set for February 18

January 31, 2022
by Xenor January 31, 2022

Lodestone: Letter from the Producer LIVE Part LXVII Digest Released

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by Xenor November 19, 2021

Lodestone: Letter from the Producer LIVE Part LXVII Airs Friday, November 5!

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by Xenor November 2, 2021
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Lodestone News

Lodestone: Join us for Duty Commenced on February 25!

by Xenor February 21, 2022

The next episode of Duty Commenced, the North American Community team’s live show, is …

by Xenor February 21, 2022

Lodestone: Recommencement of Automatic Demolition

February 15, 2022
by Xenor February 15, 2022

Lodestone: New Optional Items & Oceanian DC Celebration Sale!

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by Xenor February 14, 2022

Lodestone: Introducing Steam Version Account Linking

February 10, 2022
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February 1, 2022
by Xenor February 1, 2022
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Dev Blog

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    • Home
    • Weapons
      • Weapons #1
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