Upcoming Version Update July 2005 [Full List]

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Nattaku
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Post by Nattaku »

if I where to talk german, I would do nothing but get lost...as for I am one of not foreign lagnuage..as for I wish I was..
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Post by Naru Fugihara »

If I was given the choice to instantly know another language I'd choose Japanese. It just fasinates me.
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Post by Prrsha »

Naru Fugihara wrote:If I was given the choice to instantly know another language I'd choose Japanese. It just fasinates me.
Likewise. :)
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Post by Dukuji »

I added the full list of update stuff and ...
:shock: wow, just wow :shock:
I think this update affects more then any other update I've seen.


First of all, this made me jump out of my chair:
The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.
HOLY SH!T (I'm still in shock about this one)


Next:
The player’s enmity now decreases when a shadow image created by Utsusemi is absorbed by an attack.
D@mn, no new info of this. :stare: It sounds like the amount lost will be equal regardless of level or job or skill ... :(


Next:
In addition, the higher the monster’s level is with regard to the player, the less damage will be dealt with a ranged attack
HOLY OPO-OPOP SH!T BATMAN ... BLMs, I think your Throne of Damage Dealing awaits you. :P This will hit hardest for the HMLS.

Trading a wijnruit and 99 ninja tools to a certain NPC can now earn the player a toolbag. This item may be gathered in stacks of twelve, essentially increasing the player’s ninja tool inventory capacity twelvefold.
Oh boy oh boy ... not sure if this will make up for the other ninja job change but better then just a kick in the face.


There's lots of other update stuff so be sure to check it out. I found the part about the NPC friends interesting and have a happy update day! :D
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Post by Baketsu »

Dukuji wrote:I added the full list of update stuff and ...
:shock: wow, just wow :shock:
I think this update affects more then any other update I've seen.


First of all, this made me jump out of my chair:
The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.
HOLY SH!T (I'm still in shock about this one)



HOLY FRELLING HELL!!!! I MAY ACTUALLY GET A DAMNED PAIR OF LEAPING BOOTS OR EMPORER HAIRPIN!!!!! W00T yeah!!!!!!!!!!

Will the Jaggedy Eared jack drop be the same too?..... <crosses fingers>

The only disadvantage will be you can't sell it or send it to a mule when inv is too full, but that is a small price to pay for the rare/ex idea, didn't I mention something like this earlier, that it would be nice if Square did ths....
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Post by Neoshinobi »

Makes me wish I hadn't gone ahead and bought a emporer hairpin last week, I want my 800k back! :cry:
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Post by Baketsu »

Once it is back online, log in and sell that sucker on the AH for 800K and hopefully you get your moneies back
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Post by Neoshinobi »

Baketsu wrote:Once it is back online, log in and sell that sucker on the AH for 800K and hopefully you get your moneies back
<3 the shinies :love:
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Post by Karou Ariyen »

SHINIES~ :lol:
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Re: Upcoming Version Update July 2005 [Full List]

Post by Crispleaf »

Dukuji wrote:A player who is KO'd, revived, then while still in a weakened state KO'd again will now, after a second reviving, temporarily experience a weakened attack and accuracy loss for magic and ranged attacks.
Having died repeatedly in several god battles, I can say from first-hand experience, this change is going to be brutal.

It's bad enough that mages have huge recast times and very little mp after dying once, but to render their spells at half their effectiveness if you die a second time is truly rough :(

And it's yet one more blow to rangers as well :roll: I think they're going to be inconsolable when they learn of this too.
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Re: Upcoming Version Update July 2005 [Full List]

Post by Crispleaf »

Dukuji wrote:A new quest called “The Fellowship Quest” has been added. Upon completion of this quest, the player will receive an item used to call an NPC.
-The NPC may not be called during NPC escort quests, but may be used along with beastmasters’ pets, summoners’ avatars, and dragoons’ wyverns.
-The NPC may only be called in certain field areas.
-The NPC may fight monsters, gain experience, and level up with the player.
-A player fighting with an NPC fellow will receive only 70% of the usual experience points gained for solo battles.
-The NPC may be called only when there are less than six members in the player’s group. A party may contain a maximum of three NPC fellows, along with the three players who have called them.
-If the NPC’s level exceeds that of the player, its status will be adjusted to match the player’s level.
-The NPC’s equipment will occasionally change after fighting several battles.
-The NPC will leave if the player:
-temporarily logs out to PlayOnline
-logs out
-enters a different area
-is KO’d
-All NPCs in a party will leave if the party attempts to increase its total number of players and NPCs to seven.
This NPC thing certainly has the most interest for me, but this description is very... underwhelming.

There's nothing here about the job the NPC has or having any sort of control over it. I'm inclined to think it's a mindless warrior NPC who just swings a sword at whatever you're fighting and nothing more. :P

Hopefully, they're just being modest of how good they really are :roll:
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Post by Nivez »

Neoshinobi wrote:Makes me wish I hadn't gone ahead and bought a emporer hairpin last week, I want my 800k back! :cry:
one word of advice DO NOT SELL THEM WHEN YOU GET BACK IN.

reason being, in 4-5 days i bet the price will be 3-4 times what you bought it for, until people figure out how to get them (its probably a BCNM item now)

remember Astral rings? and how the price jumped after they were moved to BCNM20, think the same thing.
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Re: Upcoming Version Update July 2005 [Full List]

Post by Kintrra »

Crispleaf wrote:And it's yet one more blow to rangers as well :roll: I think they're going to be inconsolable when they learn of this too.
That's okay, I think they'll live. After all, they outdamage us other classes so badly right now it's not even funny. This will just make it possible for some of the other damage classes (DRG, DRK, MNK and such) to get their jobs back.

Just as the NIN getting knocked down a bit will give PLD's and WAR's back their tanking job.
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And now a Miqo'te as well. >=D

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Re: Upcoming Version Update July 2005 [Full List]

Post by Naru Fugihara »

Kintrra wrote:
Crispleaf wrote:And it's yet one more blow to rangers as well :roll: I think they're going to be inconsolable when they learn of this too.
That's okay, I think they'll live. After all, they outdamage us other classes so badly right now it's not even funny. This will just make it possible for some of the other damage classes (DRG, DRK, MNK and such) to get their jobs back.

Just as the NIN getting knocked down a bit will give PLD's and WAR's back their tanking job.
Even before word of the update I still preferd to have a PLD in my pts as a Tank since their 2hr is the only thing that can pull more hate than me :P .
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Post by Karou Ariyen »

war tanking? news flash, that utesumi bit, applies to subjobs aswell, that only proves that war/nin isnt and never was a valid tank.
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Re: Upcoming Version Update July 2005 [Full List]

Post by Crispleaf »

Kintrra wrote:This will just make it possible for some of the other damage classes (DRG, DRK, MNK and such) to get their jobs back.
It gives melee a slight advantage. If they so dare, they can fight while weakened and not worry about how many times they die. :P

If a mage or ranger dies twice in a row, they are now effectively useless until their weakness wears off.
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Post by Kintrra »

You sure about that? I never fight when weakened. You get hurt a lot faster I've noticed. Every time I've tried to jump in and help my party because I was weakened and they pulled something too strong it was usually one shot and down I go again. Which of course sucked. :lol:
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Post by Baketsu »

When I am running a party and someone goes down, we usually have them rest away from the fighting and then pull Tough or Very Tough prey till they recover.
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Post by Rinaah »

With this update, I can think of one thing many people will probably consider... Drg/Nin. You would be the ultimate hate-shedding machine now with the change. You can be kicking the mobs butt and it won't even care. :) People are all thinking of Nin not keeping hate as well now, but the possibilities it opens on the flipside are worth thinking about.
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Post by Crispleaf »

I was speaking strictly from the point of view of an alliance Burning Circle, ENM, or a god fight.

Sometimes the monsters (or monsters as the case may be) get lucky and wipe out all the healthy tanks. This forces any weakened tanks that have been raised into fighting right away.

Now that I think about it, dying twice in a row could hurt Ninja and Paladins too since they both cast spells. I suppose we'll have to see how bad it is. But, who knows? Maybe warriors will become a more prefered tank as a result.

Rangers would get killed a lot in god fights because, unlike everyone else, they always did full damage with their attacks and drew a lot of hate, and often got killed repeatedly. Maybe this won't happen as much now that they do normal damage :roll:

But rangers could fight just as strong while weakened and could stay a respectable distance, so they dominated as essential damage dealers. The fact that they won't be able to hit the side of a barn if they are killed twice in rapid succession lessens this dominance ;)
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Post by Shanpu »

Well said :D

But the way i understand it is that ranged damage will still be calculated differently, only that the position in battle will determine their accuracy etc, so if they dont die countless times (yeah right BCNM, God fights, dynamis) then they can do just as well only they have to think about their position like everyone else does ~ well i say everyone, i am THF or NIN usually so i tend to run around alot.
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Post by Shirai »

Dukuji wrote:I added the full list of update stuff and ...
:shock: wow, just wow :shock:
I think this update affects more then any other update I've seen.


First of all, this made me jump out of my chair:
The way that the following items are acquired has been changed:
Archer Ring, Leaping Boots, Emperor Hairpin, Peacock Charm
In addition, players may receive an EX/Rare or EX item with the same attributes from the monsters who previously dropped each of the above items.
HOLY SH!T (I'm still in shock about this one)
Well, I think of it this way:
Bwahahahaha, in your face Gilseller scum!!
Many of those mobs were claimed by gilsellers here 9 out of 10 times.
Now they have a less source of income.

Now if those shiny items they dropped earlier are to become BCNM items, price may rise but many people will consider the rare/ex or ex variant.
Even if it has a bit less then the original item offers.
There's lots of other update stuff so be sure to check it out. I found the part about the NPC friends interesting and have a happy update day! :D
That's something I'm also very interested in,
it seems you'll have to level your "friend" and it can go exp with you but there's not really much info about what it actually can do.
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Post by Rinaah »

[quote="Crispleaf"]Rangers would get killed a lot in god fights because, unlike everyone else, they always did full damage with their attacks and drew a lot of hate, and often got killed repeatedly. Maybe this won't happen as much now that they do normal damage :roll:[quote]

Maybe with the optimal distance rule, Rng will get killed less because they can't be on top of the mob anymore. Being a distance away from the mob, they will not be in range to be swiped at like other melees. I never really understood why Rng fight close to a mob anyway when they were perfectly capable of doing the same damage from a distance... I am actually glad they made it more.. beleivable.
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Post by Karou Ariyen »

Rinaah wrote:
Crispleaf wrote:Rangers would get killed a lot in god fights because, unlike everyone else, they always did full damage with their attacks and drew a lot of hate, and often got killed repeatedly. Maybe this won't happen as much now that they do normal damage :roll:

Maybe with the optimal distance rule, Rng will get killed less because they can't be on top of the mob anymore. Being a distance away from the mob, they will not be in range to be swiped at like other melees. I never really understood why Rng fight close to a mob anyway when they were perfectly capable of doing the same damage from a distance... I am actually glad they made it more.. beleivable.
In other words instead of how it was with RNGs standing up with the melee front line fighters in a "mage" sense they stand back, distanced so their daggers still hit but so they do long range damage then? interestingly put Rinaah
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Post by Crispleaf »

Rinaah wrote:Maybe with the optimal distance rule, Rng will get killed less because they can't be on top of the mob anymore.
I don't play ranger, but from what I've seen, Rangers don't fight up close to mobs in god fights, anyway. Usually, gods have vicious area attacks and it's better to keep your distance if you can.

In xp parties, I think the only reason rangers fought up close in melee was just to raise their tp faster with their extra dagger swipes.

Something else I've thought of... some gods get "kited" around rather than simply tanked in position (so the kiter can run out of the god's spell range, and such). Rangers were useful in kited battles because their damage was consitent as long as they were in range. But now, if their damage depends on their precise distance, they are going to struggle a lot on any mob that isn't standing still.
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Post by Karou Ariyen »

then is it possible to melee in the front and not be in mob's range of attacks and still skillup dagger/TP and stay long ranged damage?

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Post by Alya Mizar (Tsybil) »

KarouKaniyashia wrote:then is it possible to melee in the front and not be in mob's range of attacks and still skillup dagger/TP and stay long ranged damage?
I don't see how
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Re: Upcoming Version Update July 2005 [Full List]

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