Monday, July 23, 2012

FFXI Update - 7/23/12

Taken from the Official Forums

Event-related

  • New battle content called Heroines' Holdfast has been introduced. (Given the opportunity, I would not mind holding any of these heroines.. and fast.)
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Heroines' Holdfast is a special battlefield created to celebrate FINAL FANTASY XI's tenth anniversary and takes place on Nyzul Isle. The holdfast houses multiple heroines; one for each floor. Participants make their way through certain floors and finally battle the heroine who awaits them in her chamber on the corresponding floor.

Entry Requirements

  • Have one's main job at level 99.
  • Form a party of three to six people.
  • There is a time restriction of fifteen minutes, which can be extended by an additional fifteen minutes each time a heroine is defeated.

Heroines' Holdfast Overview

  1. Trade an Athena Orb to the Runic Seal at the Nyzul Isle staging point (J-9) in the : Alzadaal Undersea Ruins to enter the battlefield. You can obtain an Athena Orb through the FFXI Forum contests and Golden Gobbie Bag Drawings.
  2. *The Athena Orb will disappear upon entering the holdfast.
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  3. Transfer to the antechamber.
    There are five runes of transfer in the antechamber that teleport participants to each heroine's floor, and deciding which heroine your party shall do battle with before trading your Athena Orb should save valuable time at this juncture.
  4. The following runes of transfer teleport players to the corresponding heroine's floor:
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    * : Starting Location
    Rune of Transfer #1: Lion
    (Can't wait to see my favorite Zilart/Original Game NPC again!)
    Rune of Transfer #2: Prishe
    (Favorite all time NPC for many. Main character of the CoP Storyline.)
    Rune of Transfer #3: Aphmau
    (Some may know her by other names, but here we fight ToAU's court puppeteer and her two puppets.)
    Rune of Transfer #4: Lilisette
    (From the Maws to your face, WoTG's dancer has arrived)
    Rune of Transfer #5: Mumor
    (Shimmering Shining Samba!!!... or something?)

  • [dev1125] Voidwatch Adjustments
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  • The acquisition of other rewards will no longer be interrupted when a rare item already in one's possession is among the spoils obtained from a Riftworn Pyxis after selecting "obtain all."
  • Enemies' resistance to enfeebling magic has been adjusted.
  • [dev1131] Legion Adjustments
  • It is now possible to reenter a battlefield after being ejected due to all participants having been KO'd.
  • In addition, the distance that enemies roam has been adjusted. (Hopefully the HNMs will stop having tea-parties long enough to be pulled. >.>)
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  • Enemies' resistance to enfeebling magic has been adjusted. (I'm not sure if this is good or bad..)
  • Fields of Valor and Grounds of Valor Adjustments
  • Objectives for the following training regime have been revised: Ifrit's Cauldron: Page 5
  • Potency of the field support effect White Magic: Protect has been increased.
  • [dev1132] Assault Adjustment
  • When moving to the next floor during Nyzul Isle Investigation and Nyzul Isle Uncharted Region, characters will now zone in at different coordinates around the Rune of Transfer. (Yay, I no longer have to wait for all the Elvaans and Humes I play with to get the hell out of the way so I can move!.. on another note... Where do they teleport Galkas? I don't see one here.)
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  • [dev1133] Einherjar Adjustment
  • All rewards procured from the Nashmau (H-7) NPC Kilusha will now be displayed on a single page.
  • A new fish may now be cut open in the quest "Inside the Belly."

Battle-related

  • The following job-related adjustments have been made:
  • White Mage
  • The effect of Protect V merit points has been adjusted.
The value for each point has been modified from DEF+2 to DEF+5 (Nice!)
  • Bard
  • The effect of Knight's Minne merit points has been adjusted.
The value for each point has been modified from DEF+1 to DEF+2.
  • [dev1129] The maximum number of upgrades for the attribute merit point category has been raised from twelve to twenty-four. (INT can't go any higher.. guess I'll have to start meriting STR for SAM?)
  • [dev1093] Enfeebling Magic Resistance of Monsters
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  • A log message now appears when a monster resists an enfeebling spell which enables the player to determine whether a monster possesses complete resistance to a particular type of enfeebling magic. (Very awesome!)
  • As long as the monster does not completely resist the effect, it is possible to inflict enfeebling magic upon them. The number of affectable monsters has drastically increased. (If it can be paralyzed, Yopo and Cowbox can paralyze it!)
  • A new system has been added in which using enfeebling magic multiple times will lower the target enemy's resistance. This system is known as "Immunobreak." (I really like this idea.)
  • When an Immunobreak occurs after the enemy has resisted a particular enfeebling magic, the resistance of the enemy to that effect will decrease by a certain amount.
  • Immunobreaks can stack and continually lower an enemy's resistance.
  • The more times the enfeebling magic is resisted, the greater the likelihood that an Immunobreak will occur.
  • When the enfeebling effect is successfully applied, the resistance will reset. (Balance!)
  • If the effect is continuously applied, the enemy will slowly gain more resistance, and eventually Immunobreaks will no longer occur.
  • Note that some monsters have complete resistance to enfeebling effects.
(Immunobreaks will not occur on enemies which have complete resistance.)
  • Immunobreaks only apply to enfeebling effects (magic abilities based on Enfeebling Magic skill level).
  • [dev1128] The following spell effects have been raised:
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Protect / Protectra / Protect II / Protectra II / Protect III / Protectra III / Protect IV / Protectra IV / Protect V / Protectra V / Knight's Minne / Knight's Minne II / Knight's Minne III / Knight's Minne IV / Knight's Minne V
  • [dev1128] Resistances to the following spells have been changed:
Foe Requiem / Foe Requiem II / Foe Requiem III / Foe Requiem IV / Foe Requiem V / Foe Requiem VI / Foe Requiem VII
  • [dev1130] The interval between the conclusion of battle and the next possible time an attack command can be carried out has been adjusted.
  • [dev1130] The interval between the time a ranged attack finishes and the next possible time a new command can be carried out has been reduced.
  • [dev1130] Guard and Parry Adjustments
  • The guard and parry skills have been adjusted so that they may level up even if the skills do not activate when players are attacked.
  • A new familiar may now be summoned with the beastmaster ability "Call Beast."
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  • The beastmaster ability Tame may no longer be used if you already have a familiar out.
  • The items dropped by the Yagudo Pipers found in Giddeus and Meriphataud Mountains have been modified. (They now drop more BRD spells!)

Item-related

  • New items have been added.
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(Hell yeah, the All-In-One Staff. 8 Open spots here I come!.. pending on if it really is better)
  • New synthesis recipes have been added.
  • New synergy recipes have been added.
 
  • The following items are no longer classified as rare:
Cordial Invite / Mercenary Camp Entry Slip / Martial Ball Invite / Training Grounds Key / Pest Repellant
  • The Clr. Duckbills +2 attribute "Enhances Protectra V effect" has been increased.
  • The enchantment attribute of the items Protect Ring and Protect Earring has been increased.

System-related

  • [dev1126] An upper limit on the frame rate for fishing animations has been implemented so as to decrease the gap experienced between different platforms.
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[Windows and Xbox 360 Only]

  • [dev1134] Spell icons have been modified in preparation for the UI overhaul.
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(I personally really like these icons. After 10 years, it's nice to see some changes!)
Various issues have been resolved as well.

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