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News Discussion  » Final Fantasy XI: Correspondent - September Update

7 posts found
  Stradden

Managing Editor

Joined: 7/08/05
Posts: 6729

 
9/22/08 11:51:51 AM#1

MMORPG.com FFXI Correspondent Tristain Belisle writes this overview of what's new to the game this month in Square Enix's Fainal Fantasy XI.

September’s update is here! As many know the talk of Vana’diel is the new “Level Sync” system featured in our update. Aside from the obvious of being able to gain experience points via parties much easier at various different levels should you level down for one, I’ve seen a possible great use of the level sync in one particular instance besides not being utterly irritated when trying to find capped level gear such as when you are going to an area like the Promyvion areas, Burning Circle Notorious Monsters, Kindred Seal Notorious Monsters, Empty Notorious Monsters, Garrisons, Assaults, and several other things. As many end-game FFXI players ‘zerg’ (a really powerful all-out attacking using majority of attack enhancing job abilities and involved buffing ie: Minuets, Marches, and Rolls), it is useful especially for Dark Knights to have Kraken Club which costs 15M+ on nearly all servers. Well… thanks to level sync your octave clubs are actually useful for once, provided you would have a linkshell member or friend keep a level 72 job. Nevertheless, thinking about a Dark Knight dual wielding clubs just about takes the cake of anything possible! Aside from dual wielding clubs, you can also gain the benefits of lesser known items such as: Divisor ring should you level sync down to a level which is a multiple of 5, Multiple ring if your level is a multiple of 10, and Coven Hat for odds and evens respectively, though it may not be as frequent or exciting as using an octave club that never hit as many times as we all would have liked. Just something to keep in mind should you have any of these items or are newly taking interest in them.

Read the article here.

Cheers,
Jon Wood
Managing Editor
MMORPG.com

  Xianthe

Novice Member

Joined: 9/06/08
Posts: 2

9/22/08 2:03:24 PM#2

The article had some hidden merit, but the only thing I would suggest to be easier on reader's eyes is the use of some paragraphs and spacing. That article was too long to be a continuous block of text.

  Adrianus

Novice Member

Joined: 4/08/05
Posts: 13

9/22/08 2:25:34 PM#3

Good article and IMHO a great step in the right direction from SE.

SeraphimAdrianus Xfire Miniprofile
  Proskater486

Novice Member

Joined: 1/12/07
Posts: 3

9/22/08 4:09:15 PM#4

dual wield is counterproductive for multi hit weapons, you're just adding more delay for no reason and losing max HP and accuracy boosts from  club skill and nerfed gear stats.

  Nicksiren

Novice Member

Joined: 9/20/07
Posts: 37

9/23/08 12:29:22 PM#5

Sorry, but you don't really have much of a clue what you're talking about. Dual Wield gives huge delay reductions, (10% for JUST Dual Wield 1). And how do you lose HP when dual-wielding lmao? I'm not going to list every single benefit there is to using Dual Wield, but let's just say you wouldn't be a smart cookie to NOT use it with one-handed weapons.

Anyways, it was an OK article. There wasn't much talk about the actual Level Sync system though and how it works, and how much it would help FFXI to get more people joining the game. But I digress, any light being shone on FFXI from this site is incredibly surprising at all. I really do wish they would have talked more about how the system actually works though, and how it's so revolutionary, but ah....

  Proskater486

Novice Member

Joined: 1/12/07
Posts: 3

9/23/08 6:03:40 PM#6

You lose HP from syncing to 72 dipshit. And the 10% delay reduction is after adding the extra pointless 264 delay of an extra weapon on top of your already 264 delay from kclub. Would you rather have 264 delay and haste it off, or 528 delay with a 10% reduction and then haste it off? Haste caps at 85% so your overall delay is shorter going 85% from 264 rather than 85% off of 528. The 10% doesn't even matter because of the new hard cap to haste. No matter what you do 85% is all the haste you get period.

  Nicksiren

Novice Member

Joined: 9/20/07
Posts: 37

9/23/08 11:32:30 PM#7

LOL man!! You're logic makes people on Allakhazam look like rocket scientists. Wow!

You might want to look up a few ffxiclopedia articles before trying to spew on misguided thoughts. Unless you're a comedian. In that case, you're on the right track.

1) Adding a second weapon gives TWO chances to proc the 8 times, rather than 1. How is this 'pointlessly' adding a extra 264 delay? With DW you get delay reductions. Without, you get nothing. It's quite simple math.

2) The haste cap has NOTHING to do with weapon delay. "Would you rather have 264 delay and haste it off, or 528 delay with a 10% reduction and then haste it off?" If you don't choose B I'd feel sorry for you. B gives two chances to proc 8 hits, while having a lower PER CLUB delay, while A gives 1 chance.

3) Haste caps at 80% from equipment and spells (doesn't include Hasso and Desperate blows, but in this case that is irrelevent.)

4) Syncing from 75 -> 72 is what, 30~ hp? Oh no!!

5) Please do the research before you argue and ruin one of the few FFXI topics this site has.