Bercus wrote:
I will be glad to write up a nice patch notes (well with the imformation we are able to gather, as SE did 10 years ago), if you guys post the positive information here.
Summary of the negative things:- Sword weapon skills do insane damage (60.000+ possible).
- Monks do lolsane damage. (0-1 per hit)
- Can see /say chat within moghouse (unsure if this is a cool thing).
- RNG Weaponskills "broken".
- Some relics don't proc at all anymore, or at least at a lollowrate.
- You get stripped, but can still see your gear (even after job change you could be visible in WHM gear, even though you are BLM or so)
- Stripping happens every time you zone = have to requip.
- Attack broken, have to spam for it to engage.
- Some people report ending up all gear 0/0 when logging in, it still shows up on Nas-Account page though.
- ...
Will update.
To add on to this:
PUP's Turbo Animator now gives +2 DEX to the master. Pantin Cape now gives the Automaton +15 Attack. But as expected, there are new bugs. I also don't know what "More attachments" means because the introduction of T1 ZNMs already gives us more attachments from Ob, so that's very redundant. Unless he meant Flame Holder, Reactive Shield, Ice Maker, Tranquilizer, Turbo Charger, Schurzen, Dynamo, Condenser, Optic Fiber, and Economizer, because those are the only attachments that DON'T come from Ob and have to be obtained via ENMs (ingredients to craft them) and Quests in ToAU that involves progressing through the ToAU Missions.
COR's Puppet Roll now works. Healer's Roll is now properly hMP instead of Cure Received Potency. Gallant's Roll is now properly a damage reflect (33% at 11 with no PLD). Quick Draw was previously doing more damage than intended because of a slight error in the formula (I think I might be the only one who actually knows the formula it was using) but has now been corrected. Quick Draw now properly enhances DoT damage, duration is NO LONGER increased, need testing on potency on things like Slow, Paralyze, as well as other things, like BLU spells, etc.
POTENCY IS INCREASED, I'M SPECULATING IT TO BE 5-10%, WHETHER OR NOT THAT'S A FLAT AMOUNT ADDED OR MULTIPLIED WITH THE INITIAL VALUE IS UNKNOWN! My COR isn't merited, so other players will need to help fill this in. Also, it would be nice if Puppet Roll was made level 23 instead of 52 because that's what it originally was too. SE had the most brilliant (dumb) idea to switch Drachen Roll and Puppet Roll around.
HERE'S A BUG FOR YOU, ROLLING AN 11 NO LONGER REFRESHES PHANTOM ROLL'S COOLDOWN!With SMN, skill might(?) finally(?) possibly(?) do something more meaningful(?) but it's an extremely difficult thing to test, but one of the few things I noticed was just a Bloodpact: Ward tweak (nerf). Diabolos is still missing half his kit. Spirits still do nothing besides the Light Spirit casting Regen. T2 and T4 spell Bloodpacts don't take TP into consideration (I'm pretty sure it used to, not sure why it doesn't anymore) and Group 2 Merits are still terribly nerfed compared to when they were first fixed. 0TP Geocrush did 650~ to a Lizard in Cape Teriggan and did 700~ to the same one at 3000TP. Group 2 damage just barely does a little more than Carbuncle's Meteorite and does about 125~ more than a T4 at 0TP. Considering pet MACC has been awful since the beginning, I don't know why the damage had to be reduced to what it is now when Predator Claws still outperforms and does consistent damage. But sure let's continue pigeonholing SMN as a Predator Claws bot.
Shock now properly lowers MND (it was previously lowering STR instead).
Frost still lowers nothing, it should be lowering AGI.
Here's something that the maintenance didn't break but should be fixed anyway because it's been broken for a long time, Clear Mind 4's incremental stacking doesn't work but Clear Mind 3 and 5 does.
I will also update this as I continue to test.