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Job Adjustments and Additions Part I (07/03/2009)

Posted: Fri Jul 03, 2009 12:33 pm
by Lutia
A host of job adjustments and additions are in the pipes for the upcoming version update, including formidable new abilities for ninjas. Other jobs, too, are scheduled to benefit from myriad adjustments to magic and abilities. In this, the first part in the job adjustment series of articles, we cast the spotlight on ninjas, Vana'diel's agents of stealth and deception.

New Job Abilities

Accomplished in both offense and defense, the art of ninjutsu has over the years proven to be a favorite among adventurers across the land. Now, with the addition of the following two new abilities, ninjas can further enhance either their efficiency in offense or aptitude in defense as befits the situation.

- Yonin (Lv.40 Ability Delay: 5 min. Duration: 5 min.)
Increases enmity and enhances "ninja tool expertise" effect, but impairs accuracy. Grants a bonus to evasion and critical hit rate when in front of target.

- Innin (Lv.40 Ability Delay: 5 min. Duration: 5 min.)
Reduces enmity and impairs evasion. Grants a bonus to accuracy, critical hit rate, and ninjutsu damage when striking target from behind.

- Yonin
Strengthens one's ability to fend off blows from the enemy.
While in effect, Yonin increases enmity and enhances the effect of "ninja tool expertise" in exchange for reduced accuracy. Further bonuses are granted to evasion and critical hit rate when engaging your target from the front.
The potency of the above effects gradually decreases over time.

- Innin
Strengthens one's ability to deal damage to the enemy.
While in effect, Innin lowers enmity in exchange for reduced evasion. Further bonuses are granted to accuracy, critical hit rate, and ninjutsu damage when striking your target from behind.
As with Yonin, the potency of the above effects gradually decreases over time.

*Notes
The effects of both Yonin and Innin are mutually exclusive. Activating one while the other is in effect will result in the nullification of the one originally in effect.
Yonin and Innin have a shared ability delay. For example, a ninja who uses Yonin must wait for five minutes to elapse before either ability becomes usable again.

In implementing these new abilities, the development team has taken into consideration character positioning during party play and many other factors. To ensure a smooth gaming experience for all, testing and adjustments will be carried out to the fullest extent that time permits. (lmfao right)

Mijin Gakure

Up until now, ninjas who were revived after using the job ability "Mijin Gakure" would find themselves alive and standing, but in a weakened state. The July version update will see self-sacrificing ninjas restored to battle-ready fitness with a generous 50% of HP in the tank.

In light of the above changes, the latent effect granted by the ninja mythic weapon will also be adjusted. In place of the effect whereby users of Mijin Gakure are spared being revived in a weakened state, a special new effect will be introduced that will activate after using Mijin Gakure.

Other magic and job abilities scheduled to be on the receiving end of improvements will be introduced in the very near future, so stay tuned!

:hostile:

Ninjas are getting a buff. Wait... Why would you buff a Puller-Job????????????????? :spin:

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Fri Jul 03, 2009 12:48 pm
by Yorke
I have ninja.

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Fri Jul 03, 2009 12:56 pm
by Lutia
Lutia wrote:- Innin
Strengthens one's ability to deal damage to the enemy.
While in effect, Innin lowers enmity in exchange for reduced evasion. Further bonuses are granted to accuracy, critical hit rate, and ninjutsu damage when striking your target from behind.

Means they're making us go NIN/THF soon. SA works with Rin, Retsu, Jin, Ten and Ku!

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Fri Jul 03, 2009 1:20 pm
by Yorke
Nin sux still?

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Sat Jul 04, 2009 8:43 am
by Ploid
That behind the mob crit thing sounded like something I wanted thf to have for the longest. Like a bit stronger than a normal crit and +25% crit up.

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Sat Jul 04, 2009 2:02 pm
by Bodycount
ninja waited for an update for 2 years and this is what they get?

LOL

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Sat Jul 04, 2009 3:39 pm
by dionious
ninja the new damage dealer w0tw0t

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Tue Jul 07, 2009 3:51 pm
by Mrdude
NINJA BUFF WHAT THE FUCK






















































inc nerf

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Tue Jul 07, 2009 7:06 pm
by Asta
Sounds like a lot of slapstick humor to be had for THF who get to SATA a NIN using Innin.

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Tue Jul 07, 2009 7:49 pm
by Mrdude
even though I haven't played ffxi in like, a year, still laughing my ass off this is the buff ninja's get.


























until I remember I was a ninja, and it was my favorite job

:|

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Thu Jul 09, 2009 6:12 pm
by Lutia
I forgot to add it here as well:

Image

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Thu Jul 09, 2009 6:16 pm
by ItsSeflol
PLD can solo IT and not have to cast shadows over and over and over beyond all annoyance _

Re: Job Adjustments and Additions Part I (07/03/2009)

Posted: Thu Jul 09, 2009 7:08 pm
by Yorke
I can irl