Patch 1.18: Miscellaneous Adjustments (07/14/2011)

In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.

Read on for the details or visit the Lodestone.

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In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.

Removal of the Fatigue System

Fatigue is the means whereby playing for prolonged periods of time progressively yields less and less skill and experience points, eventually reaching a point where neither can be obtained. Patch 1.18 will see the removal of this system, meaning players will no longer be subjected to a reduction in skill and experience point awards even after long hours of play. In light of this change, accumulated surplus points will also be done away with.

Death Penalty and Raising

The introduction of instanced raids will be accompanied by a wide range of revisions to areas such as the death penalty, Raise spells, and the Return command.

Death Penalty

The penalty for being KO'd, namely the effects of Weakness and Brink of Death, will be revised as follows:

Weakness

Players who are raised will be afflicted with the Weakness status, which has the following negative effects:

  • 25% HP reduction
  • 25% MP reduction

Brink of Death

Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:

  • 50% HP reduction
  • 50% MP reduction
  • 50% attack power reduction
  • 50% magic potency reduction
  • 50% defense reduction
  • 50% magic defense reduction

A further penalty will apply to equipment durability for players who revive themselves via the Return command.

Raising

As part of balance adjustments accompanying the introduction of instanced raids, and in order to improve the usability of Return as a mode of transport, Raise and Resurrect will receive changes to their effects, as well as the rank at which they are learned. New Raise spells will also be introduced.

Raise

  • Learned: Rank 14 (instead of 38)
  • Recast Time: 5 min. (instead of 60 sec.)
  • MP Cost: 101 (instead of 0)

Resurrect

  • Learned: Rank 14 (instead of 38)
  • Recast Time: 5 min. (instead of 60 sec.)
  • MP Cost: 101 (instead of 0)

Raise II -New-

Restore the breath of life, reviving a KO’d target. Weakness and Brink of Death effects last for 1 minute.

  • Learned: Conjurer, Rank 38
  • Cast Time: 10s
  • Recast Time: 2.5 min.
  • MP Cost: 186
  • Exclusive to conjurer.

Rebirth -New-

Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.

  • Learned: Conjurer, Rank 50
  • Cast Time: 10s
  • Recast Time: 30 min.
  • MP Cost: 231
  • Exclusive to conjurer.

Return

Alongside the above-mentioned reduction in the rank at which Raise is learned, the following adjustments will be made to Return in order to improve its usability as a mode of transport.

Anima consumption will be reduced to zero.

A recast time of 15 minutes will be imposed.
* The above recast time is not imposed on players who are KO'd.

Comments

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Raise
# Jul 16 2011 at 10:28 AM Rating: Decent
I would guess that Raise has such a long recast is because any one can use it and Raise II is only Con. So it allows the advantage of every one being able to Raise yet it you want to be good at reviving dead players it should be class specific.

For having no cool down at all.... why even die then. Failing should have repercussions.
Raise
# Jul 16 2011 at 11:38 AM Rating: Decent
Helar wrote:
For having no cool down at all.... why even die then. Failing should have repercussions.


The Weakened debuff is the penalty. A 5min cooldown isn't a penalty, it's just stupid. Take the cooldowns off Raise and Raise II and this would be perfect as is.


Edited, Jul 16th 2011 1:39pm by Khalith
Raise
# Jul 18 2011 at 5:50 PM Rating: Decent
I will just have to respect your opinion and have to disagree.

I believe the point of having raise(I) is so that you do not have to walk from the last camp/town you were at. You can still fight/buff/heal/de buff when weakened, just not well. Then with raise II you get the benefits of not walking, weakness not lasting as long, and recast half the time it takes to cast raise (I). Now i would also like to see a "raise party" skill as well at lvl 50. With a 2.5 min recast but like 20 sec cast time . But assuming they the level cap will be raised, I would actually like that more at more end game when they are done expanding the game.

It is pretty easy to get a Job to 15. Amusing any one that wants to be helpful has already/ will get there con to at least 15. At least half the people in your party should be able to revive you. Now to reward some one to further there con to 38 will allow you to recast more often, and lower your weakness/brink of death.

Now i could say i want Multishot to be able to notch 50 arrows or Skull Sunder to do millions of dot but is it really a fun game if you can be a god....

Again you have every right to your opinion, and Im not even saying its a bad opinion. but games need to be a lil challenging and strategic to be fun. Just my opinion.

Raise
# Jul 15 2011 at 10:59 AM Rating: Decent
That is weird that Raise has a recast of 5 mins then Raise II has a shorter recast time. But as long as they have Raise learned at a lower level its fine. It was annoying that it was learned so late in leveling
Thought
# Jul 15 2011 at 6:14 AM Rating: Decent
Raise spells should have no cooldown at all.

Aside from that, looks good.

Edited, Jul 15th 2011 8:14am by Khalith
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