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

Posted: Fri Jul 03, 2009 1:27 pm
by Dkbutterflavah
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.

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- 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.

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- 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.

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!

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

Posted: Fri Jul 03, 2009 1:38 pm
by Sahearniitth
Jubaku Ni Where.

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

Posted: Fri Jul 03, 2009 1:59 pm
by Krazykozy
/sigh.... why ninja?

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

Posted: Sat Jul 04, 2009 2:51 pm
by Circan
Eh, it is actually a decent upgrade for ninja.. and note that they are saying that other jobs will get updated soon too.

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

Posted: Sat Jul 04, 2009 4:35 pm
by Verence
I foresee bitter arguments between NINs and THFs in exp PTs...

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

Posted: Sat Jul 04, 2009 7:19 pm
by Circan
ninja isn't supposed to tank in xp anyways. :P

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

Posted: Sat Jul 04, 2009 7:22 pm
by Dkbutterflavah
yes.. but the first JA is what kindles my interest MUCH more.

There is a mis-translation where it says

- 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.

It actually Decreases the Critical hit rates from the mobs when you have this JA up and is standing in front of the mob, which is great given that Ninja's DEF IS paper thin.

Evasion + Ninja tool Expertise all just the whip cream on top of other things.

Regarding the Second JA.

In EXP merit pts, This is how it goes, you voke an INC mob as a ninja... and 5 sec later? mob turns around to a SAM or RNG or whoever has or had tp. now you start attacking its back.. so that's the way I see it being utilized more than anything.

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

Posted: Sun Jul 05, 2009 4:56 pm
by Kametame
Sadly, they share the same timer, so that second part won't work out so well.

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

Posted: Sun Jul 05, 2009 5:52 pm
by Dkbutterflavah
not really kame..


if you Use the first JA for exp pt.. you're not very smart... at all....

they're two COMPLETELY different uses..

you don't use both for exp pts

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

Posted: Mon Jul 06, 2009 2:50 pm
by Circan
There is plenty of uses for these JA depending on situation, too bad solo doesn't seem to be one of them.

On a side note, I hope that Yonin will push up enmity on its own when used . It's fine if it doesn't so long as Innin builds little to no enmity when used.