Żeby za dużo nie klikać - bo info jest
bardzo ciekawe.
We have been told that STR makes you do more damage, DEX makes you hit
more often, AGL makes you get hit less often, and VIT makes you take less damage
when you are hit. What players want to know is:
What is the relationship between VIT and “Defense”? For example, does
each point of VIT equal 1 point of defense? Or is there some other relationship?
Defense=VIT x 2
However, VIT and Defense both have their own separate effects.
Defense:
Defense lowers the standard damage variance and reduces the average damage
taken.
VIT:
VIT lowers the damage curve itself and reduces the maximum amount of damage
taken.
Taking into account the above values and figuring them against an opponent’s
STR, Attack, and weapon’s Damage (DMG) value, we finally arrive at the amount of
damage taken.
What is the relationship between DEX and Accuracy? For example, does
each point of DEX equal 1 point of Accuracy? Or is there some other
relationship?
Accuracy does rely on DEX. However, their values are not equivalent. It is
more useful to raise your accuracy percentage by raising it directly than
raising Accuracy by raising DEX.
What is the relationship between AGL and items that add to Evasion? For
example, does each point of AGL equal 1 point of evasion? Or is there some other
relationship?
Evasion is based on AGI. However, their values are not equivalent. It is more
useful to raise your Evasion rate by raising it directly. However, AGI lowers
the percentage of critical hits taken from enemies, while the accuracy of ranged
attacks is raised.
What is the relationship between STR and Attack? For example, does each
point of STR equal 1 point of Attack? Or is there some other relationship?
Attack=STR x 2
However, Strength and Attack each have different functions.
Attack:
Attack raises your standard damage variance and increases the average damage
given.
STR:
STR raises your damage curve itself and increases the maximum amount of
damage given.
These values, along with the opponents VIT, Defense value, and Weapon’s DMG
value combine to determine the final amount of damage inflicted.
What causes the Beastmen to gain control over a region? (i.e. killing
players?)
Basically, control of a region is decided by the number times players have
been killed there. This is to say that regions where players have lost battles
in huge amounts to monsters and Beastmen fall under the control of Beastmen and
monsters.
To explain in more detail, it is not just the number of deaths that affect
this, but the number of battles, and the results of the Expedition Force, as
well as the amount of points from trading equipment items with the Outpost also
affect this.
Please pay attention to these points if you want to avoid being controlled by
the Beastmen.
Have hair dyes been looked at as a possibility to expand customization?
(i.e. alchemist would be able to make it say... apprentice level?)
At this point in time expanding character customization is not on the
schedule.
As we are dealing with a multi-platform environment, in order to maintain a
high level of graphic quality while displaying a large amount of characters at
the same time, each texture color has been maximized and optimized as much as
possible. This ensures that the color of each texture is displayed properly.
Therefore, the system is not designed for easy and simple programmed color
changes. The display of each individual character was emphasized to the point
that color variation was given up as an option in the character creation
process.
Furthermore, FFXI packet usage is already at the limits of most narrowband
connections, which is another reason to avoid color changes.
For the above reasons, one alternative way the development team is working to
enable users to display their individuality is by adding to the amount of
multi-colored items users can equip.
This is not to say they are simply adding to the number of high-level items.
Looking at the whole picture, even if the items in question have roughly the
same abilities, be they items that boost magic attack or items that sacrifice
Attack to boost Magic Accuracy, they will look different, and be useful even off
the battlefield. In other words, the goal is to add to the number of items whose
uses will differ depending on the situation.
Up until now, as an available option there are certain types of accessories
currently offered that are not reflected in character appearance. But, from here
on out the effects these items will have on the appearance of armor and such
will be increased.
What`s the difference between high compression, low compression, and
uncompressed graphics?
I guess you are referring to graphic settings in the Texture Performance tab
in FINAL FANTASY XI Config utility.
This only refers to the Windows version, but graphics compression is set
there in the Texture Performance tab to “High”, “Low”, or “Uncompressed.”
The High and Low settings will allow you to compress more graphic data than
your memory’s capacity. By using these settings, you can take some of the load
off of the GPU, hence increasing speed. On the other hand, the graphics will be
rougher, compared with the uncompressed setting.
Setting it to Uncompressed will give you the opposite results.
You can immigrate to another nation, but what happens to your conquest
points when you do that?
Your conquest points will start from zero when you immigrate to another
nation, but if you go back to your original nation, you can continue where you
left off.
Some advanced jobs seem to have really low job skill limits compared to
others. (i.e. Ninja stops developing after level 10 duel wielding) Are they
going to rectify this?
Of course!
Adding and/or changing abilities is something that is important to the
balance of this game. You are more than welcome to submit any suggestions and/or
requests in regards to adding or changing abilities. We will thoroughly test and
research each individual request, and who knows, maybe one day you will see your
request or suggestion in-game!!!
What influences the price of a world pass?
The price of the world pass depends on whether or not the player who receives
a pass uses it to make a new character. If the player makes a character, the
price will go up, if not, the price will go down.
Hucksterthief: THF
33 / NIN
20 / WAR
11
Leathercraft (1) / Clothcraft (1) / Smithing (1)
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