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PostPosted: Wed Apr 22, 2009 8:18 am 
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The Eventress

Joined: Mon Oct 06, 2008 9:49 am
Posts: 476
All I can say is, I'm glad im 75BLM already..

Looks like I'll be going out and focusing seriously on capping Staff for BLM soon so that I can better Campaign my buffer for a while, rather than nuking Wamouracampa.

I guess we'll have to wait and see if this was an error, or intended.


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PostPosted: Wed Apr 22, 2009 9:06 am 
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Dangerous
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Joined: Sat Aug 02, 2008 9:26 pm
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Location: Etheria
Gender: Male ♂
IGNs: Gay Fenrir owner
I had Paralyze II wear off on a mob the other day before it even finished casting.

Kylindar starts casting Paralyze II on ....
Xxxx mob's Paralyze effect wears off.

Seriously.

Also, not loving the 2-3 sec Binds or the 10 sec max Sleep IIs.

BRB, changing the coding so Samurai gets Invincible. To counterbalance that, I'm making sure Perfect Dodge only dodges Raptors' attacks specifically, and I'm completely removing Stun from DRK.

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PostPosted: Wed Apr 22, 2009 9:37 am 
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Fake-moustached Investigator
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Joined: Tue Oct 07, 2008 8:44 pm
Posts: 315
SquareEnix wrote:
Updates
Apr. 22, 2009 05:50 [PDT] From: FINAL FANTASY XI
Current Known Issues (Apr. 22)

Since the implementation of the latest version update on Apr. 22, 2009, we have confirmed the following issues. Investigation and recovery work is currently underway. We ask for your patience in this issue until the issues have been resolved.

More information will be provided once is becomes available.

[Current Known Issues]
- The elemental resistance of some monsters may not be working as normal.

- In spite of the Charge number, the Corsair job ability "Quick Draw," there are times when it might be able to be used consecutively.

[Corrected Issues]
Additionally, the following issues from the Apr. 9, 2009 version update have been corrected, but were not mentioned in the version update information.

- An issue that may have caused monsters in a specific area in the Campaign ops "Slaughterhouse I - III" to not remove the bomb has been corrected.

We apologize for any inconvenience this may cause.


http://www.playonline.com/ff11us/polnews/news16066.shtml

---

That's either good news, or a firm slap in the face coming our way.


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PostPosted: Wed Apr 22, 2009 10:16 am 
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Denruki
Once i heard about the cor thing i was expecting SE to quickly act on that. I find it funny how the message says mob resistance "may not be" working as normal. Crap resists were intended and they know it >_>


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PostPosted: Sat Apr 25, 2009 3:30 pm 
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Denruki thinks he can just post without my permission.


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PostPosted: Wed Apr 29, 2009 9:06 am 
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The Eventress

Joined: Mon Oct 06, 2008 9:49 am
Posts: 476
I don't know if people are aware, but this has been fixed in an emergency maintenance. I'm not sure if they lowered the trait procs back down, but the mob resists have returned to normal.


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PostPosted: Tue May 19, 2009 11:41 am 
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does that mean player resists are back to normal too? ; ; I always thought that a 'sleep resistance' should make you resist sleep most of the time, or heck even 50%, instead from what I saw it'd allow you to wake up from a mandy 5 seconds before everyone else.. on occasion.

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PostPosted: Tue May 19, 2009 11:50 am 
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The Eventress

Joined: Mon Oct 06, 2008 9:49 am
Posts: 476
I'm not entirely sure to be honest. I know Rei was complaining that his Resist Sleep trait hadn't been kicking in on our last few Limbus runs. If I had to guess I would say that they more than likely returned it back to the original strength.


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