Final Fantasy XI Test Server Updated!
Final Fantasy XI's official Test Server has been updated, bringing about a plethora of changes soon to be implemented to the game. Additional changes have been implemented in the revamping of the elemental magic system, this time including Area of Effect spells and Ancient Magic, and the weapon damage adjustments have been altered to now include Hand-to-Hand. Further adjustments are being made to Geomancer, such as their Indi and Geo spells, as well as job traits and their magic repertoire.
Various changes are also being made to each form of Reive, to allow for easier obtainment of rewards as well as easier Reive battles. Lastly, the Monstrosity battle system is receiving additional adjustments to playing areas, HP and MP recovery, and more.
Let us know what you think of all these changes over on the ZAM forums!
From the official Final Fantasy XI forums:
[dev1143] One-handed and Ranged Weapon Adjustments
- Status modifiers for hand-to-hand, one-handed, and ranged weapons will be increased as shown below.
As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot will be the same as that for two-handed weapons.
- Hand-to-hand
*The attack and accuracy status modifiers for hand-to-hand weapons will be applied to both hands.
Pre-adjustment Post-adjustment Attack (STR) 50% → 62.5% Accuracy (DEX) 50% → 75%  
- One-handed Weapons
Main Weapons Pre-adjustment Post-adjustment Attack (STR) 50% → 75% Accuracy (DEX) 50% → 75%
Sub Weapons Pre-adjustment Post-adjustment Accuracy (DEX) 50% → 75% -----
- Ranged Weapons
Ranged Weapons Pre-adjustment Post-adjustment Attack (STR) 50% → 75% Accuracy (AGI) 50% → 75%
If you wish to discuss or submit feedback on this topic, please use the [dev1143] tag.
From the official Final Fantasy XI forums:
[dev1144] Elemental Magic Adjustments
- The damage of elemental magic spells will be adjusted as shown below.
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
Tier I INT+0 INT+100 Before After Before After Earth 10 10 42 160 Water 16 25 66 165 Wind 25 40 92 170 Fire 35 55 108 175 Ice 46 70 126 180 Lightning 60 85 149 185
Tier II INT+0 INT+100 Before After Before After Earth 78 100 175 350 Water 95 120 195 355 Wind 113 140 213 360 Fire 133 160 233 365 Ice 155 180 255 370 Lightning 178 200 278 375
Tier III INT+0 INT+100 Before After Before After Earth 210 200 360 550 Water 236 230 386 560 Wind 265 260 415 570 Fire 295 290 445 580 Ice 320 320 470 590 Lightning 345 350 495 600
Tier IV INT+0 INT+100 Before After Before After Earth 381 400 581 850 Water 410 440 610 865 Wind 440 480 640 880 Fire 472 520 672 895 Ice 506 560 706 910 Lightning 541 600 741 925
Tier V INT+0 INT+100 Before After Before After Earth 626 650 855 1200 Water 680 700 909 1220 Wind 734 750 967 1240 Fire 785 800 1014 1260 Ice 829 850 1058 1280 Lightning 874 900 1103 1300
 The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
Tier I | MP Cost | Casting Time | Recast Time | |||
Before | After | Before | After | Before | After | |
Earth | 9 | 4 | 1.5 | 0.5 | 6.5 | 2 |
Water | 13 | 10 | 1.75 | 0.5 | 7.75 | 2 |
Wind | 18 | 16 | 2 | 0.5 | 9 | 2 |
Fire | 24 | 22 | 2.25 | 0.5 | 10.25 | 2 |
Ice | 30 | 28 | 2.5 | 0.5 | 11.5 | 2 |
Lightning | 37 | 34 | 3 | 0.5 | 13 | 2 |
Tier II | MP Cost | Casting Time | Recast Time | |||
Before | After | Before | After | Before | After | |
Earth | 43 | 36 | 3.25 | 1.5 | 14.5 | 6 |
Water | 51 | 43 | 3.5 | 1.5 | 15.75 | 6 |
Wind | 59 | 51 | 3.75 | 1.5 | 17 | 6 |
Fire | 68 | 60 | 4.25 | 1.5 | 18.5 | 6 |
Ice | 77 | 68 | 4.5 | 1.5 | 19.75 | 6 |
Lightning | 86 | 77 | 4.75 | 1.5 | 21 | 6 |
Tier III | MP Cost | Casting Time | Recast Time | |||
Before | After | Before | After | Before | After | |
Earth | 92 | 64 | 5.25 | 3 | 22.5 | 15 |
Water | 98 | 75 | 5.5 | 3 | 24 | 15 |
Wind | 106 | 88 | 5.75 | 3 | 25.25 | 15 |
Fire | 113 | 101 | 6 | 3 | 26.5 | 15 |
Ice | 120 | 115 | 6.25 | 3 | 27.75 | 15 |
Lightning | 128 | 129 | 6.75 | 3 | 29.25 | 15 |
Tier IV | MP Cost | Casting Time | Recast Time | |||
Before | After | Before | After | Before | After | |
Earth | 138 | 112 | 7 | 6 | 30.75 | 30 |
Water | 144 | 129 | 7.25 | 6 | 32 | 30 |
Wind | 150 | 148 | 7.5 | 6 | 33.25 | 30 |
Fire | 157 | 169 | 8 | 6 | 34.75 | 30 |
Ice | 164 | 190 | 8.25 | 6 | 36 | 30 |
Lightning | 171 | 213 | 8.5 | 6 | 37.25 | 30 |
Tier V | MP Cost | Casting Time | Recast Time | |||
Before | After | Before | After | Before | After | |
Earth | 222 | 156 | 8.75 | 10 | 39 | 45 |
Water | 239 | 182 | 9.25 | 10 | 40.25 | 45 |
Wind | 255 | 210 | 9.5 | 10 | 41.5 | 45 |
Fire | 270 | 240 | 9.75 | 10 | 42.75 | 45 |
Ice | 282 | 272 | 10 | 10 | 44 | 45 |
Lightning | 294 | 306 | 10.25 | 10 | 45.5 | 45 |
- -ga Spells
The damage of these elemental magic spells will be adjusted as shown below.
 
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
-ga Tier I INT+0 INT+100 Before After Before After Earth 56 60 123 310 Water 74 80 146 315 Wind 96 100 155 320 Fire 120 120 208 325 Ice 145 160 241 350 Lightning 172 200 271 375
-ga Tier II INT+0 INT+100 Before After Before After Earth 201 250 300 600 Water 232 280 331 610 Wind 266 310 365 620 Fire 312 340 411 630 Ice 350 370 450 640 Lightning 392 400 541 650
-ga Tier III INT+0 INT+100 Before After Before After Earth 434 500 525 950 Water 480 540 630 970 Wind 527 580 676 990 Fire 589 620 738 1015 Ice 642 660 791 1035 Lightning 697 700 846 1055 The MP cost, casting times, and recast times of these spells will be adjusted.
-ga Tier I MP Cost Casting Time Casting Time Before After Before After Before After Earth 37 24 2.5 2 11 5 Water 47 34 2.75 2 12.25 5 Wind 57 45 3 2 13.5 5 Fire 71 57 3.5 2 15.25 5 Ice 82 80 3.75 2 16.5 5 Lightning 95 105 4 2 17.75 5
-ga Tier II MP Cost Casting Time Casting Time Before After Before After Before After Earth 109 93 4.25 4 19 10 Water 123 112 4.5 4 20.25 10 Wind 138 131 5 4 21.75 10 Fire 158 153 5.25 4 23.25 10 Ice 175 175 5.5 4 24.5 10 Lightning 193 200 6 4 26 10
-ga Tier III MP Cost Casting Time Casting Time Before After Before After Before After Earth 211 175 6.25 7 27.25 25 Water 231 202 6.5 7 28.5 25 Wind 252 232 6.75 7 29.75 25 Fire 277 263 7.25 7 31.5 25 Ice 299 297 7.5 7 32.75 25 Lightning 322 332 7.75 7 34 25
 
- -ja Spells
The damage of these elemental magic spells will be adjusted as shown below.
 
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.
-ja Spells INT+0 INT+100 Before After Before After Earth 719 750 947 1300 Water 782 800 1010 1317 Wind 844 850 1076 1335 Fire 902 900 1130 1352 Ice 953 950 1181 1370 Lightning 1005 1000 1233 1387 The MP cost, casting times, and recast times of these spells will be adjusted.
-ja Spells MP Cost Casting Time Casting Time Before After Before After Before After Earth 299 298 7 7 45 45 Water 322 318 7.25 7 46.25 45 Wind 344 338 7.5 7 47.5 45 Fire 364 358 7.75 7 48.75 45 Ice 380 378 8 7 50 45 Lightning 396 398 8.25 7 51.25 45
 
- -ra Spells
The damage of these spells will be adjusted as shown below.
 
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.-ra Tier I INT+0 INT+100 Before After Before After Earth 128 150 217 400 Water 153 180 250 415 Wind 179 210 279 430 Fire 216 240 316 445 Ice 247 270 347 460 Lightning 282 300 382 475
-ra Tier II INT+0 INT+100 Before After Before After Earth 317 350 417 700 Water 356 390 456 720 Wind 396 430 496 740 Fire 450 470 600 760 Ice 496 510 646 780 Lightning 544 550 694 800 The MP cost, casting times, and recast times of these spells will be adjusted.
-ra Tier I MP Cost Casting Time Casting Time Before After Before After Before After Earth 73 57 3.25 1.5 15 5 Water 85 68 3.5 1.5 16.5 5 Wind 97 80 4 1.5 18 5 Fire 115 97 4.25 1.5 19.5 5 Ice 129 111 4.5 1.5 21 5 Lightning 144 126 5 1.5 22.5 5
-ra Tier II MP Cost Casting Time Casting Time Before After Before After Before After Earth 160 150 5.25 3 23 15 Water 177 169 5.5 3 24.5 15 Wind 195 188 6 3 26 15 Fire 218 213 6.25 3 27.5 15 Ice 237 235 6.5 3 29 15 Lightning 258 258 7 3 30.5 15
 
- Ancient Magic
The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.
The MP cost, casting times, and recast times of these spells will be adjusted as shown below.Ancient Magic I MP Cost Casting Time Casting Time Before After Before After Before After Earth 337 315 18.25 12 42.75 60 Water 368 315 18.75 12 43.75 60 Wind 322 315 18 12 42.25 60 Fire 383 315 19 12 44.5 60 Ice 307 315 17.75 12 41.5 60 Lightning 352 315 18.5 12 43.25 60
Ancient Magic II MP Cost Casting Time Casting Time Before After Before After Before After Earth 287 280 10 10 90 60 Water 287 280 10 10 90 60 Wind 287 280 10 10 90 60 Fire 287 280 10 10 90 60 Ice 287 280 10 10 90 60 Lightning 287 280 10 10 90 60
 
- Comet
The damage of Comet will be adjusted as shown below.
 
* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.INT+0 INT+100 Before After Before After Comet 964 1000 1193 1387 The MP cost, casting times, and recast times of elemental magic spells will be adjusted.
MP Cost Casting Time Casting Time Before After Before After Before After Comet 367 350 11 10 60 45
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If you wish to discuss or submit feedback on this topic, please use the [dev1144] tag.
From the official Final Fantasy XI forums:
[dev1150] Job Adjustments: Geomancer
- Indicolure Spells
Casting time will be reduced from 4 seconds to 2 seconds.
- Geocolure Spells
- Casting time will be reduced from 8 seconds to 2 seconds.
- Recast time will be reduced from 24 seconds to 12 seconds.
- Traits
- The levels at which “Conserve MP” is learned will be changed from 10/30/50/70/90 to 10/25/40/55/70/85/99.
- The below job traits will be learnable by geomancers:
The level displayed in the “Level Learned” column is the level at which the job trait is first learned. The effect will increase in stages as higher levels are reached.
Trait Level Learned Clear Mind 20 Max MP Boost 30
- Spell Additions
- The below spells will be learnable by geomancers.
*Along with the addition of Sleep and Sleep II, the enfeebling magic skill will also be added to geomancers.
Magic Level Learned Sleep 30 Sleep II 70
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If you wish to discuss or submit feedback on this topic, please use the [dev1150] tag.
From the official Final Fantasy XI forums:
[dev1141] Monstrosity
- New areas will be added to Monstrosity.
La Theine Plateau / Valkurm Dunes / Jugner Forest / Beaucedine Glacier / Xarcabard
- HP and MP will gradually recover when out of combat. Amounts recovered vary depending on maximum HP and MP values.
* The amount of HP recovered is subject to change.
Test Server Only
- Locations where PCs appear when moving from the lobby to the field will be fixed.
- The following effects will be granted to PCs when moving from the lobby to the field.
- Invisible
- Sprint
- Inability to attack
Refer to this thread for information about testing this content on the test server and methods on providing feedback.-----
If you wish to discuss or submit feedback on this topic, please use the [dev1141] tag.
From the official Final Fantasy XI forums:
[dev1149] Reive Adjustments
- The evaluation method for Lair Reives, Colonization Reives, and Wildskeeper Reives will be adjusted.
- Physical damage, magic damage, healing, and other separate evaluation aspects will be consolidated into one category.
- The stored evaluations will yield experience points and Bayld based on the amount of boss monster or obstacle HP reduced.
With these changes, evaluations will take place separately from obstacle and boss HP reduction, changing the way in which players receive rewards.
- The strength of monsters and how often they spawn* will be adjusted for Lair Reives that occur in the following areas.
Yahse Hunting Grounds / Ceizak Battlegrounds
- The strength of monsters and how often they spawn* will be adjusted for Colonization Reives that occur in the following areas.
Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates*As an adjustment for solo and low-man groups, the HP, attack power, and other parameters of monsters will be reduced, the detection range will be reduced, and spawning frequency will be reduced.Test Server Only-----
Reive evaluation adjustments are currently a work in progress.
If you wish to discuss or submit feedback on this topic, please use the [dev1149] tag.