They posted some Job Adjustments for the ludicrously long awaited Version Update finally. I'm a bit surprised to see what they are. But first...
To briefly comment on the changes to Ground Kings: Great! I'm pretty sure that somebody did a detailed mock-up of almost exactly the announced system several years ago and it was floating around at the '06ish Fan Fest, but better late than never. Lowering Black Belt item drops seems kind of retarded, I ended up having to buy mine for 6 million gil because the drop rate on NQ HNMs and KS99s was horrid, but otherwise it's a positive.
I'm not sure if I'll do more KS30 spam for R3 or wait for this. They should probably add BS/KS drops inside Abyssea (or however they changed them due to Genkai Quest problems).
Job Adjustments: Dark Knight
They do know about Desperate Blows merits, right?
As you may know, I've got my PUP90 and enjoy murdering the shit out of things with Stringing Pummel in Abyssea. So, I was delighted to see this.
Power Cooler looks to make the WHM Automaton slightly more MP efficient. Mana Booster (also an ice-based attachment) reduces the recast time between spells, so it's generally in use already. An Automaton running out of MP is usually not an issue with ADD (Activate-Deploy-Deactivate) fully restoring MP and Deus Ex Automaton allowing ADD even when Activate isn't up. So it's nice to have, but nothing amazing. On the BLM Auto it's not desirable as those Ice capacity slots are useful for damage.
Barrage Turbine is exactly what it sounds like. It'll probably give three plus the number of Wind Maneuvers, possibly based on level, shots of Barrage. And the occasionally makes it sound like a three or five minute recast timer. I don't use the Sharpshot frame much, so I don't see this as particularly useful.
Galvanizer looks pretty nice. There's not much in the way of useful Thunder Attachments for Mage Autos. For the melee and ranged ones Target Marker and/or Stabilizer(s) are usually used to provide an Accuracy boost, so countering attacks after Barraging at the start of a fight would be pretty handy.
The new weaponskills both look good. The first being a crit WS could potentially be amazing in Abby. The second being multi-hit should outperform Armor Piercer which is single-hit.
These look OK.
Stalwart Soul looks to...what the fuck is a "DKN Lv.45"? Fuck.
Ranged crits just get a 25% damage bonus, unlike melee attacks, so maybe Dead Aim will have them act more like melee ones?
And there's this stuff.
EXP loss change is something people have been bitching about for years. If you haven't read Pat's The Rise and Fall of Final Fantasy it's interesting, informative, and pretty entertaining to anyone who's a fan of (or hates, I guess) the FF series. His FF11 experience was ruined in sizeable part by the death penalty. Rhete hated much more of the game overall, but EXP loss was a part of it. Losing EXP after level 5 is kind of a steep difficulty/learning curve bump. So yeah, evilpaul approves this change.
Now if they can just add those Targeting the Captain attachments somewhere else or make them Synergy'able or something. Somebody post that on the Official Forum for me. :-P