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[Dev] Matsui: R/M/E/C Follow-up
Cerberus.Taint
Serveur: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-25 15:38:30
Victory smite with a buffed Glanzfaust sounds like it would be pretty epic.
So does ukko's fury with conqueror.
Koga with Fudo would be the ***.
Phoenix.Kojo
Forum Moderator
Serveur: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-25 15:45:00
Victory smite with a buffed Glanzfaust sounds like it would be pretty epic.
So does ukko's fury with conqueror.
Koga with Fudo would be the ***. Claustrum with Myrkr! *** yeah!
(No, I'm not serious.)
Quetzalcoatl.Leothar
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1
By Quetzalcoatl.Leothar 2013-05-25 15:51:09
I agree with scaling the 80+ trial items (not just empy) to a degree where such a huge leap to delve weapons isn't so out of place but bitching about it isn't getting you a better weapon any faster. Like others have said, do delve, use the weapon to make doing older content easier if that's what you want to equip yourself with when it gets buffed.
They augmented old *** abjuration armor, which should've died by the time ToAU was finished developing, but nope. This game has never really "scaled" and ever since the level increases has seemed so far from where it was it's hard to look back. We need to just get with the times and understand that 9/10 zones not in SoA are going to be barren wastelands with NMs roaming all the time unclaimed and unkilled because why bother. Abyssea to 99 and gimp your way through delve in a /sh group till you have the new
Phoenix.Kojo
Forum Moderator
Serveur: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-25 15:58:15
I, personally, think the R/M/E buff will be after new Skirmish, Delve, and Naakuals are implemented, or else SE will be seeing the same rage again when they add new weapons that will, knowing SE, will surpass R/M/Es by a long shot. Mythic base damage will probably be just above Delve Naakual weapon damage of the same type. The Burtgang example had 1-2 higher damage than the Delve boss sword.
Lakshmi.Greggles
Serveur: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2013-05-25 16:13:07
I, personally, think the R/M/E buff will be after new Skirmish, Delve, and Naakuals are implemented, or else SE will be seeing the same rage again when they add new weapons that will, knowing SE, will surpass R/M/Es by a long shot. Mythic base damage will probably be just above Delve Naakual weapon damage of the same type. The Burtgang example had 1-2 higher damage than the Delve boss sword.
If you look at the DPS between all 3 of the (new) RME swords, they were all the same or very nearly the same. The only reason Burtgang's DMG was higher was because of its 264 delay, I think.
Phoenix.Kojo
Forum Moderator
Serveur: Phoenix
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Posts: 12308
By Phoenix.Kojo 2013-05-25 16:16:47
I, personally, think the R/M/E buff will be after new Skirmish, Delve, and Naakuals are implemented, or else SE will be seeing the same rage again when they add new weapons that will, knowing SE, will surpass R/M/Es by a long shot. Mythic base damage will probably be just above Delve Naakual weapon damage of the same type. The Burtgang example had 1-2 higher damage than the Delve boss sword.
If you look at the DPS between all 3 of the (new) RME swords, they were all the same or very nearly the same. The only reason Burtgang's DMG was higher was because of its 264 delay, I think.
Hmm, I admit, I didn't check the DPS.
Cerberus.Taint
Serveur: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-25 16:29:32
I, personally, think the R/M/E buff will be after new Skirmish, Delve, and Naakuals are implemented, or else SE will be seeing the same rage again when they add new weapons that will, knowing SE, will surpass R/M/Es by a long shot. Mythic base damage will probably be just above Delve Naakual weapon damage of the same type. The Burtgang example had 1-2 higher damage than the Delve boss sword.
If you look at the DPS between all 3 of the (new) RME swords, they were all the same or very nearly the same. The only reason Burtgang's DMG was higher was because of its 264 delay, I think.
Yeah it seems like they are looking hard at DPS.
Cerberus.Detzu
Serveur: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-25 16:30:36
If SE really is gonna unlock Emp WSs, I'm kinda eager to see how Quietus does with a buffed Apoc.
Description:
Delivers a triple damage attack that ignores target's defense. Amount ignored varies with TP.
Stat Modifier:
40% STR / 40% MND
fTP:
3.0
TP Modifier
100 TP
200 TP
300 TP
Defense ignored:
10%
30%
50%
Terrible, slightly better mods then Cata, slightly higher fTP but no 40% boost to damage. The last thing DRK is lacking is attack so Def ignored is a nonfactor.
Quietus would have been useful if it ignored DT but it just ignores straight DEF which is useless as you pointed. But it would be fun to use Quietus sometimes with a buffed apoc.
By tigroux 2013-05-25 16:37:11
Quetzalcoatl.Leothar said: »
Abyssea to 99 and gimp your way through delve in a /sh group till you have the new normal gear.
This made me LOL because it is true, then get really sad...because it is true.
Serveur: Odin
Game: FFXI
Posts: 16
By Odin.Farbsie 2013-05-27 12:02:01
The one thing I dont like is that WOE weapons are easier to upgrade and now SE is rewarding those that upgraded to 99 WOE more than those that grinded empy to 90 (which was a respectable empty). Now the empy will be useless and those who went WOE path are rewarded. in the time it took to get a 90 Empy i could have had my 99 WOE.
I think it would be smarter to offer weapon skill unlock at 90 or maybe 95 empy as well to even the plate.
What skill does the WOE weapon unlock? after the update (as expected)
Im contemplating building one but its a royal pain with my vere at 90
Serveur: Odin
Game: FFXI
Posts: 16
By Odin.Farbsie 2013-05-27 12:04:11
To add I think the object of this update is to get people doing more voidwatch WOE Trials and older content and making it more relevant.
[+]
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-05-27 12:14:44
Even after the patch a 99 Emp is still a far better weapon than a 99 WoE weapon. I fail to see the issue here, getting to use the WS with an inferior weapon has nothing to do with a 90 Emp. They are increasing the damage of the lvl99 versions, the 99WoE weapon is "completed" the 90 Emp is not. I don't see a lot of people complaining that their 99 Macc sword isn't getting a damage boost, its more "complete" than an 85 or 90 Emp.
Serveur: Odin
Game: FFXI
Posts: 16
By Odin.Farbsie 2013-05-27 12:18:59
Its not about using it with an inferior weapon its about using unlocked weapon skill with delve weapon.
By Enuyasha 2013-05-27 12:21:27
Even after the patch a 99 Emp is still a far better weapon than a 99 WoE weapon. I fail to see the issue here, getting to use the WS with an inferior weapon has nothing to do with a 90 Emp. They are increasing the damage of the lvl99 versions, the 99WoE weapon is "completed" the 90 Emp is not. I don't see a lot of people complaining that their 99 Macc sword isn't getting a damage boost, its more "complete" than an 85 or 90 Emp. meh, TP bonus GK is getting *** aswell >_>' but who cares about OaT/TPBonus weapons :<
[+]
Lakshmi.Likos
Serveur: Lakshmi
Game: FFXI
Posts: 25
By Lakshmi.Likos 2013-05-27 12:34:33
Mythic, Relic and top Delve weapons should absolutely be excluded from using Empyrean weapon skills.
99 Empyrean weapon > unlock empyrean WS for all weapons.
99 Coin weapon > unlock empyrean WS for all but M/R/D weapons.
Otherwise, 99 Empyrean don't compete with M/R/D.
Lakshmi.Zaps
Serveur: Lakshmi
Game: FFXI
Posts: 194
By Lakshmi.Zaps 2013-05-27 12:37:58
Mythic, Relic and top Delve weapons should absolutely be excluded from using Empyrean weapon skills.
99 Empyrean weapon > unlock empyrean WS for all weapons.
99 Coin weapon > unlock empyrean WS for all but M/R/D weapons.
Otherwise, 99 Empyrean don't compete with M/R/D.
any math to back up that claim?
[+]
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-27 12:44:32
Mythic, Relic and top Delve weapons should absolutely be excluded from using Empyrean weapon skills.
99 Empyrean weapon > unlock empyrean WS for all weapons.
99 Coin weapon > unlock empyrean WS for all but M/R/D weapons.
Otherwise, 99 Empyrean don't compete with M/R/D.
any math to back up that claim?
What would you rather use Myrkr on?
Myrkr staff what truly sucks for nuking. or a 99 D staff. "Southslayer
+ 65 MAb +20 INT staff
Then again now also any skirmish one or new two weapons will do the same.
99 Empys need a 40% WS boot like R's. WoE get standard WS.
Lakshmi.Zaps
Serveur: Lakshmi
Game: FFXI
Posts: 194
By Lakshmi.Zaps 2013-05-27 13:07:34
misread the previous post, yes being able to unlock the emp WS's would probably invalidate some of the weapons.
I have to believe that if they don't allow for emp unlocking, we just go back to a hierarchy similar to what we had before adoulin came out.
But if you allow the unlock, then we just switch to Relic>Emp>Delve with some exceptions and some popular mythics on top.
I'm ok with that, abyssea's basically dead anyways, why not kill it completely.
(also i really want to jishnu with yoichi)
By Raborn 2013-05-27 13:10:32
Well I've had nice gear, can't say I've ever had the best gear. But I've been close twice on 2 jobs each different, and in some instances I've had the best there was to offer at the time, but mostly equipment sets that many didn't have a focus on.
Can't say I'd be satisfied if I ever did (get the best gear), never had the time or drive to put that much effort into the game. And if I did the odds were always stacked against me, so I was kept from achieving the end of all ends of my own goals.
I salute those people who preach effort and that if you push hard enough you can obtain anything. Dedicated Months, Days, and even Years to this game procuring virtual items, literal nothings.
It's times like this that I enjoy the most.... to watch people flitter and flutter moan and complain about all the changes, because the funny thing is the cream always rises to the top. The best of the best, the most dedicated will get whatever it is they are after, and when the changes come, they'll integrate and get the best again, Time and time again.
It's a shame but times are changing.. again, you can't stop the storm, but you sure can ride it and direct yourself where you want to go.
Lakshmi.Zaps
Serveur: Lakshmi
Game: FFXI
Posts: 194
By Lakshmi.Zaps 2013-05-27 13:14:08
on a related note, how many people actually have 99 emps anyways?
Compared to 99 relics, it cant be that many people.
Most people have 85 or 90 emps, at which point their weps have been invalidated by new content anyways.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-05-27 13:46:56
Its not about using it with an inferior weapon its about using unlocked weapon skill with delve weapon.
If the base damage is comperable, Ukko's with Ukon will ALWAYS be better than Ukko's with Bloodbath, etc.
This is only a concern for 99 Emp/WoE owners because the weaponskill is integral to what makes the weapon powerful. With a few exceptions, Emp weapons are all about the weaponskill/aftermath.
I can assure you never heard of a Mythic owner complaining about their WS being available on any weapon or a Relic owner (besides apoc, cata even without aftermath is amazing) wishing they could use thier WS with a different weapon.
[+]
Leviathan.Syagin
Serveur: Leviathan
Game: FFXI
Posts: 999
By Leviathan.Syagin 2013-05-27 14:12:09
Its not about using it with an inferior weapon its about using unlocked weapon skill with delve weapon. If the base damage is comperable, Ukko's with Ukon will ALWAYS be better than Ukko's with Bloodbath, etc. This is only a concern for 99 Emp/WoE owners because the weaponskill is integral to what makes the weapon powerful. With a few exceptions, Emp weapons are all about the weaponskill/aftermath. I can assure you never heard of a Mythic owner complaining about their WS being available on any weapon or a Relic owner (besides apoc, cata even without aftermath is amazing) wishing they could use thier WS with a different weapon. Good point.
Ragnarok.Martel
Serveur: Ragnarok
Game: FFXI
Posts: 3110
By Ragnarok.Martel 2013-05-27 14:27:36
I can assure you never heard of a Mythic owner complaining about their WS being available on any weapon or a Relic owner (besides apoc, cata even without aftermath is amazing) wishing they could use thier WS with a different weapon. I've complained about that! lol.
Although that's really only cause I wish drakes had a light property. I'm pretty sure the reason mythic WS didn't get a T3 skillchain property, like relic/emp did, is because the ws was unlockable.
But I admit, it woulda really sucked using penta all the way till stardiver release. <,<; Would have made Ryu a lot more appealing at 75 though. XD
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-28 18:33:53
on a related note, how many people actually have 99 emps anyways?
Compared to 99 relics, it cant be that many people.
Most people have 85 or 90 emps, at which point their weps have been invalidated by new content anyways.
I do. 99 empy staff. Finished it the Saturday before Delve came out. The empy was outdated within 72 hours of being made.
Ragnarok.Harpunnik
Serveur: Ragnarok
Game: FFXI
Posts: 867
By Ragnarok.Harpunnik 2013-05-28 19:01:55
The one thing I dont like is that WOE weapons are easier to upgrade and now SE is rewarding those that upgraded to 99 WOE more than those that grinded empy to 90 (which was a respectable empty). Now the empy will be useless and those who went WOE path are rewarded. in the time it took to get a 90 Empy i could have had my 99 WOE.
I think it would be smarter to offer weapon skill unlock at 90 or maybe 95 empy as well to even the plate.
What skill does the WOE weapon unlock? after the update (as expected)
Im contemplating building one but its a royal pain with my vere at 90
You know, a few months ago if anyone asked if 99 WoE was worth it, people said no because it is empy -1 and harder to make.
http://www.ffxiah.com/forum/topic/31436/is-there-a-single-woe-weapon-worth-taking-to-99/
Mythics got screwed over when abyssea came out and namis got updated, Alexandrite was hard to come by and went from 3k a piece on my server during 75 cap days all the way to 20k a piece at one point. Lets not forget the period of time nyzul was dead before they updated that!
[+]
Serveur: Cerberus
Game: FFXI
Posts: 526
By Cerberus.Diabolique 2013-05-28 19:26:33
Ragnarok.Presidentobama said: »
What would you rather use Myrkr on?
Myrkr staff what truly sucks for nuking. or a 99 D staff. "Southslayer
+ 65 MAb +20 INT staff
Then again now also any skirmish one or new two weapons will do the same.
99 Empys need a 40% WS boot like R's. WoE get standard WS.
Myrkr is a pretty crappy example here. Could be on an Ash staff +1 and it'd be the same piece of crap.
No one told you to upgrade a really poor weapon.
[+]
Bismarck.Danz
Serveur: Bismarck
Game: FFXI
Posts: 692
By Bismarck.Danz 2013-05-28 19:27:44
so when are we actully going to see somne stats?...
i can "modify" every relic to be on par with current weapons in less than a week easy. (includes objective to obtain it)
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-28 20:08:12
Cerberus.Diabolique said: »What would you rather use Myrkr on?
Myrkr staff what truly sucks for nuking. or a 99 D staff. "Southslayer
+ 65 MAb +20 INT staff
Then again now also any skirmish one or new two weapons will do the same.
99 Empys need a 40% WS boot like R's. WoE get standard WS.Myrkr is a pretty crappy example here. Could be on an Ash staff +1 and it'd be the same piece of crap.
No one told you to upgrade a really poor weapon.
For a Sch their is no other option. We don't have an R. And all servers combined no one would ever make the Mythic weapon. Zero in circulation.
The weapon skill is nce for sch due to the fact you get 25 tp back off every t5 spell. You can nuke non stop and never take a knee. Getting back 400-900 depending on race for every 100 TP is nice.
Utility weapons are the ones that survive. Hence instruments, shields, apoc. dagen, and empy staff.
Serveur: Cerberus
Game: FFXI
Posts: 526
By Cerberus.Diabolique 2013-05-28 20:18:55
Are you always just solo on Sch? In what situation are you playing the job, but not constantly switching out staves for spells? Occult Acumen shouldn't mean crap.
Maybe you are getting a lot of MP back by using Myrkr, but your nuke damage must be awful. If you're just solo, that's fine obviously, not hurting anyone. But I really hope you aren't doing this crap in groups. I really can't see the benefit besides being fun. And fun isn't really important for group play in this game.
Ochain, Aegis, Durabdladlahad, Gjallahorn, it's pretty obvious why they are still useful. Emp Club and Staff aren't in the same category.
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-28 20:24:31
That charater just uses sch job 80 percent of the time. He was my cure account. True it doesnt do as much dmg as some other staves but you dont have to take a knee ever.
On my main i do play drk blu and war.
In plazma runs i use the staff and tp spell if no brd in my dd party. In some nm fights abby or kc30 i use the staff to do all buff self sc mb kaustra. Then myrkr.
In delve nm fights as you lose 20 percent mp per embrava and time nerf. I use the staff to get back 480 mp so
i can curey party and not use sublimation just yet. So many blms waste five minutes takeing a knee in fights like kurma. I never have to.
On other nms if i am also nuke stunner i sub drk. Absorb tp worls wonders .
I just saying it has many uses. And it allows my two charaters to do much more.
T4 delve. Silenced poisened paralized. Myrkr wipes all at once
| 04-26-2013 12:52 PM | | Akihiko Matsui | | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
| 05-09-2013 10:15 AM | | Slycer | | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
| 05-09-2013 2:19 PM | | Akihiko Matsui | | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
| 20 |
|
Delve (Boss monsters) |
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| 19 |
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| 18 |
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| 17 |
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New Additions to Wildskeeper Reives |
| 16 |
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| 15 |
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| 14 |
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Delve (NM group 2) |
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| 13 |
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New additions to Skirmish |
| 12 |
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| 11 |
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Delve (NM group 1) |
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| 10 |
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|
|
| 9 |
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|
New additions to Colonization/Lair Reives |
| 8 |
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|
|
| 7 |
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Wildskeeper Reives |
|
| 6 |
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Skirmish |
|
| 5 |
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Colonization/Lair Reives |
|
|
| 4 |
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|
| 3 |
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|
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| 2 |
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| 1 |
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| Content Level |
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Up to April 2013 |
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Next version update (currently adjusting) |
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Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
I did not revive this thread for people to argue or cause trouble.
Please behave, or you will be removed from discussion.
| 05-22-2013 09:46 AM | | Slycer | | BG Translator |  |
| | Matsui: RMEC Follow-up
Hello, it's Matsui.
I'd like to thank you again for your feedback on Relic, Mythic, Empyrean, and Coin weapons (RMEC). The posts both in favor and opposed to the suggested changes were very helpful.
Since I have thoroughly read through your opinions, at this point we will close this thread and begin development work based on the following policies (even though this is almost the #1 thread).
Perform the adjustments for Relic, Mythic, and Empyrean weapons.
All weapons that have been upgraded to level 99 will be subject to this adjustment (with or without Afterglow).
Instruments and shields will be outside the scope of these adjustments.
The upgrade will not happen in multiple small intervals, like with Trial of the Magians.
The performance of the weapons will be adjusted to allow them to fall into the category of the strongest available options.
We will continue to look into unlocking the exclusive weapon skills from Coin weapons.
For coin weapons, although I think the general idea and direction is good, there is a need for some further analysis, so we will continue to consider these upgrades.
Once we have some more solidified information on upgrades to the RME weapon groups and further studies on the Coin weapons, I will get back to you with more detail.
Thank you very much!
Translated by: Slycer | |
| 05-22-2013 01:15 PM | | Akihiko Matsui | | Dev Team |  |
| | Matsui here.
I’d like to once again thank you all for the feedback on relic, mythic, empyrean, and coin weapons.
I’ve read over all of the feedback, both for and against, and have taken it into consideration.
As it would appear that pretty much all your feedback has been posted, I will be closing this thread and working on the below plans: (Most of it is from my original post)
Perform revamps on relic, mythic, and empyrean weapons.
The weapons to be revamped are the level 99 versions of the above mentioned weapons including the non-afterglow ones.
Shield and instruments will not be included in these revamps.
Revamps will not be performed multiple times in short intervals like Trials of the Magians.
The stats after the revamp will make it so they can be an option amongst the other powerful weapons.
We will continue to look into unlocking the weapon skills from coin weapons further.
In regards to coin weapons, as we are only at the stage where we are considering the basic direction to do this, we will continue to look into this due to the fact that it needs additional scrutiny.
Once we’ve solidified all the plans for the weapon revamps and the result of our discussions for coin weapons, I will be sure to let you all know.
Thank you very much. | |
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