[dev1152] Item Levels / Equipment Help Text

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[dev1152] Item Levels / Equipment Help Text
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 Phoenix.Thorbean
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By Phoenix.Thorbean 2013-06-16 11:17:45
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Fenrir.Sylow said: »
My linkshell's motto is "The battle is fought on the front line but won on the back line."

I love this!
 Cerberus.Kylos
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By Cerberus.Kylos 2013-06-16 13:05:25
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By the way, when I referred to WHMs, I referred to the fact that some of them are absolutely terrible and will never haste or debuff, rarely do it, or only do it if spammed in party chat a dozen times. I can tell when a WHM is doing all they can to erase/haste/cure the party, I can read the text on the screen after all. Also I have seen some absolutely terrible DD who never gear swap.

I don't say anything to anyone. I don't say, "Oh, so and so is a gimp WHM/DD", I usually ask the other dd in my party if they are struggling, then I will /tell the alliance leader to tell the WHM to do more.

Being a DD isn't just about 1) attack 2) ws 3) attack.
Each DD has their own way of playing it right, a Dark Knight who just spams Resolution isn't playing it right, just like a SAM who isn't skillchaining isn't a true Samurai and so on.

By the way, PDT sets are awesome, but with so few inventory spaces (and time available) I have not got round to making a decent PDT set. However, equipping a PDT set instead of DDing away as much as possible is detrimental when killing fodder mob... you just kill it ASAP, get a cure and move on. WHM should never run out of MP with a COR and BRD so why should every single DD "need" a PDT set.

I do bring meds with me to runs, but usually end up forgetting about them as all I focus on is getting the mob killed soon as possible. If a WHM is good enough, they will have it erased by the time I even notice a debuff and have to use meds anyway.

It really does depend on playing styles, and as of late, I see a lot of leeching and laziness in Delve, and this is disappointing.

But oh well! Let's keep grinding into oblivion, this is what people asked for and we got it. I shall now play the worlds smallest violin.

 Leviathan.Tribalprophet
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By Leviathan.Tribalprophet 2013-06-16 13:11:35
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Cerberus.Kylos said: »
I do bring meds with me to runs, but usually end up forgetting about them as all I focus on is getting the mob killed soon as possible.

I'm sure a lot of the "gimp" whms would say that they have the debuff spells, but forget about them as they're too focused on keeping your hp full.
 Cerberus.Kylos
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By Cerberus.Kylos 2013-06-16 13:25:57
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Not when I'm stood next to them, purposely waiting to see if they will erase me or not inbetween mobs. I'm not stupid, I know my limits. I don't die often.

Also there's such a thing called Dread Spikes, Third Eye and Seigan. I can do a lot of damage to a mob before it rips through that. Also I have a very nice dark magic set that helps me to Drain back HP if necessary.
 Carbuncle.Valflux
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By Carbuncle.Valflux 2013-06-16 14:43:51
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When I read this it seemed to me that they were saying this would only be applied to the newest equipment... Best-in-slot (or trivially comparable to best) mage gear is still oftentimes fairly old gear... (like earrings and stuff) So, unless they are going to spend the time going backwards and adding these supposed item levels to everything, this is kinda dumb...

Also, I forget to change my gear back from one set or another most of the time I'm wandering around town... So I just cast a spell that has put me in part AF1 armor or something (BLM AF pants are still great for dark magic skill, for example... BLM AF body is great for enfeebling skill... literally every other job has examples like this...) I can understand item levels being a gauge of player ability in other MMOs, but FFXI is not one of those games simply becuase it's one of the only games where people carry around 60 pieces of highly situational equipment for that one macro...
 Bismarck.Greezy
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By Bismarck.Greezy 2013-06-16 15:14:16
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so when can i desynth this crap for ormolu?
 Quetzalcoatl.Morari
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By Quetzalcoatl.Morari 2013-06-17 13:38:31
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Seems that the item level is going to be more than just cosmetic information.

http://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts-%28NO-DISCUSSION%29?p=5769022&viewfull=1#post5769022

This could provide for some interesting situations if SE is brave enough to be creative with how ilevel works with current (or builds new) game systems and mechanics.
 Bahamut.Dannyl
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By Bahamut.Dannyl 2013-06-17 13:55:49
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Even with that explanation it's still unnecessary and pointless.

If I was to obtain a Delve NM Boss item, I would know what level of gear I have thanks in part to their awesome table. They could have just left it at that, why imprint the level # on the gear itself.

As many have said, we want information on things that actually matter. ie Target stats, Food effects. This is their attempt to justify their awesome content level design.

This is a good example of 'more information is less information'

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By krish 2013-06-17 14:09:28
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Bahamut.Dannyl said: »
This is a good example of 'more information is less information'

It solves a problem nobody had.
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By Kalila 2013-06-17 16:48:34
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06-17-2013 02:51 PM
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Item Levels

During the Test Server update on June 14th, we made it so that item levels are now displayed on items that have been added since Seekers of Adoulin.

I’d like to explain a bit more in detail about how this will work.

What are item levels?
As mentioned previously, as we move forward, player growth will occur through the procurement of equipment, instead of levels. (We are planning to have new merits, but from a level perspective players will not go above level 99.)

As such, there will be differences between the item stats that can be equipped at level 99, so we've arranged the "item level" system to display the strength of each item.
(Item levels for accessories will not be displayed.)

The level of the items you can obtain from content will become higher as the content level increases as this is demonstrated below:

119 20
Delve (Boss Monsters)
118 19
117 18
116 17
115 16
114 15
113 14
Delve (NM Group 2)
112 13
111 12
110 11
Delve (NM Group 1)
109 10
108 9
107 8
106 7
Wildskeeper Reives
105 6
Skirmish
104 5
Colonization/Lair Reives
103 4
102 3
101 2
100 1
Item Level Content Level Up to April 2013


Item level display
Item levels will be displayed on the very bottom of a piece of equipment.




For equipment that can have enchantments or augments applied to it, the item level will be displayed as if the item were at its maximum value.

For example, if you had an item that could be augmented and it displays an item level of 113, augmenting it with the highest value possible would make that piece of equipment each its full potential at item level 113. (This rule is the same for both random augments and for Delve's rank type system.)

Displaying monster strength when "checking" them and the amount of experience points received
The strength of a monster that is displayed when using "check" and also the amount of experience points gained when defeating monsters will vary based on item level, not on your character's level. The fundamental rules will not change.

Based on the combination of the various equipment you are wearing and their item levels, your ultimate level will be tallied, and this is what will be referenced. However, accessory slots, grips, and items equipped in ammo that are classified as accessories will not have item levels and will not be referenced for this level.

The main reasons for switching to this is due to the fact that if we kept it the same as it is currently, regardless of how strong a monster is introduced the message displayed when you "check” would be inaccurate and we are aiming to change this. We are also aiming to make sure the amount of experience points gained from defeating enemies, as well as the pace in which they are obtained, do not become unbalanced.

Adoulin mission difficulty levels
Missions and quests will basically become unlocked through coalition assignments, and we plan on balancing it such that they can be undertaken with a single party, which has the strongest items at the time that can be purchased with Bayld.
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 Bahamut.Serj
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By Bahamut.Serj 2013-06-17 16:56:33
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Quote:
The strength of a monster that is displayed when using "check" and also the amount of experience points gained when defeating monsters will vary based on item level, not on your character's level.

Seems extremely unnecessary.
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By Enuyasha 2013-06-17 17:06:02
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Bahamut.Serj said: »
Quote:
The strength of a monster that is displayed when using "check" and also the amount of experience points gained when defeating monsters will vary based on item level, not on your character's level.

Seems extremely unnecessary.
It does, but then again they intend to raise the level cap with gear and not actual levels :< So in reality, the IT mob at 99 is actually maybe Decent Challenge with maxed out gear. I just dont see why they dont keep the EXP values based on the check "level" and not the characters actual/gear level...why not just fix Check and leave EXP by level alone >_>
 Bismarck.Trow
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By Bismarck.Trow 2013-06-17 17:15:59
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Thank you SE, for wasting time and space coding utterly useless *** into the game instead of adding more storage for overtaxed players that have to send gear to mules to play certain jobs. This is EXACTLY what we needed.
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By Solrain 2013-06-17 17:17:39
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Better swap that iLvl ***out before you kill the mob!
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 Odin.Zicdeh
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By Odin.Zicdeh 2013-06-17 17:20:18
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So it really was just a "Power Level" type thing. And not even arbitrary, wearing better equipment will gimp experience points now.

And just because I'm a vindictive ***, I hate it when people say "Due to the fact"


Just *** off and say "because" please.
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By Kalila 2013-06-17 18:04:32
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06-17-2013 04:14 PM
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Mocchi: Follow-up Frenzy

Item Level

In the test server update the other day, the item levels were not added to the shield or accessories. Also, the item level for Manibozho Beret says 113, which I think is incorrect.

Thank you for your reports. I will relay this information about Manibozho Beret and the shield to the person in charge. For accessories, there is no plan to display the item level. This is because we do not want the item level of accessories taken into consideration for checking monsters and for determining EXP yield.For augments added in a random fashion, how will the different item levels be applied to equipment? How much will the item level go up? I'm a bit worried about this.

The item level will be based on the highest possible performance that can be granted to the item. This will be the same whether the performance is random or set (as with Delve armor).

For example, if you have an augmentable piece of equipment with item level 113, it means that with the highest possible performance, the equipment's item level is 113.



[[Quote 1:]] The idea of item level notation seems somewhat complicated. If you're equipped with just one piece of high-level equipment, it could make an opponent seem easier than it really is.

[[Quote 2:]] If you decide to go this route, it should be based on the total of the item levels rather than on the basis of the individual highest item level.


I was not able to thoroughly express the idea above, so please let me elaborate here.

For these criteria, it is not simply based on one piece of equipment. The weapons (main, sub, ranged), and armor (head, body, hands, legs, feet) are referenced, and the final level will be determined by a mechanism.

Equipment on ears, fingers, back, waist, neck, grips, and non-throwable ammo will not have displayed item levels and will be excluded from reference to the target.



Is there any plan in the future to add some kind of content which references item level as a minimum requirement for participation?

While it is possible, for now, we do not anticipate adding any content which will use item level as a condition for participation.



Is equipment at item level 119 supposed to be indicative of the equivalent player level?

Yes, that's the implication. The item level is basically an indication of the strength the player as if they were at that level.
It's not that any one piece of equipment at level 119 would mean you're equivalent to level 119, but by equipping, for example, head, body, hands, legs, and feet at level 119, it would be as if your character was level 119.

The battles in Seekers of Adoulin are balanced with the assumption that player levels have reached their maximum value. The item levels are used as part of this balance.

Since item level 119 is the highest at the moment, if we want to introduce high level content in the future, it would be balanced for equipment with item levels up to 119. We could also increase the variety of equipment available at level 113, or fill the large gaps in item level with new additional equipment appropriate for each level.


[[Number of questions about content level/item level, and checking monsters.]]

Thank you for your comments.

Check system/item-level reference
If we leave the check system as it is currently, monsters will appear much stronger than they really are. Additionally, as players get stronger and item level rises, the available amount of EXP will increase significantly as kill speed increases, and we want to adjust this as well.

For example, if we add new areas without implementing this adjustment, you will be able to get 1,000 experience per monster, and even more with the effects of dedication or chain bonuses. We believe that this is too much, so we want to make an adjustment.

Content level/item level comparison with content difficulty
If a player's equipment is not aligned with the content level, the content may be more difficult than expected. Rather than adjusting the content difficulty, we can add more items at individual levels in a sideways fashion.

On another note, once a newer top-tier content is implemented, we will make adjustments which make it easier to clear existing content. At that time, we would be making adjustments to the difficulty of the content itself.


[[Post talking about the accelerating trend of "seasonal content" in FFXI since Abyssea, where new content constantly outdoes old content, and people can very quickly be left behind as if they miss some Adoulin updates, their equipment may be totally outdated. Same stuff many of us have been complaining about.]]

I want to reference two specific points you made:

In the future missions and quests, please allow them to be completed even at lower item levels.

Quests and missions (and their rewards) are balanced with bayld equipment considered to be the strongest necessary armor. Basically, all you'd need to do is coalition assignments, and they would be balanced for one party with this type of equipment.



The main problem I see is that people who do not quickly climb the ladder of Adoulin content after its introduction may feel so totally left behind that they will be excluded from all types of new content.

The content that has been introduced with Adoulin has not been introduced in a smooth fashion. When we added content all the way up to content level 20 (item level 119), the jump was steep, and we're sorry for any anxiety that this caused.

Based on the old post from Matsui:

  • We will give priority to add new content for solo and small groups.

  • We will be adding a variety of content to cover individual item levels.

  • Will will enhance the spread at each content level in a lateral fashion rather than vertically.

  • After releasing new top-tier content for the top players, we will continue to adjust the other high-level content for players who follow.


We will continue to work closely with everyone to make sure that the content is as player-friendly as possible.


[[Questions about new equipment base parameters with item level, etc.]]

I've already discussed previously about examining monsters and EXP yield, but I want to respond to the item performance.

First of all, I understand that the item level and its value to an individual player may not match.

For the equipment that will be added in the future, there will be certain basic parameters which are always granted. It's partially dependent on the equipment slot, but things like attack (and ranged attack), accuracy (and ranged accuracy), evasion, magic attack, magic defense, magic accuracy, STR, DEX, VIT, AGI, INT, MND, CHR, and physical damage taken will be adjusted for the equipment's level. (This may fluctuate for particular equipment, and the parameters above may not always be granted.)

I also think that the value of each piece of equipment will be different to different players. We've received a number of different opinions regarding the perforamnce of equipment in Seekers of Adoulin, and we would like to give the item level display so that players have a better way to understand.

Translated by: Slycer
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 Bismarck.Misao
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By Bismarck.Misao 2013-06-17 18:17:05
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:D
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By mikuu 2013-06-17 18:24:08
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:(
 Phoenix.Gaiarorshack
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By Phoenix.Gaiarorshack 2013-06-17 18:26:12
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i don't see how this add anything of value to the game...


--- edit ---
let me clerify

item A might be better for certain jobs/ws than B
but B might be better than A in another jobs/ws

Stats like haste increases in effectiveness the more you have
DA decrease in effectiveness the more you have meaning the effective ratio change with what you already have

as we stack more of one stat in a multiplicative damage algorithm the effect of other stats increased.

as we get hit a cap other stats becomes severely more important that the caped stats.
different mobs/situations gives us differentness caps.

Conclusion:
basically there is no way to put a single arbitrary number of the value of gear. Trying to do so just show how little SE developers actually know about playing the game.
its a huge waste of development time
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 Cerberus.Senkyuutai
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By Cerberus.Senkyuutai 2013-06-17 18:35:02
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Quote:
I also think that the value of each piece of equipment will be different to different players. We've received a number of different opinions regarding the perforamnce of equipment in Seekers of Adoulin, and we would like to give the item level display so that players have a better way to understand.
 Bahamut.Dannyl
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By Bahamut.Dannyl 2013-06-17 22:06:02
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Quote:
Thank you for your reports. I will relay this information about Manibozho Beret and the shield to the person in charge. For accessories, there is no plan to display the item level. This is due to the fact we do not want the item level of accessories taken into consideration for checking monsters and for determining EXP yield.

fixed







/em looks at Zicdeh
 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-06-18 09:05:47
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...they do know that we switch equipment, right?
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By Tsol 2013-06-18 09:25:15
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Even so, there's nothing preventing them from doing an inventory scan when performing exp calculations.
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By Ragnarok.Alahra 2013-06-18 09:34:31
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Tsol said: »
Even so, there's nothing preventing them from doing an inventory scan when performing exp calculations.

So let's say I have two main jobs, RNG and MNK. I use Manibozho Gloves on RNG, but not on MNK, but I keep most of my RNG gear in my inventory when I'm on MNK since I switch between these jobs frequently.

Should my effective level on MNK be higher because I have a high item level piece of gear that MNK can equip that does not have stats that benefit MNK?
 Ragnarok.Legendarycloud
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By Ragnarok.Legendarycloud 2013-06-18 09:38:07
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I think it would more so scan the equipment that you're currently wearing when the mob dies or something like that. Not scan your whole inventory, that would be silly. SE is dumb though, so who knows.
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By Leviathan.Kincard 2013-06-18 09:40:34
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The exp penalty isn't as big a deal in Adoulin since there's no level correction, but I really hope this doesn't apply in other areas. Almost every class in the game is a glass cannon and the level correction is a big contributor to that.

Really I don't get why they're bothering doing this at all. Why penalize people for getting better armor? Besides, it's just exp...this is just a waste of dev time- This isn't even like some things where some people get pissed because they're spending dev time on stuff nobody uses, this is time invested in something that only annoys people.
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 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-06-18 09:40:39
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Ragnarok.Legendarycloud said: »
I think it would more so scan the equipment that you're currently wearing when the mob dies or something like that. Not scan your whole inventory, that would be silly. SE is dumb though, so who knows.

Which could potentially create pretty different XP values based on whether you killed a monster with an auto-attack or a Weaponskill. XP will probably be different based on job as well, since every job is going to have a different "optimal" number of pieces of the new gear that they wear at any given time.
 Phoenix.Gaiarorshack
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By Phoenix.Gaiarorshack 2013-06-18 09:41:39
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Ragnarok.Alahra said: »
...they do know that we switch equipment, right?

i sincerely doubt any of the developers is a hardcore gamer of ffxi.
 Ragnarok.Legendarycloud
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By Ragnarok.Legendarycloud 2013-06-18 09:44:35
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Leviathan.Kincard said: »
The exp penalty isn't as big a deal in Adoulin since there's no level correction, but I really hope this doesn't apply in other areas. Almost every class in the game is a glass cannon and the level correction is a big contributor to that.

Really I don't get why they're bothering doing this at all. Why penalize people for getting better armor? Besides, it's just exp...this is just a waste of dev time- This isn't even like some things where some people get pissed because they're spending dev time on stuff nobody uses, this is time invested in something that only annoys people.

Totally agree with you. What's the worst that could happen? We gain merits faster? Exp rains from the sky anyways.
 Ragnarok.Alahra
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By Ragnarok.Alahra 2013-06-18 09:47:08
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Phoenix.Gaiarorshack said: »
Ragnarok.Alahra said: »
...they do know that we switch equipment, right?

i sincerely doubt any of the developers is a hardcore gamer of ffxi.

You don't have to be hardcore to switch a few pieces of gear into a WS or spell, though. The base macro system allows for that as is.
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