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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-28 23:03:02
This is exactly what I was thinking. What bothers me the most is there being no explanation whatsoever of why these new weapons are so powerful.
Careful with your quote editing. This was not my statement; it was Dourid's
And anyone that wants to come on ANY job and doesn't want to put forth effort to improve their effectiveness on those jobs doesn't deserve to be given the slot over someone who does. Just as noone who put in those "months of farming dynamis" deserves to have that effort negated so someone with a month-old character who won a single battle can avoid that same effort.
This isn't to say there shouldn't be good nonRME weapons, but the power level should reflect the effort input. And these new weapons completely ***on that basic ratio.
Asura.Fondue
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By Asura.Fondue 2013-04-28 23:07:10
Leviathan.Comeatmebro said: »There's a very real problem where returning players are forced to go mages for many events because they're unable to easily obtain a relic weapon. New or returning players are not going to be enthralled by the idea of farming dynamis solo for 2 months just to be the norm, not to even speak of the marrows to 99(which is also pretty much required to be competitive).
Creating weapons that can be quickly obtained and are comparable to relics solved that problem. If a friend of yours wants to DD, instead of telling them they need to get a relic, you can do a few skirmish runs and they'll likely get something they can use effectively at any of the current endgame events.
They are not meant to obsolete relics, else this post wouldn't even exist.
I'm not sure what other people's experience with augmenting is but my group has had ***luck with stones and augments on everything but the smn staff, with mountains of gil spent on popsets
not really an entry level event for anyone without rich friends lol
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By Asura.Aikchan 2013-04-28 23:39:49
Leviathan.Comeatmebro said: »There's a very real problem where returning players are forced to go mages for many events because they're unable to easily obtain a relic weapon. New or returning players are not going to be enthralled by the idea of farming dynamis solo for 2 months just to be the norm, not to even speak of the marrows to 99(which is also pretty much required to be competitive).
Creating weapons that can be quickly obtained and are comparable to relics solved that problem. If a friend of yours wants to DD, instead of telling them they need to get a relic, you can do a few skirmish runs and they'll likely get something they can use effectively at any of the current endgame events.
They are not meant to obsolete relics, else this post wouldn't even exist.
I'm not sure what other people's experience with augmenting is but my group has had ***luck with stones and augments on everything but the smn staff, with mountains of gil spent on popsets
not really an entry level event for anyone without rich friends lol
Farm your sets? Done it twice and all the Gil I spent was to get a cirdas head and sole a rala one I got
By Angeljcar 2013-04-28 23:48:41
This is exactly what I was thinking. What bothers me the most is there being no explanation whatsoever of why these new weapons are so powerful.
Careful with your quote editing. This was not my statement; it was Dourid's
And anyone that wants to come on ANY job and doesn't want to put forth effort to improve their effectiveness on those jobs doesn't deserve to be given the slot over someone who does. Just as noone who put in those "months of farming dynamis" deserves to have that effort negated so someone with a month-old character who won a single battle can avoid that same effort.
This isn't to say there shouldn't be good nonRME weapons, but the power level should reflect the effort input. And these new weapons completely ***on that basic ratio. I agree with you and having 99 vere and 99 Sphari i humbly say that maybe its time our weapons aren't first any more, despite the effort we put for them. The Sphari are darn near 10 years old and the empy is 3 years old.
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Maybe its time.. Our prized weapons that we spent so much time and money getting are no longer the king of the hill.
By Chyula 2013-04-29 00:01:44
Leviathan.Comeatmebro said: »There's a very real problem where returning players are forced to go mages for many events because they're unable to easily obtain a relic weapon. New or returning players are not going to be enthralled by the idea of farming dynamis solo for 2 months just to be the norm, not to even speak of the marrows to 99(which is also pretty much required to be competitive).
Creating weapons that can be quickly obtained and are comparable to relics solved that problem. If a friend of yours wants to DD, instead of telling them they need to get a relic, you can do a few skirmish runs and they'll likely get something they can use effectively at any of the current endgame events.
They are not meant to obsolete relics, else this post wouldn't even exist.
I'm not sure what other people's experience with augmenting is but my group has had ***luck with stones and augments on everything but the smn staff, with mountains of gil spent on popsets
not really an entry level event for anyone without rich friends lol
WTF!?, and you can even spare a 1 mil change to me T.T this is why you not getting the nice augments.
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By Sylph.Mirvana 2013-04-29 00:14:39
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Bad example, Rajas is still one of the best-in-slot items even today and you should pretty much be using it on any melee.
Also armor hasn't worked the same way as weapons in FFXI's history in that it (usually) rotates far more frequently, whereas RME's have always stayed at the top because of the investments required.
Valefor.Omnys
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By Valefor.Omnys 2013-04-29 00:38:51
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Bad example, Rajas is still one of the best-in-slot items even today and you should pretty much be using it on any melee.
Also armor hasn't worked the same way as weapons in FFXI's history in that it we can't swap them and keep tp
ftfy
Server: Bismarck
Game: FFXI
Posts: 53
By Bismarck.Franzrobot 2013-04-29 00:58:40
I agree with you and having 99 vere and 99 Sphari i humbly say that maybe its time our weapons aren't first any more, despite the effort we put for them. The Sphari are darn near 10 years old and the empy is 3 years old.
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Maybe its time.. Our prized weapons that we spent so much time and money getting are no longer the king of the hill.
But the 99 Versions aren't 10 years old
Server: Fenrir
Game: FFXI
Posts: 59
By Fenrir.Luckycharmss 2013-04-29 01:05:49
Bismarck.Franzrobot said: »I agree with you and having 99 vere and 99 Sphari i humbly say that maybe its time our weapons aren't first any more, despite the effort we put for them. The Sphari are darn near 10 years old and the empy is 3 years old.
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Maybe its time.. Our prized weapons that we spent so much time and money getting are no longer the king of the hill.
But the 99 Versions aren't 10 years old
lol um they are talking about Spharia in general
Server: Leviathan
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Posts: 6052
By Leviathan.Comeatmebro 2013-04-29 01:15:12
I'm not sure what other people's experience with augmenting is but my group has had ***luck with stones and augments on everything but the smn staff, with mountains of gil spent on popsets
not really an entry level event for anyone without rich friends lol Judging by your page, you're looking for weapons that compete with relics though. Even a NQ stone augment will usually beat every pre-adoulin, non-rme option. Most +1 stone augments are suitable to take into any event. You don't have to buy the pieces either, they can be farmed (solo even) with very modest gear.
I wouldn't try to farm skirmish for upgrades for myself, but it definitely seems like the best option for helping a friend get up to par quickly.
[+]
Server: Bismarck
Game: FFXI
Posts: 53
By Bismarck.Franzrobot 2013-04-29 01:20:45
Fenrir.Luckycharmss said: »Bismarck.Franzrobot said: »I agree with you and having 99 vere and 99 Sphari i humbly say that maybe its time our weapons aren't first any more, despite the effort we put for them. The Sphari are darn near 10 years old and the empy is 3 years old.
Case in point for effort vs reward ratio could be rajas ring. It was kick *** for its day and still is awesome today (just like relics)
But rings like eponas ring blow it out of the water and are super easy to get (like the new weapons).
Maybe its time.. Our prized weapons that we spent so much time and money getting are no longer the king of the hill.
But the 99 Versions aren't 10 years old
lol um they are talking about Spharia in general
Yeah, I know. Point still stands, Rajas was mentioned, which hasn't been augmented since its release, but Spharai has so you can't reason it should not longer be king of the hill.
Fenrir.Mesic
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Posts: 634
By Fenrir.Mesic 2013-04-29 02:02:35
Excited about this. I hate all these 85 90 Empy weapons people have and brag about as if they're part of a endgame club.
Sylph.Oraen
Server: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2013-04-29 02:18:38
People are happy about accomplishing things and I'm mad!
Just thought I'd help decipher.
By Angeljcar 2013-04-29 02:56:22
Well they are enhancing them to some degree so this is a little irrelevant at the end of the day.
I will not be surprised if the new weapons are still a little better tho. Because SE is ultimately in it for the money and if the new expansion offers the best gear it will insure greater purchase of its expansion. But to say the least, if you think it'll happen like this ^ then you wont be disappointed.
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-29 03:51:09
Because SE is ultimately in it for the money and if the new expansion offers the best gear it will insure greater purchase of its expansion.
This line of logic backfires more often than it succeeds. Selling 1000 xN copies won't bring in as much money as 100 xN subscribers who don't feel jipped. Subscriptions fuel the coffers, not expansion sales. Expansions are (ideally) designed to keep you subscribed longer, not make money off their own numbers.
By Angeljcar 2013-04-29 03:58:10
Because SE is ultimately in it for the money and if the new expansion offers the best gear it will insure greater purchase of its expansion.
This line of logic backfires more often than it succeeds. Selling 1000 xN copies won't bring in as much money as 100 xN subscribers who don't feel jipped. Subscriptions fuel the coffers, not expansion sales. Expansions are (ideally) designed to keep you subscribed longer, not make money off their own numbers. If we were in the first couple of years sure. But SE could sell poop on a stick that changed the rajas ring from 5 str to 7 and it would sell like hot cakes.
By Angeljcar 2013-04-29 04:00:08
Case in point, if you've played for ten *** years you won't quit because a expansion pack offered better weapons then what you currently own. And it's funny how the user base complains about lame updates then *** when the update is too good. Lol
By Angeljcar 2013-04-29 04:05:42
50% of the people if not more bought the last expansions just for the extra mog space and never did 1 mission after that. Lol
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Posts: 15065
By Sylph.Tigerwoods 2013-04-29 04:09:08
oh man I hope I can use my one time item restore!
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Bismarck.Altar
Server: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2013-04-29 04:11:10
50% of the people if not more bought the last expansions just for the extra mog space and never did 1 mission after that. Lol
iirc the only expansion that gave extra mog space was Aht Urghan, so, um... no.
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-29 06:10:40
/whoosh
I wasn't arguing that people should quit if "they mad". I was stating that expansions are to give people incentive to remain subscribed because THAT'S WHERE THE MONEY IS, not in the expansion's own sales.
Server: Odin
Game: FFXI
Posts: 90
By Odin.Brozzzz 2013-04-29 14:20:21
http://www.bg-wiki.com/bg/April_2013_Version_Update_Changes
SE: "Okay NOW you guys can throw away your weapons hahaha"
Server: Cerberus
Game: FFXI
Posts: 124
By Cerberus.Demonsgate 2013-04-29 14:23:35
yea i was just gona post this
Oatixur
File:Oatixur icon.png
99
Hand-to-Hand
DMG:+146 Delay:+96 Accuracy+35 Attack+25 Guard skill +4 Physical damage taken -3% i think im gona toss my relics and empys for save space now lol
Ragnarok.Hotkarl
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Posts: 520
By Ragnarok.Hotkarl 2013-04-29 14:34:55
I notice some of those weapons are not R/EX
Leviathan.Mckeag
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Posts: 204
By Leviathan.Mckeag 2013-04-29 14:36:08
There better be one heck of an update for our relics/empy/mythic weapons is all i am saying.
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By Nazoo 2013-04-29 14:37:03
I am more eyeballed by this actually...
Senbaak Nagan +1 99 Great Sword DMG:247 Delay:466 HP+45 STR+8 Accuracy+41 Attack+31 PLD / DRK / RUN
"Ragnarok is the best weapon in the game..." excuse me !
"Ragnarok USED to be the best weapon in this game...USED"
And this one seems to be buyable (what will be the cost...IDK)
Server: Sylph
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Posts: 1697
By Sylph.Chrisstreb 2013-04-29 14:37:23
This Update.
Yeah about those Relics + Mythics + Empyreans??
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-04-29 14:40:11
cmon big money no whammy 99 apoc 300 dmg acc +95 ws dmg75%
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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) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
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 |
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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. | |
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