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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Odin
Game: FFXI
Posts: 90
By Odin.Brozzzz 2013-04-29 14:48:24
Oh man, I can only imagine the rage that's coming from the people who just got Tlalpoloani...
By Chyula 2013-04-29 15:01:16
Oh *** look at this GKT
DMG:243 Delay:450 Accuracy+35 Attack+25 "Save TP"+25
then this STAff -.-
DMG:158 Delay:356 Magic Accuracy+19 "Magic Atk. Bonus"+71 Enhances "Fast Cast" effect BLM,SCH,GEO
Crafted
Cerberus.Meatster
Server: Cerberus
Game: FFXI
Posts: 85
By Cerberus.Meatster 2013-04-29 15:12:49
Fenrir.Candlejack said: »Hm, here's another thought as to why we should keep our R/M/E weapons and continue to soldier on upgrading them:
The skirmish weapons' augments are completely random, and can turn out to be a complete waste of time and gil.
Meanwhile, R/M/E weapons are guaranteed to be good, considering the lower damage compared to skirmish weapons, but unlike the skirmish weapons, your basic standard R/M/E will grant a weapon skill that can only be used with that weapon (with Mythics' unlockable WSes being the exception). Then there's the WS aftermath effects.
So while the base damage of a skirmish weapon, and the elemental resists on them are nice to look at, let's all keep in mind that trying for a skirmish weapon can be a literal double-edged sword in that the augments can be completely horrible, and you won't get a WS that has an AM effect tied to it.
Just stop posting whenever. You already proved how stupid you are everywhere else dam.
By Chyula 2013-04-29 15:14:23
Fenrir.Candlejack said: »Hm, here's another thought as to why we should keep our R/M/E weapons and continue to soldier on upgrading them:
The skirmish weapons' augments are completely random, and can turn out to be a complete waste of time and gil.
Meanwhile, R/M/E weapons are guaranteed to be good, considering the lower damage compared to skirmish weapons, but unlike the skirmish weapons, your basic standard R/M/E will grant a weapon skill that can only be used with that weapon (with Mythics' unlockable WSes being the exception). Then there's the WS aftermath effects.
So while the base damage of a skirmish weapon, and the elemental resists on them are nice to look at, let's all keep in mind that trying for a skirmish weapon can be a literal double-edged sword in that the augments can be completely horrible, and you won't get a WS that has an AM effect tied to it.
Are you still living in few hours ago before the patch?, the new weapons put the skirmish weapons in the coffin. Unless they *** up the dat mine and got the wrong value.
http://www.bg-wiki.com/bg/April_2013_Version_Update_Changes
check the new weapons out.
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-29 15:16:04
Fenrir.Candlejack said: »Hm, here's another thought as to why we should keep our R/M/E weapons and continue to soldier on upgrading them:
The skirmish weapons' augments are completely random, and can turn out to be a complete waste of time and gil.
Meanwhile, R/M/E weapons are guaranteed to be good, considering the lower damage compared to skirmish weapons, but unlike the skirmish weapons, your basic standard R/M/E will grant a weapon skill that can only be used with that weapon (with Mythics' unlockable WSes being the exception). Then there's the WS aftermath effects.
So while the base damage of a skirmish weapon, and the elemental resists on them are nice to look at, let's all keep in mind that trying for a skirmish weapon can be a literal double-edged sword in that the augments can be completely horrible, and you won't get a WS that has an AM effect tied to it.
I hate random as much as anyone, but even in this day and age relics and such are a lengthy chore for most people. I'd definitely take my chances with the augment in this case.
And what the guy above me said.
[+]
By Chyula 2013-04-29 15:23:08
Fenrir.Candlejack said: »Fenrir.Candlejack said: »Hm, here's another thought as to why we should keep our R/M/E weapons and continue to soldier on upgrading them:
The skirmish weapons' augments are completely random, and can turn out to be a complete waste of time and gil.
Meanwhile, R/M/E weapons are guaranteed to be good, considering the lower damage compared to skirmish weapons, but unlike the skirmish weapons, your basic standard R/M/E will grant a weapon skill that can only be used with that weapon (with Mythics' unlockable WSes being the exception). Then there's the WS aftermath effects.
So while the base damage of a skirmish weapon, and the elemental resists on them are nice to look at, let's all keep in mind that trying for a skirmish weapon can be a literal double-edged sword in that the augments can be completely horrible, and you won't get a WS that has an AM effect tied to it.
Are you still living in few hours ago before the patch?, the new weapons put the skirmish weapons in the coffin. Unless they *** up the dat mine and got the wrong value.
http://www.bg-wiki.com/bg/April_2013_Version_Update_Changes
check the new weapons out. I can only hope it's a case of messed up .Dats, but watch it not be the case and the new weapons will be augmentable, just like the skirmish weapons before them, and about 75% of the augments'll be either complete crap or extremely situational use type stuff. If that turns out to be the case, my point would still be valid.
If those stat is not a messed up dat mine then with or without augments the base stats already put anything in the game before patch in the coffin. You just can't beat something almost doubled your base damage. Btw some of those new weapons are crafted, you don't have to deal with random.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-04-29 15:23:22
so a 260 dmg great sword with acc/att wont beat ragnarok ? seriously give us all some of the ***you are smoking so we can cope too
Bismarck.Altar
Server: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2013-04-29 16:03:02
Fenrir.Candlejack said: »
Ok. You've had more than enough rope to hang yourself. It's time to stop posting.
Cerberus.Detzu
Server: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-04-29 16:17:18
so a 260 dmg great sword with acc/att wont beat ragnarok ? seriously give us all some of the ***you are smoking so we can cope too
It's 247 base DMG, I ran numbers quickly it totally destroys ragnarok 99 :
699.974 vs 558.634.
I didn't bother with gearing it properly. BUT! We don't know what will happen in the future.
Server: Bahamut
Game: FFXI
Posts: 128
By Bahamut.Jaggerjack 2013-04-29 16:22:24
Now We know why you said that Matsui!
[+]
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-04-29 16:24:15
fingers still crossed they bring r/m/e back by next update, i give you atleast 30 days that relics got destroyed by ah gear
id bet money more than a few rme users have considered rage quit, or will if this goes on for long
By Chyula 2013-04-29 16:27:18
They'll probably upgrade REM by year end, it take time just like when they boost relic to empy level. SE want people buy the new expansion first before boosting old content.
Server: Cerberus
Game: FFXI
Posts: 209
By Cerberus.Neojuggernaut 2013-04-29 16:28:40
I'm not computer or programming savvy at all but my question is, what prevents SE from just...beefing up existing RME damage to be proportioned to the new weapons? Example being, we log on after an update and all of a sudden Spharai have 175 damage instead of having to go through a process of modifying the weapon ourselves.
Server: Asura
Game: FFXI
Posts: 245
By Asura.Loneshadow 2013-04-29 16:30:10
Don't drop your R/M/E yet! Not until we make you rage quit next update atleast..
By Chyula 2013-04-29 16:30:59
Cerberus.Neojuggernaut said: »I'm not computer or programming savvy at all but my question is, what prevents SE from just...beefing up existing RME damage to be proportioned to the new weapons? Example being, we log on after an update and all of a sudden Spharai have 175 damage instead of having to go through a process of modifying the weapon ourselves.
Money reason, the longer they can keep the player base grinding the more money they collect, and it doesnt help upgrading REM now when you want to promote their new released expansion.
By Chyula 2013-04-29 16:31:30
Don't drop your R/M/E yet! Not until we make you rage quit next update atleast..
So Lone can I have all your plates?
Server: Asura
Game: FFXI
Posts: 245
By Asura.Loneshadow 2013-04-29 16:32:34
Don't drop your R/M/E yet! Not until we make you rage quit next update atleast..
So Lone can I have all your plates? Nope, too busy being congested. Might sell all my currency for 1g just to get it outta my inventory.
Bismarck.Danz
Server: Bismarck
Game: FFXI
Posts: 688
By Bismarck.Danz 2013-04-29 16:33:30
Server: Bahamut
Game: FFXI
Posts: 128
By Bahamut.Jaggerjack 2013-04-29 16:34:28
Good news paladins and bards relics will never be outdated!
Server: Asura
Game: FFXI
Posts: 245
By Asura.Loneshadow 2013-04-29 16:34:53
I'm assuming you need Naakual gear to make updated versions.
Tlalpoloani become Oatixur.. ect ect
Ragnarok.Hotkarl
Server: Ragnarok
Game: FFXI
Posts: 520
By Ragnarok.Hotkarl 2013-04-29 16:41:14
Hasn't the purpose of the game always been to go and get the best gear/weapons/items? So what's changed, there's new stuff, go and get it. You want your weapons that are 10 years old to stay on top but it's ok for gear to get outdated every so often? What's the point in playing if all your 99 weapons are the end all be all? There isn't one. New equips are out there, stop crying and go seize the moment. That's why you Play the game I thought. I feel sorry for the devs, there's no pleasing some people.
[+]
By Quiznor 2013-04-29 16:44:06
Bahamut.Jaggerjack said: »Good news paladins and bards relics will never be outdated!
Exlolibur has always been outdated!
Lakshmi.Cadant
Server: Lakshmi
Game: FFXI
Posts: 66
By Lakshmi.Cadant 2013-04-29 16:47:40
Hasn't the purpose of the game always been to go and get the best gear/weapons/items? So what's changed, there's new stuff, go and get it. You want your weapons that are 10 years old to stay on top but it's ok for gear to get outdated every so often? What's the point in playing if all your 99 weapons are the end all be all? There isn't one. New equips are out there, stop crying and go seize the moment. That's why you Play the game I thought. I feel sorry for the devs, there's no pleasing some people.
If R/M weapons didn't cost 100m+ to make no one would be complaining. As it stands though, most people in the game spent months making one and all that "work" (spending time on a videogame is not work, don't kid yourselves) is for naught now. Unless the drop rates on the mats used for the new AH'able weapons are beyond abysmal and people charge over the price of a R/M weapon, people are going to be mad.
[+]
Server: Asura
Game: FFXI
Posts: 245
By Asura.Loneshadow 2013-04-29 16:49:23
I'm assuming you need Naakual gear to make updated versions.
Tlalpoloani become Oatixur.. ect ect
Doubtful, there are naakual's type mobs in delve. I guess so. I was going on that based on the fact they have same models, similiar stats, and SE said delve is for players that have done Naakual and Skirmish before.
Server: Bahamut
Game: FFXI
Posts: 128
By Bahamut.Jaggerjack 2013-04-29 16:50:01
i ment shield and horn!
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 |
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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 |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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4 |
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3 |
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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. | |
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