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Matsui: "Don't throw away your R/M/E weapons yet"
Sylph.Jkun
Server: Sylph
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By Sylph.Jkun 2013-05-09 09:07:08
Leviathan.Kincard said: »I'm honesty not sure how hard a 99 coin is these days since they apparently nuked WoE really hard and made pouches drop there now. 85 or 90 would both work, but the main idea is that it'd be pretty absurd to ask Empyrean 85/90 owners to either start over or spend 100M to get a weapon skill.
>absurd
>SE
>DMG +101
Nothing is impossible or absurd for SE recently.
[+]
Leviathan.Kincard
Server: Leviathan
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By Leviathan.Kincard 2013-05-09 09:08:22
point taken
also for you career geos and runs apparently they said something about job restrictions so chances are run won't be getting torcleaver and geo wont get dagan
feel free to riot about that
Ragnarok.Harpunnik
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By Ragnarok.Harpunnik 2013-05-09 09:17:28
Making 3 WoE weapons paid off I guess? Too bad I sold my 6 stacks of coins when they made them tradeable.
Well under 1.9k alexandrite to finish my mythic, guess I'll finish anyway and see how situational it will become. Anyone able to post up link to Matsui's annoucement? I'm a noob and have no idea where you guys get this info.
Also would this mean mythics could get empy weaponskills? How about relic ws? That would be kinda boss for me...
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-09 09:18:45
There's only Japanese text right now so you'll have to wait for the translation team/Slycer to provide you with the translation.
Ragnarok.Harpunnik
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By Ragnarok.Harpunnik 2013-05-09 09:19:53
Leviathan.Kincard said: »There's only Japanese text right now so you'll have to wait for the translation team/Slycer to provide you with the translation.
Thanks!
Ragnarok.Ashman
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By Ragnarok.Ashman 2013-05-09 09:29:05
Leviathan.Kincard said: »
Just FYI:
Code Excalibur
D121 Delay233 Atk+60 Acc+20 Knights of Round
Additional Effect: Based on HP
Burtgang
D131 Delay264 Atk+20 Acc+20 Enmity+18
PDT-18% Enmity Reduction Down When Taking Damage
Atonement
Aftermath:Acc/Atk/OA2-3
Almace
D114 Delay224 Atk+20 Acc+20 DEX+20 Chant du Cygne
Aftermath:ODD
Is the mythic supposed to have higher D than the relic? I'm completely pleased they're doing anything, so don't get me wrong. I just thought relics usually had higher damage than mythics (then again I've never cared about 1h).
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 09:34:10
Is the mythic supposed to have higher D than the relic? I'm completely pleased they're doing anything, so don't get me wrong. I just thought relics usually had higher damage than mythics (then again I've never cared about 1h).
Yeah, the original vision was that relics were the king of damage/delay, and the mythics were strong, while adding something unique to the job (as they're job-specific to begin with).
Burtgang's delay is quite a bit higher and doesn't have the natural OD2.5 or en-effect, so Excal is probably still stronger (haven't done the math yet).
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-09 09:34:16
Should be a two part system. The 95 Relic / 90 Empy / 99 Coin give you access to the weapon skill but the 99 Relic / 99 Empy / 99 Mythic give you a KI that enhances that WS further. This way those with the generic versions can get the WS while those who dumped the insane amount of Tanaka effort into them still get a bonus. Also provides an incentive for people to 99 their Emps.
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By Sylph.Tigerwoods 2013-05-09 09:34:30
Just a concept, but that puts 85-90-95 Empy owners in quite a predicament when they could have just done the WoE route and are able to use the WS on Delve Weapons.
Goddamnit, Chloris. Eat a ***. I have the WoE version to 85? At least I won't have to camp all those NMs again
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By Odin.Tsuneo 2013-05-09 09:34:34
It's cool that he made an announcement, but we'll see if these changes will come any time soon.
Cerberus.Cahlum
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By Cerberus.Cahlum 2013-05-09 09:35:05
Probably accounting for the higher delay?
Carbuncle.Darktrance
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By Carbuncle.Darktrance 2013-05-09 09:37:27
It's cool that he made an announcement, but we'll see if these changes will come any time soon.
There's a new announcement? where?
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By Odin.Tsuneo 2013-05-09 09:39:28
http://forum.square-enix.com/ffxi/threads/33427
The proposed changes were posted a few posts above though.
Carbuncle.Skulloneix
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By Carbuncle.Skulloneix 2013-05-09 09:41:49
Any translated posts by NA SE or Slycer? For us JP reading impaired?
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-09 09:42:43
The higher damage on mythics is probably to offset the higher delay they have (This should've been done all the way back at level 75, then again at 99, it was one of the big things holding a bunch of mythics back from being decent). In the example he gave, Excalibur most definitely is stronger than Burtgang. If anything, Empyreans are getting the shortest stick in this whole thing- they have an easier alternative to unlock their WS, which was a really big draw of the weapons to begin with.
[+]
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-09 09:45:02
I like the idea of weapons to chose not based on damage alone, but on different kind of perks...however only mythics got that, relics and empies would be still for D only. Just saying if they want to go that way there's a larger vision to include than just up the damage and attack/acc...I think.
Still *** WOE WEAPONS!!! WHY??? Give me the ws with the empy, to hell with woe!! erlifncnbbclb
Leviathan.Kincard
Server: Leviathan
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By Leviathan.Kincard 2013-05-09 09:46:41
Still *** WOE WEAPONS!!! WHY??? Give me the ws with the empy, to hell with woe!!
JPs like their WoE weapons
that's basically the only reason
[+]
Carbuncle.Darktrance
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By Carbuncle.Darktrance 2013-05-09 09:48:28
Carbuncle.Skulloneix said: »Any translated posts by NA SE or Slycer? For us JP reading impaired?
Er... I could give you the google chrome translation
Carbuncle.Darktrance
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By Carbuncle.Darktrance 2013-05-09 09:49:27
Google Chrome Translation - obviously flawed. And in some spots gibberish :P.
Akihiko_Matsui
Dev Team
Join Date
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Posts
79
Relic of connection · Lv99, Mythic, and Enpirian, for coin weapon
Matsui is. Relic, Mythic, and Enpirian, coin weapon (or less, RMEC) to thank you for your many opinions about. Was very helpful. If you are I see the opinions of everyone, rather than follow, such as releasing a dedicated weapon skills brute string to each weapon, I thought the person who was Uchinaoshi of RME is more effective. (For coin weapon, is provided later, but. Will intertwine with the release of a dedicated weapon skill) If I had written and re-organize with our colors, so I have made long by example, first divided into several received on a look, please let us know your opinion even more. ◆ for the content level
I had many questions about the parameters of Ado~urin equipment, and
because it is also an important part in order to share your opinion about Uchinaoshi of RME,
to let repeated describes the "content level and growth in the Haunts of Ado~urin" please. In Ado~urin, stronger Align the equipment is challenging the challenging content that can be at the time, the play cycle to repeat the fact, get the equipment better be to challenge the content of the above and more to our basic design. By aligning the equipment instead of the level up, players will continue to grow. The content of Ado~urin, as an indicator objectively the difficulty, content level is set. It is as follows when you figure in concrete.
Twenty Menace Inspector (boss monster)
19
18
17 Wild keeper Rave new additions
Sixteen
Fifteen
14 Menace Inspector (NM Group 2)
13 Sukamu new additions
Twelve
Eleven Menace Inspector (NM group 1)
Ten
Nine Colonize Rave / Leia rave
new additions
Eight
Seven Wild keeper Rave
Six Sukamu
Five Colonize Rave / Leia Rave
Four
Three
Two
One
Content level April 2013 - The next version up (during the adjustment)
Strength of the equipment will be dependent on the content level of challenge in order rather than the equipment levels, to obtain.
Equipment to be added in Ado~urin later, is can be equipped with Lv99, but not as equipment of Lv99,
one that had you thinking (for example, such as Lv120 such as Lv110)'s equipment level that was in the content level is reality It is close to. Monsters appearing, to determine the strength to match the content level, in order to to that a solid to some extent the order of between content, I design strength as well as alternative quite content level have different one. Conversely, in order to compete with those monsters, by calculating the required parameters, parameters of the equipment of Ado~urin is determined. We will continue to set the least thing is to have a high content level basically, you may want to plugging at jump of content level is greater if needed. In addition, content that covers the content level of one to be more than one, you may go by adding the content variations. So tired and just run up, is provided with the time, such as landing on the content level for each of the constant, we also plan to enhance the spread of the transverse rather than the longitudinal. The version up, being conscious in particular that you add variations and plug, next time we plan to make additional content. Please see the column "the next version update (adjustment of)" of. To (Sukamu / Wild keeper Rave) content level 6-9 as well as add new colonize Rave / Leia Rave, plans to add as KOs replacement the equipment corresponding to this content level. In addition, perform a mail merge to 17 and level 13 content. The people at the moment, that can capture the Sukamu / Wild keeper Rave / Menace inspector, you do not have to challenge the content of these necessarily, but if you want to increase the success rate more, or if, to such severe in the state now this content to challenge over here to skip who will be the adjustment, such as adding a choice and, from the implications of multiple. In addition, as one of the solution to part connection of the content has not been smooth at this time, items to carry out maintenance this weekend, to challenge Sukamu (statue segment) is from Leia rave and colonize Rave I want to be able to get a probability of constant. (This adjustment is disconnected from the rules and logging WORKS call, obtained from Soul Pyre.) By making this adjustment
First of all, I challenge Leia Rave Rave and colonize.
Result of challenge, I get the Statue segment.
Align the parts that you find, to challenge Sukamu.
I assume that the flow that can make.
◆ About Uchinaoshi
I am sorry. I back story because had it up a bit. First, since it is necessary to consider further the development staff for implementation time, in the next version update! Respond immediately, such as difficult, can not be that time until promise. Is about rings or what parameter when you Uchinaoshi then, but take over for a special ability, such as Aftermath and Afterglow basically, parameters such as attack + hit + and D values, content of Uchinaoshi Set to match the level. Degree, it is a strong parameter Uchinaoshi that requires the content difficulty is high, but able to Uchinaosu many times at short intervals, such as a test of Meijan is strengthening traditional methods you are planning is not done. The RME, you say and also, so far was located in a place called strongest weapon. I think that there is a need to change a little bit here. Not be required other, if you have even RME RME who is good person weapon other good that the other weapons, the RME will be shifted to state a choice. If you say, Is not this does become a weapon which can not be used after all? And those who are concerned because there may come, for example, a boss monster subdue Menace inspector when you need content of Uchinaoshi, I had to calculate representative or become such parameters. Only one hand sword of RME, but it is something like this.
Excalibur
D73 interval 233 Attack +40 Knights of Round
damage proportional to HP: Your additional effect
↓
D121 interval 233 Attack +60 Hit +20 Knights of Round
damage proportional to HP: Your additional effect
Burutogangu
D73 interval 264 +18 hostility under Physical Damage -18%
Enmity is hard to fall when receiving damage
Leue
Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
↓
D131 interval 264 Attack +20 Hit +20 +18 hostility
hostility is hard to fall when receiving damage under Physical Damage -18%
Leue
Aftermath: Accuracy + / + Attack / sometimes 2-3 times attack
Armas
D70 interval 224 DEX +20 Shande~yushinyu
Aftermath: sometimes double attack
↓
D114 interval 224 Attack +20 Hit +20 DEX +20 Shande~yushinyu
Aftermath: sometimes double attack
The coin weapon, a dedicated weapon skills Enpi Lian Weapon originally
because there is history that was implemented with a concept able to shoot,
I believe that instead of the Uchinaoshi, those who want to serve to open a dedicated WS is suitable.
(We are planning some restrictions and job level)
also, we are considering the adjustment procedures to train the coin weapon.
◆ ...... in that
It has become a long time but,
on the consideration of these things, and Uchinaoshi relic of Lv99, Mythic, of Enpi Lian weapon,
for the release of only weapon skill of coin weapon, please let us know your opinion. From the standing position and thought that what was said is opinion that had you approach , including Maybe that hath said, I will one by one Haidoku. My opinion is a big change of policy from the original plan. So, and that you consider this matter, about the feasibility of including the schedule, there was a need to ground-and development. I apologize for the post of the answer is delayed, I've kept you waiting to everybody. Thank you the FFXI in the future.
Siren.Mosin
By Siren.Mosin 2013-05-09 09:51:55
And, for the first time ever, Mosin is happy he made WoE hth to tide him over until he finished spharai.
[+]
Phoenix.Rhealana
Server: Phoenix
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By Phoenix.Rhealana 2013-05-09 09:52:27
Heh, even Google translate switches Ls, Rs and Ms (Almace = Armas)
Leviathan.Kincard
Server: Leviathan
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By Leviathan.Kincard 2013-05-09 09:54:18
Carbuncle.Darktrance said: »Google Chrome Translation - obviously flawed. And in some spots gibberish :P.
Matsui said: Thank you the FFXI in the future.
seems pretty legit
matsui confirmed for time traveller
[+]
Lakshmi.Greggles
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By Lakshmi.Greggles 2013-05-09 09:54:40
!!!!!
Someone light the Slycer signal. D: I'm super excited to see what exactly's up! It's looking promising and they're going to do mostly what I thought they would(make them so they're competitive, but not overpowering the new weapons). I'm also keen to see their reasoning for not keeping RME on the top...
[+]
By charlo999 2013-05-09 09:57:17
mythic GA with ukkos fury is going to be sick. If thats what im seeing.
Crit boost/ attack boost / DA TA
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-09 09:58:03
Leviathan.Kincard said: »Still *** WOE WEAPONS!!! WHY??? Give me the ws with the empy, to hell with woe!!
JPs like their WoE weapons
that's basically the only reason
Naw, I think there's more to it than this. Empyrean WSs were strong and well-made. They're very competitive even with the 99 merit WSs, and situationally superior. Giving an easy path to them with Coin weapons does trivialize Empyreans, but it allows anyone to have easy access to strategically important WSs. Also, because they aren't subject to the merit WS limit, they serve as good DD WSs for sidejobs.
Utility:
* Rudra's Storm - Better than Mandalic Stab most of the time. THF lacks access to a native one-hit WS that's worth two shits. This serves that role.
* Wild Fire - This will be the go-to low-enmity ranged WS for recent returning players.
* Blade: Hi - Solves NIN's "this monster isn't EP, so Shun sucks" problem.
* Torcleaver - Updated DRK option for SA WS. Not that anyone should need to use that anymore.
* Dagan/Myrkr - Very situational (TP wings), but useful in those situations.
DD:
* Ukko's Fury, Victory Smite, Jishnu's Radiance, Blade: Hi, Chant du'Cygne, Tachi: Fudo
LOL:
* Quietus/Cloudsplitter/Camlann's Torment
I guess I forgot the point. Anyway, releasing these weaponskill from their weapons serves to decrease the amount of effort a recent-returning player needs to put in before they can be top-tier. Get a good GA from Delve, make a Shamash, use Ukko's Fury.
[+]
Ragnarok.Returner
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By Ragnarok.Returner 2013-05-09 10:03:56
It looks like Ragnarok would still be king with the critical hit rate boost and hidden effect even with slightly less D.
[+]
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-09 10:04:54
I know it's SOMETHING, but am I the only one not completely satified? For one, Relics were designed to be the highest damaging of their type, and Mythics were designed to be desirable due to additional stats, yet not undermine the damage of Relics. Emps were designed to relvolve around their WS, unlocking said WS undermines the weapon, to some degree.
I think I could accept this proposal if, and only IF, they added post-ToAU jobs to relics and RUN/GEO to relics and Emps. The "brokenness" was the reason they gave for not doing so, anyway.
By kenshynofshiva 2013-05-09 10:09:48
if they tweak an increase the proc rates these changes are solid gold..
Valefor.Sehachan
Server: Valefor
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By Valefor.Sehachan 2013-05-09 10:09:50
God forbid I can use Torcleaver on run!
[+]
Siren.Mosin
By Siren.Mosin 2013-05-09 10:09:59
I know it's SOMETHING, but am I the only one not completely satified? For one, Relics were designed to be the highest damaging of their type, and Mythics were designed to be desirable due to additional stats, yet not undermine the damage of Relics. Emps were designed to relvolve around their WS, unlocking said WS undermines the weapon, to some degree. I think I could accept this proposal if, and only IF, they added post-ToAU jobs to relics and RUN/GEO to relics and Emps. The "brokenness" was the reason they gave for not doing so, anyway.
waiting for the english translation here, I can't read gibberish.
[+]
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 |
|
|
|
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17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
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|
15 |
|
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|
14 |
|
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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