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Matsui: "Don't throw away your R/M/E weapons yet"
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 12:38:03
Leviathan.Kincard said: »So...about this content level thing, if the next 3 Naakuals are going to be content level 16 or whatever, doesn't that mean that whatever Delve they end up making to correspond to those 3 Naakuals will be like content level 25 or something and we'll just be back to making another 100-page bitchfest about it?
And what about whatever comes after Delve? Are they just going to keep adjusting REMs so they correspond to the current content level? It's just weird.
Seems like the boss level Naakuals will all be at content level 20
(but the low tiers will be above the low tier delve nms we have now)
Ragnarok.Daffel
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By Ragnarok.Daffel 2013-05-09 12:38:59
I'm alright with naakual weapons having the highest damage. They are unique at least!
But they just drop from an NM =/ Means players won't have to go through the grief of getting a 99 R/E/M.
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By Sylph.Tigerwoods 2013-05-09 12:41:07
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
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By Ragnarok.Presidentobama 2013-05-09 12:41:24
I really like how that change would give WoE weapons their own unique purpose instead of just being uglier and crappier versions of Empyrean weapons. For a lot of weapons, the Empyrean weapon skill would often be the best option for raw damage regardless of which weapon a player wants to use.
Maybe farming WoE could even become a big new thing instead of just a "I'm up at 4 AM and I want to annoy some Japanese people" thing.
...which means the actual change will probably be something much, much more boring that does nothing to change the status quo. “As for me my only hope is for eternal nothingness and I hope it with all my heart,” and such.
This is not fair to 99 empy holders. Staff "myrkr" and club "Dagen" holders. You telling us we hold a 99 empy and now have to make a 99 WOE weapon to use it on better staves?
To give an example: the delve staff is 145 base dmg +20 int + 5 MAB. This staff is meant for nuking. With Sch you can do a T5 nuke and get 21-25 Tp a nuke in return. Four nukes equals Myrkr. And notice this is on a nuke staff.
Now lets look at empy staff: perhaps it will be upgraded to 145 dmg but it has 0 INT/MAB, but instead has +150-200 MP and an aftermath of double attack what your not meleeing with anyway. Empy club is in the same boat. 99 Empy's should be allowed to unlock the weapon skill as well.
Same would go for if you have a Mythic Sch staff. This will probably become a updated nuking staff. Then to enhance your job, you have to do a WOE weapon to unlock myrkr vs. Empy.
[+]
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 12:44:02
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
What
75 Mjollnir had a higher base damage than 75 Spharai even after including H2H skill
[+]
Server: Odin
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By Odin.Creaucent 2013-05-09 12:44:12
Seriously? buy 30 coins farm up 50 KC/HKC and buy w/e amount of the die and residue which are going for around 20-40k. That can be done in a few hours seeing as at this point most people will have the KC and HKC already. Empys you pop and proc 2-6 NMs per mega NM to then have it drop 1-2 items yes its easy but I consider going out and doing that more of a trial then buying stuff. Maybe if the WoE weapons needed 6000 die then 10000 residue and had a limited amount of time in WoE then yeah sure it would be a challenge.
Fenrir.Elliott
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By Fenrir.Elliott 2013-05-09 12:46:38
Looks like people got what they wanted......absolutely zero incentive to do new content. Well and extra 2 double attack on earrings. Guess that's awesome.
If the new weapons are the only reason to do the new content then it's pretty pathetic content.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-09 12:46:43
My biggest issue is having to camp lottery spawn nms again. I hoped I was done with those forever...it's the worst thing in this game.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 12:48:48
My biggest issue is having to camp time spawn nms again. I hoped I was done with those forever...it's the worst thing in this game.
time spawn
i wish
you could just set an alarm and afk
*** lottery spawns
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-09 12:49:22
Err yes, I meant lottery, that was a mt.
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By Sylph.Tigerwoods 2013-05-09 12:49:51
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
What
75 Mjollnir had a higher base damage than 75 Spharai even after including H2H skill If he meant at lv 75 specifically, then I'll assume he would have said at lv 75.
Has always, I'll assume pre-seekers; with h2h skill, 99 Spharai have more dmg than 99 Mjollnir
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 12:50:09
The worst are the ones with low pop rates, so they COULD show up in an hour, but more likely you're waiting seven or eight.
LOOKIN AT YOU, RATATOSKR
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 12:52:04
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
What
75 Mjollnir had a higher base damage than 75 Spharai even after including H2H skill If he meant at lv 75 specifically, then I'll assume he would have said at lv 75.
Has always, I'll assume pre-seekers; with h2h skill, 99 Spharai have more dmg than 99 Mjollnir
Isn't 99 Spharai 92 dmg vs Mjollnir's 93
Bismarck.Vurant
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By Bismarck.Vurant 2013-05-09 12:54:23
Well i can't wait to see in a month or 2 Voidwatch ending tier shouts with x6 people (WAR,BLM,RNG,WHM,any,any)(if there are even some...), pets able to tank on VW easily or one-shot dyna/WoE/abyssea mobs (without even talking about the massacre DD jobs will do on old content)...
...And then Matsui will introduce even higher dmg weapons and def gear!
Fun stuff! :D :D
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By Sylph.Tigerwoods 2013-05-09 12:54:45
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
What
75 Mjollnir had a higher base damage than 75 Spharai even after including H2H skill If he meant at lv 75 specifically, then I'll assume he would have said at lv 75.
Has always, I'll assume pre-seekers; with h2h skill, 99 Spharai have more dmg than 99 Mjollnir
Isn't 99 Spharai 92 dmg vs Mjollnir's 93 nvm, going back, h2h was higher at 75, too, IF you had a faith torque

299 h2h cap
299 x .11 + 3 = 35.89 rounds down to 35, +23 from Spharai = 58
and Spharai at 99 are 52 DMG
h2h skill w/o torque is 440 (w/ merits)
440 x .11 + 3 = 51.4 rounds down to 51, + 52 = 103
[+]
[+]
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 12:55:44
herp i was dividing by 11
reppin dat mathematics degree
Ragnarok.Daffel
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By Ragnarok.Daffel 2013-05-09 12:56:06
Cerberus.Corphish said: »233 Excalibur!?
C'monnnnnn 250~ Mjollnir!
Mjollnir has (in the past) always been the highest damage 1 handed weapon. If you're not categorizing h2h as 1handed, yes
What
75 Mjollnir had a higher base damage than 75 Spharai even after including H2H skill If he meant at lv 75 specifically, then I'll assume he would have said at lv 75.
Has always, I'll assume pre-seekers; with h2h skill, 99 Spharai have more dmg than 99 Mjollnir
Isn't 99 Spharai 92 dmg vs Mjollnir's 93 nvm, going back, h2h was higher at 75, too, IF you had a faith torque

299 h2h cap
299 x .11 + 3 = 35.89 rounds down to 35, +23 from Spharai = 58
and Spharai at 99 are 52 DMG
h2h skill w/o torque is 440 (w/ merits)
440 x .11 + 3 = 51.4 rounds down to 51, + 52 = 103
This has got awfully complicated and I was not including H2H D: /shuts mouth :S
Asura.Ina
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By Asura.Ina 2013-05-09 12:56:29
The worst are the ones with low pop rates, so they COULD show up in an hour, but more likely you're waiting seven or eight.
LOOKIN AT YOU, RATATOSKR Lumbering Lambert... I was totally unprepared for him to push the definition of lottery spawn to the extreme >.>
[+]
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-09 12:56:42
Honestly you'd think they'd just increase our jlevels if they wanted to make the power increase so much, it's really weird to have weapons/armor of such varied strength at a single level especially considering how the enmity system works.
Guess all my magian weapons go into the trash now- speaking of that, I guess geodes are about to crash?
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-09 13:00:15
Leviathan.Kincard said: »Honestly you'd think they'd just increase our jlevels if they wanted to make the power increase so much, it's really weird to have weapons/armor of such varied strength at a single level especially considering how the enmity system works.
Guess all my magian weapons go into the trash now- speaking of that, I guess geodes are about to crash?
I'm fine with them not increasing the level cap, but I don't get why they would abandon TotM. Nothing says "help get the casuals ready for Delve" like giving them stronger weapons they can build completely on their own.
[+]
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-09 13:09:43
There are still reasons to dislike this ridiculous increase of weapon base damage, but I am relieved that they are no longer related to the invalidation of an insane amount of effort on my behalf.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-09 13:18:35
If you really want an evasion offhand for your post-upgrade 99RME you can augment a Delve weapon evasion path
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-09 13:20:24
I will probably do that <_<;
If they upgrade the RMEs proportionally to what they're suggesting, Terpsichore/Twashtar will remain the best combination for Dancer and Aphotic Kukri will have no place in a DD build.
Bahamut.Dannyl
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By Bahamut.Dannyl 2013-05-09 13:20:28
Incoming Moogle Slip for ToM weapons :/
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-09 13:21:10
If you really want an evasion offhand for your post-upgrade 99RME you can augment a Delve weapon evasion path
^ What he said, the Delve weapons are the new Magian weapons basically- well, except you can only have one since it's REX.
I'd be willing to bet that if I was a NIN or a THF though, I'd lose less damage than swapping to a horribly outclassed magian weapon by offhanding the delve dagger or sword as necessary.
Phoenix.Urteil
Server: Phoenix
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By Phoenix.Urteil 2013-05-09 13:28:00
[+]
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 |
↓
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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