|
Matsui: "Don't throw away your R/M/E weapons yet"
By Einhejar 2013-05-09 18:22:50
So all the Butt Hurt people going to finally stop crying????? Took SE long enough the let everyone know what there plans were.
Nope, now everyone will move on to the next thing to cry about.
So Matsui, I herd u was going to gib us moar invendory sphace?
Server: Asura
Game: FFXI
Posts: 229
By Asura.Chexmix 2013-05-09 18:26:08
So all the Butt Hurt people going to finally stop crying????? Took SE long enough the let everyone know what there plans were.
Nope, now everyone will move on to the next thing to cry about.
So Matsui, I herd u was going to gib us moar invendory sphace?
We are going to need it with all the situational gear and weapons he wants us to be carrying!
Server: Asura
Game: FFXI
Posts: 3221
By Asura.Failaras 2013-05-09 18:36:00
So are they buffing only 99 R/M/E stats? Like will my 95 or 90s get buffed as well?
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-09 18:39:21
So are they buffing only 99 R/M/E stats? Like will my 95 or 90s get buffed as well?
No buffs, do the trials.
Server: Odin
Game: FFXI
Posts: 355
By Odin.Zelphes 2013-05-09 18:41:57
So are they buffing only 99 R/M/E stats? Like will my 95 or 90s get buffed as well?
No idea. He never mentioned anything about that. Personally, I hope not.
These buffs will likely make R/E/M pretty insane, and I feel those who went out their way to 99' their weapons should get the privilege.
That's my opinion anyways.
Not that 99 Relics was so hard to begin with.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-09 18:47:15
So are they buffing only 99 R/M/E stats? Like will my 95 or 90s get buffed as well?
No idea. He never mentioned anything about that. Personally, I hope not.
These buffs will likely make R/E/M pretty insane, and I feel those who went out their way to 99 their weapons should get the privilige.
That's my opinion anyways.
Not that 99 Relics was so hard to begin with.
I can't imagine they will. There's no real benefit to doing it in terms of the game as a whole, and it saves them development time if they only have to update the 99s.
By ScaevolaBahamut 2013-05-09 18:48:01
Ryunohige Terpsichore Kenkonken Glanzfaust Kogarasumaru Conqueror Death Penalty are all going to be really stupid after this update
Well, yes, but maybe not dramatically more stupid than they were before....?
***'s relative....?
By Otomis 2013-05-09 18:49:46
Full Post to RME...
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!
Sylph.Knala
Server: Sylph
Game: FFXI
Posts: 678
By Sylph.Knala 2013-05-09 18:52:48
Bit late in posting and know the info on WoE weapons has been out for a bit but least it might cause people to do WoE?
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2013-05-09 18:54:35
This game still fell over and is broken. The issue is not what quick fixes they can do to satisfy the angry masses, is the fact that the people creating your game have NO *** CLUE what they are creating. There will be other issues again, since Bill Gates is using a Mac.
[+]
By Avitori 2013-05-09 19:06:37
My game still works, maybe it's just you? They gave us an acceptable response so no reason to get all angry anymore.
Server: Odin
Game: FFXI
Posts: 387
By Odin.Arkista 2013-05-09 19:08:00
Bit late in posting and know the info on WoE weapons has been out for a bit but least it might cause people to do WoE? Yup cause anyone stupid enough to buy 100Die/Residue at 6xs the price is *** up.
By Quetzacoatl 2013-05-09 19:43:16
My game still works, maybe it's just you? They gave us an acceptable response so no reason to get all angry anymore. This, and it's not like we're going to see anything as huge as the current RME controversy was. Especially since it's pretty much right from SE's words saying that Delve is going to be the Top-End for SoA endgame content.
So I think it's safe to say the big cheese of all the issues SoA will come across has been resolved. *knocks on wood*
[+]
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-09 19:53:28
So I think it's safe to say the big cheese of all the issues SoA will come across has been resolved
As far as unwarranted optimism goes, this is roughly equivalent to panning for gold in the shower.
(I want it to be true. I do not think it will be.)
By Quetzacoatl 2013-05-09 19:56:38
Doubtful that this will be the top of the game from SoA but I think it will remain the way it is for quiet some time, add in more accessory's, some different armor with the second delve update and hopefully a set of 1h weapons for jobs that dual wield so they actually benefit from these new weapons. At the most, this is more accurate compared to what I said earlier
Bahamut.Oakozric
Server: Bahamut
Game: FFXI
Posts: 101
By Bahamut.Oakozric 2013-05-09 20:14:22
I'm hoping they make r/m/e weaponskill unlock available less than 99, but I suspect they won't.
Also, has anyone done any theorycraft/calculations on the examples they've shown? I.e. How would the example Excal compare to Buramenk'ah (including the HP addl. effect hit and Relic crit proc).
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-05-09 20:22:03
This information seems to be a fair compromise, not every relic or every emp or every mythic was best of the best to begin with, the ones that were valuable at 75 will be valuable with this update (apoc, ryu, conq, yoichi, anni, etc) not to mention emps will stay relevant, atleast the ones that were worth a damn to begin with. Also, since mythic ws was already unlockable, using woe to unlock the empyrean ws is still viable since we didnt quite care for most of the r/m ws anyway (and those relic ws you do care about you will have relevant weapons still)
assuming they dont take too long, the only thing we'll lose is all the bandwagoners who got ragnarok or 85-90 emps with no intention of going all the way (fyi those same people should have no problem 99 the woe weapon and getting the ws on new better weapons anyway)
edit:
oh but yes, since it sounds like well be carrying like 5 weapons i dont see why they cant make inventory in all sections 99 or 100
[+]
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-05-09 20:30:24
Really late again, posting for the same reasons before~
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. | |
[+]
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-09 20:32:33
I hope all you people complaining about people bellyaching will keep your words in mind whenever something you don't like gets added to the game.
My game still works, maybe it's just you? They gave us an acceptable response so no reason to get all angry anymore.
They still undid a big part of their enmity adjustment by increasing everyone's damage significantly. No clue what else they plan on doing with enmity but apparently that is not in the works.
REM was hardly the only thing that was making people dissatisfied, it's just one of the big things.
[+]
Ragnarok.Eriina
Server: Ragnarok
Game: FFXI
Posts: 294
By Ragnarok.Eriina 2013-05-09 20:36:25
Matsui said: 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
So from this it looks like mythics get a D boost of roughly 79%? Plus some atk and acc?
.....
So I can reasonably expect ryunohige to be buffed from D151 to the neighborhood of say... D270? And some amount of atk&acc?
K! OK! No more complaints here! Carry on!
[+]
Server: Shiva
Game: FFXI
Posts: 1328
By Shiva.Siviard 2013-05-09 20:45:21
I am fine with this.
But one other thing I noticed, getting Empy WS use for standard weapons? Way to make Walk of Echoes relevant! Holy crap! Can only imagine the kind of numbers we'll be seeing once this update occurs. Victory Smite with Rigor Baghnaks.....yeowza~!
[+]
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-05-09 21:05:09
Matsui said: 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
So from this it looks like mythics get a D boost of roughly 79%? Plus some atk and acc?
.....
So I can reasonably expect ryunohige to be buffed from D151 to the neighborhood of say... D270? And some amount of atk&acc?
K! OK! No more complaints here! Carry on! by that assumed math Apocalypse hits 298-299 dmg lol, gogo solo drk
[+]
Ragnarok.Kongming
Server: Ragnarok
Game: FFXI
Posts: 1052
By Ragnarok.Kongming 2013-05-09 21:14:56
Burtgang is an odd example because it used to rank with the same(ish) base damage as Excal/Almace, but the delay severely gimped its overall DPS in comparison. I think he's actually trying to correct that oversight, so using Burtgang as a measuring stick for other mythics might not end up being so accurate. Even with the +10 to DMG, it's still significantly lower DPS than the other two.
Server: Siren
Game: FFXI
Posts: 298
By Siren.Piccollo 2013-05-09 21:21:05
Ok so they release Adulin tell everyone ("its ok to invite players less well equipped") then they change the nm's so newer players now have literally no chance of killing them then they give the 1% of players who have RME 99 a reason to not want to invite people with anything less to help AGAIN, SE just loves to *** with people eh.
and honestly i was fairly happy before this weeks update it seemed everyone could get somewhere with gear and event progression now its likely just the top 1% again and the rest will feed off scraps.
FYI there wouldent be much of a game left if the people really affected by this weeks news and updates acted like some of the people in the first 100 pages of this thread!.
Server: Odin
Game: FFXI
Posts: 401
By Odin.Rikiyame 2013-05-09 21:31:25
FFXIAH has 246,040 listed as active. Your 1% means only 2460 people have REMs. It's far greater than 1% having issues with the update.
[+]
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-05-09 21:34:38
Ryunohige Terpsichore Kenkonken Glanzfaust Kogarasumaru Conqueror Death Penalty are all going to be really stupid after this update
Well, yes, but maybe not dramatically more stupid than they were before....?
***'s relative....?
It is, but I know that in Ryu's case, at 99 (151 DMG) it still out-damaged the new 266 DMG Delve polearm on spreadsheet... So the fact that they are perhaps boosting Ryu 99's base damage to be somewhere in the ballpark of that new polearm is just crazy to think about.
[+]
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-09 21:37:07
Reread the post Riki.
They're saying they think game has become even more elitist (aimed t the top 1%) than ever, not "only 1% of the playerbase was affected"
Server: Siren
Game: FFXI
Posts: 298
By Siren.Piccollo 2013-05-09 21:38:10
FFXIAH has 246,040 listed as active. Your 1% means only 2460 people have REMs. It's far greater than 1% having issues with the update. you are assuming every account has rem 99 and is effected by this and you are assuming all those people were initially upset too.
Phoenix.Radatz
Server: Phoenix
Game: FFXI
Posts: 148
By Phoenix.Radatz 2013-05-09 21:39:21
every update wil cause tons of people to be unhappy. sometimes i feel like im the only person to ever just be happy to get new things to do. when everyone was running around at lv 75 and they announced abby, everyone went bat sh*t crazy after seeing Perle gear! "OMG salvage/nyzul/limbus/insertgearhere/ is obsolete! idontwanttolliveonthisplanetanymore.jpg. And everyone was scared that empy weaopons would make R/M obsolete. but seriously. if we were still using the same old gear we were using back at 75 and the only thing they changed was the game content i feel that the game itself would be boring. why even bother doing new content if it doesnt offer Drops that are worth while? R/E/M will more than likely NEVER be obsolete. they will always be something worth getting. And even though i personally do not own one, Im sure that those who do will have no reason to worry about their R/E/M ever becoming just inventory-1.
i say give the new guy a chance to try and evolve ffxi into something new. Tanaka was waaaay too happy keeping FFXI the same forever. but im actually really looking forward to playing again! im actually excited to come home from work, turn on my PC, and start playing the game again.
so i say cheers to matsui! super a+ bro-guy!
[+]
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. | |
|
|