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Matsui: "Don't throw away your R/M/E weapons yet"
By macsdf1 2013-05-15 15:42:47
There is no way they will magically change to 120. It would break the game. They designed the game so you level up your gear and as you get stronger you can kill harder stuff.
If everyone magically logged in and we all had super weapons, the bosses would all be just farm mode fodder. Why not auto upgrade our salvage2 armor to +2 with better stats than existing stuff too.
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By Leviathan.Comeatmebro 2013-05-15 15:43:08
But anyway enough posting from me, I'm not complaining, I'm not trying to argue but it obviously kinda went in that direction. I just didnt understand why 85-90 shouldn't get a boost aswel, if the new buffs come with a trial fair do's, if they do just suddenly jump from an update I think you may see what I'm saying. it's easier to understand if you drop the idea that your relics are special..
they have gear ranging up to level 99, originally
they add gear up to level 120
people who had the best ***at 99 are upset, so they bump the best level 99 weapons to 120 to give them what they want
if you didn't even master the weapon at 99, why should they bump it to 120 for you?
(i still wouldn't be shocked if this was just the initial bump and they end up ditching relics as soon as level 130 weapons come into play)
By SamuraiCloud27 2013-05-15 15:43:28
Yeh, true say to the last few posts, I see it from that point of view, and yes thats what I expected to happen, like my last post says, I hink you see now where my argument as coming from, still going for 99 of corse but hopefully wont be kicked back over night :) Happy farming all round to all :P
Shiva.Zykei
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By Shiva.Zykei 2013-05-15 15:47:21
I wouldn't say they'd ditch REMs for higher iLvl weapons, but perhaps they'll have us do something time consuming again like feed 20,000RP to get to iLvl 130
By IXJesterheadXI 2013-05-15 15:57:07
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.
So this wouldn't be a one shot increase?
Lakshmi.Feint
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By Lakshmi.Feint 2013-05-15 15:58:49
Damnit thread....die!
r/e/m are being fixed at 99...we don't need to go any further...
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-15 16:00:33
Posting in a thread hoping it will die is pretty counter-productive
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-15 16:02:07
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.
So this wouldn't be a one shot increase?
I'm still not sure what he means by that. If he thinks a one shot enhancement to match them to this Delve tier is going to be enough to make REM holders happy when the next Delve tier comes out, he's probably in for a shock.
He may actually mean that they're just going to do one-shot quests/upgrades with each new Delve tier or something, though. I can't really tell.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-15 16:03:22
From what I gather all Delve bosses will be sitting at the same content level (120) and the other Delve NMs + Skirmish zones will be filling in the gaps between Skirmish 1 and Delve Bosses
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Lakshmi.Rooks
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By Lakshmi.Rooks 2013-05-15 16:04:15
Matsui has done everything possible to indicate he wants R/M/E left in the dust, as they are extremely problematic to his gear progression model.
This will almost certainly be a one time increase, so start working on Delve weapons.
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Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-15 16:04:48
From what I gather all Delve bosses will be sitting at the same content level (120) and the other Delve NMs + Skirmish zones will be filling in the gaps between Skirmish 1 and Delve Bosses
If that's the case it should all be rainbows. We definitely need more content between Delve and Skirmish though.
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By Siren.Novadragon 2013-05-15 16:05:04
Damnit thread....die!
r/e/m are being fixed at 99...we don't need to go any further...
Now to see if Voidwatch will be continued by people after revamp update. It's what I'm worried about if I have to get my Masa 99. It's difficult to even get a VW run going.
Cerberus.Tikal
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By Cerberus.Tikal 2013-05-15 16:05:18
If its a 1-time increase, he'll receive just as large an outcry next time. And if anyone voted with their wallet before, my guess is that they'd do it again.
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Valefor.Sehachan
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By Valefor.Sehachan 2013-05-15 16:05:31
Skirmish is actually a very fun event!
...
...
...
until you get lost and start running in circles for 40 minutes.
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-15 16:06:27
Matsui has done everything possible to indicate he wants R/M/E left in the dust, as they are extremely problematic to his gear progression model.
This will almost certainly be a one time increase, so start working on Delve weapons.
I'm not sure why he thinks that, to be honest. All he has to do is have augments for them using drops from Delve bosses (or whatever new content tiers bring) that are rare and they snap right in to the gear progression model.
Lakshmi.Rooks
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By Lakshmi.Rooks 2013-05-15 16:08:15
And if anyone voted with their wallet before, it's unlikely they'll be around for round two.
Fixed!
I honestly wouldn't expect as much* rage from round two, seeing as it's not going to be a complete surprise next time. People who are going to quit over it already have.
* = and by as much, I mean any.
Lakshmi.Feint
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By Lakshmi.Feint 2013-05-15 16:09:20
Damnit thread....die! r/e/m are being fixed at 99...we don't need to go any further... Now to see if Voidwatch will be continued by people after revamp update. It's what I'm worried about if I have to get my Masa 99. It's difficult to even get a VW run going.
I'd say go with amano since acc has become an issue as of late.
But yes I agree, VW does need to be addressed (maybe even salvage). Although I don't think this change will take place anytime soon.
Cerberus.Tikal
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By Cerberus.Tikal 2013-05-15 16:09:23
Well, Matsui did buckle. If people voted with their wallets about the RMEs, since he rescinded, chances are they came back.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-15 16:12:04
Naakual Delve weapons > r/m/e >= delve/skirmishII > delve I > skirmish/naakual > old stuff.
This is how it should be imo!
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Cerberus.Pleebo
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By Cerberus.Pleebo 2013-05-15 16:13:43
Poor Skirmish. I'll try it one day out of curiosity.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-15 16:15:41
I have a strong dejà-vu..but then again this thread has been going in circles for 100 pages now.
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Ragnarok.Eriina
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By Ragnarok.Eriina 2013-05-15 17:40:41
♪♫♩This is the thread that never eeeeends.
Yes, it goes on and on, my frieeeeends.
Some people starting reading it not knowing what it was,
And they'll continue posting here forever just becauuuuuse...♬♪
Distracted by cloud, this got missed for a few pages and I got sad.
(Also I changed the phrasing of the last line to match the song's phrasing and added some more notes!)
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By Sylfeya 2013-05-15 19:03:31
"afterglow is disproportionately harder than 99"
Y'know... I'd completely forgotten about that. It's a perfectly valid point: the ULTIMATE weapons really should be the Afterglow weapons. Should give those weapons stats far superior to anything else, better than even than the proposed future NM drops. After all, they require the ultimate amount of effort to acquire, and thus should have the ultimate amount of reward.
That said... a lot of people seem to keep going on about iLvl without really understanding that FFXI item level requirements don't really correspond to iLvl at all.
For example: back in the 75 day? PCC. +10 Acc available at level 33. Does that make PCC effectively iLvl 33 gear? Hell no. It's high-level gear with an unusually low level requirement. Sniper rings, similar point: the actual stats on the gear are a lot higher than the level requirement. Heck, Hagun is level 72, yet was competitive with the 75 relic Amano.
Even today, you see people using the Twilight Mail/Helm set for the reraise, or Twilight Torque for the -DT - they might have level 90 requirements, but that doesn't mean they are iLvl 90 gear.
90 Masa is comparable to 95 Amano, and both are superior to the 99 WoE weapon. Another clear-cut example of proof that iLvl and level requirements are not the same.
Empys were introduced as the 'poor man's Relic'. They were introduced so that casuals CAN have a weapon that is at least comparable to the Relics and Mythics - and they served that goal admirably for many years. A non-99'd RME isn't an Ultimate weapon anymore - but has always been at least competitive, and it's not unreasonable for them to receive a modest boost to at least remain relevant. Note, I say relevant - not ultimate. Giving non-99'd RME less damage than the recent Delve weapons is totally reasonable, as long as the weapons ARE good enough for Adoulin content, such as Delve farming.
That said, I'm totally on board with SE adding more ways to get plates and cinders/dross, rather than reducing the requirements of the trials. Heck, make them drop in Skirmish and THAT might make that content relevant.
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Cerberus.Tikal
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By Cerberus.Tikal 2013-05-15 19:09:34
I agree for the most part Syl, but I just have to dispute this idea that people seem to be spreading around: Empyreans are not a poor-man's relic. They are Legendary tier weapons. Yes, their requirements may be less than their peers, but that doesn't make them a poor-man's relic. It just means that they're a newer, easier to achieve (cost/effort ratio), set of Legendaries.
If Empyreans are a poor man's Relic (no cost), then a Relic is a casual's Mythic (no effort).
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-15 19:24:44
I agree for the most part Syl, but I just have to dispute this idea that people seem to be spreading around: Empyreans are not a poor-man's relic. They are Legendary tier weapons. Yes, their requirements may be less than their peers, but that doesn't make them a poor-man's relic. It just means that they're a newer, easier to achieve (cost/effort ratio), set of Legendaries.
If Empyreans are a poor man's Relic (no cost), then a Relic is a casual's Mythic (no effort).
The cost to 99 an Empyrean isn't *that* different from the cost to 99 a Relic, either.
By Sylfeya 2013-05-15 19:34:06
Before the 95/99 trials, Empys were 'free': all of the trial items were EX. Sure, you could merc pop sets, of course, but that doesn't change the fact that you HAD to be there for the kills, at least. You HAD to put in time and effort, unlike someone with a metric ton of gil who could just buy all the ancient currency for a Relic. In other words, you could make an Empy without spending a single gil; all you had to do was spend the time and effort. They were a lot more obtainable for the average player than a relic was, especially back before you could spam Dynamis as much as you can now. So, yes, Empys were introduced as a poor man's Relic.
NOW, that's no longer quite as true, as the 95/99 trials introduce the practical necessity to buy the drops (I sincerely doubt ANYONE has actually single-handedly farmed all the plates and dross/cinders required for a 99 weapon, without buying a single one). This becomes even more obvious when one does the math comparing the price of 99'ing an existing Empy vs. 99'ing a Relic: the cost to take a Relic from 90-99 isn't nearly the same as taking a 90 Empy to 99.
(Mythics... those are a whole other ballgame. Those require an insane degree of dedication; each mythic is for a single job only, and requires a ton of drops, as well as individual effort such as assault logs, titles, etc.)
Cerberus.Tikal
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By Cerberus.Tikal 2013-05-15 19:54:30
Madau – Relic
Clement Skean – Poor man's Relic
Twashtar - Empyrean
Daka - Poor man's Empyrean
Empyreans are Legendary class weapons and shouldn't be looked down on as "poor man's" anything. Yes, the effort/reward ratio is significantly different than Relics at 75, and Mythics at 75, but it was a new tier of Legendary for a new tier of gear, and a totally different atmosphere of game.
Cerberus.Anjisnu
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By Cerberus.Anjisnu 2013-05-15 19:59:28
so when do we toss our weapons?
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By Sylph.Decimus 2013-05-15 19:59:46
99 - relic
95 - poor man's relic
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By Odin.Sawtelle 2013-05-15 20:04:10
Tossing this out there; I got like 75% of my glavoid shells at lvl80 using my war and a whm mule, and shout glavoids. That ***was harder than any relic i've ever made, and I've made relics octoboxing dynamis-xarc...
Edit: that is to say, when empyreans were actually introduced (80 version), I didn't see them as poorman's relics. If anything, they had a higher economic cost than relics. It was actually mythics that were released to be poorman's relics focused more on events as opposed to gil.
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) |
|
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19 |
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|
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18 |
|
|
|
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17 |
|
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|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
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New additions to Skirmish |
12 |
|
|
|
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11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
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9 |
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
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Colonization/Lair Reives |
|
|
4 |
|
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3 |
|
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2 |
|
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1 |
|
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Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
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DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
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