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Matsui: "Don't throw away your R/M/E weapons yet"
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 07:28:49
Let's also remember that Matsui let us know prior to the REM apocalypse that the design team was codifying a system to determine boundaries for equipment stats based on the content it comes from.
That *is* item level.
No, it's not going to be exactly the same as it is in WoW (and thank god for that), but the basic concept, of gear from one tier having a certain range and amount of stats and gear from the next content tier having a higher amount than that, is the same thing.
It really is.
Yes, it only partially makes sense in FFXI because of the way we swap gear. No one said Matsui necessarily knows what he's doing, only that this is what he *is* doing.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 07:31:46
♪This is the thread that never eeeeends.
Yes, it goes on and on, my frieeeeends.
Some people started reading it not knowing what it was,
And they'll continue posting in it just becauuuuuse...♪
[+]
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 07:33:17
Your the id10ts talking about "item level" as though there is a vertical progression that's related to the actually number stamped onto the item. "Item level" works in games where you can't rapidly switch out gear, it has no meaning the moment you can change 18 pieces with the press of a single button, then change those 18 pieces back again moments later.
At the risk of sounding like an id10t... swapping 18 pieces?
I was only aware of 16 equip slots and 3 of them shouldn't be changing during swaps.
Disregard me if I am overlooking something.
Nope your right, I just reread that post and edited it. I was working on another project when I typed that, 18 was the last octet of a system I was on.
Only 15 swapped if your a melee, but mages swap all 18. Mages can have some insanely complicated gear sets, pre-cast, mid-cast and post-cast sets for each and every spell they do.
Yeah I want to see someone try to work "Item Level" into that mess.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 07:37:10
Let's also remember that Matsui let us know prior to the REM apocalypse that the design team was codifying a system to determine boundaries for equipment stats based on the content it comes from.
That *is* item level.
No, it's not going to be exactly the same as it is in WoW (and thank god for that), but the basic concept, of gear from one tier having a certain range and amount of stats and gear from the next content tier having a higher amount than that, is the same thing.
It really is.
Yes, it only partially makes sense in FFXI because of the way we swap gear. No one said Matsui necessarily knows what he's doing, only that this is what he *is* doing.
Item level is just a way of giving a number to the worth of an item. In DnD they use the gold cost of an item (item of cost Y should not be used by characters of a level that would not have an average wealth equal to or higher then Y). The actual value of an item depends on it's use and in FFXI we have a stupidly large number of situations that items are better or worse then each other. Several level 75 era items remain valid and sometimes best in slot because of those situations.
Just compare the "Dual Wield" earrings to Brutal + Suppa for BLU. The Haste belt vs Goading (for those who need the Store TP) or Windbuffet (for those who can cap haste elsewhere). And what's not even getting into accuracy capped vs not capped and how that can dramatically rearrange the gear ladder.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 07:37:41
I don't remember a single person in this thread suggesting that ilevel means the same thing it does in WoW and that it'll mean from now on we'll only ever wear one set of armor at the highest ilevel.
So again, you're just being anal over the terms that people have chosen to describe the new design direction.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 07:44:33
There is no tier system in FFXI, gear from one event (older or newer) may or may not be better then gear from another event based entirely on situation.
There is only one definition of Item Level and it was indeed the definition used by members of this forum. Don't try to backpedal now.
http://www.wowwiki.com/Item_level
It's a one dimensional value that indicated the relative worth of an item compared to other items.
It's meaningless in FFXI because there are too many dimensions to measure various items worth and is further compounded by the players freedom to change out gear in combat. You might not know this but games that implement an Item Level system tend to not let you change out gear in battle and thus force you to choose the best pieces based on their total worth vs their situational worth. In such a case the Item Level value can be used as a gauge for the items total worth and thus as an indicator for the content level that item should be acquired from and further what content level it should be required to have.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-16 07:45:45
you are clearly convinced you are right
nobody else feels that way, you're just putting words in their mouth.. they can borrow the term without requiring it to be the exact same implementation as wow
why don't you just go tell yourself you're right instead of repeating things we all already know
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 07:46:34
Quote: you are clearly convinced you are right
FTFY
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 07:51:10
There is only one definition of Item Level and it was indeed the definition used by members of this forum.
No, it was not. People were talking about items being designed with a certain character level in mind (Specifically REMs and redesigning them to be "ilevel 120" or whatever) and called that item level because that's the only term that makes sense, and you come in with some horseshit about how people arn't using that term correctly when that wasn't even how the term was being used. WoW or any other MMO does not have monopoly on that term any more than it has monopoly on the terms "Eviscerate", "Rage", or "Agility".
Seriously, read the *** posts you are replying to before you go off on another one of your rants nobody in the room except you gives a ***about.
Server: Cerberus
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Posts: 4415
By Cerberus.Senkyuutai 2013-05-16 07:54:49
Let's also remember that Matsui let us know prior to the REM apocalypse that the design team was codifying a system to determine boundaries for equipment stats based on the content it comes from.
That *is* item level.
No, it's not going to be exactly the same as it is in WoW (and thank god for that), but the basic concept, of gear from one tier having a certain range and amount of stats and gear from the next content tier having a higher amount than that, is the same thing.
It really is.
Yes, it only partially makes sense in FFXI because of the way we swap gear. No one said Matsui necessarily knows what he's doing, only that this is what he *is* doing. Ogier's gauntlets, Ravager's Mufflers +2, Defending Ring, Arhat's Gi +1, Armada Hauberk and so on.
These are the items that defeat any ilvl already existing in other MMOs being applied to FFXI. I'm not saying you cannot make an ilvl but it will literally takes weeks/months in order to 1) come up with an order of quality regarding all the situations an item can fill and 2) actually release it.
While SoA so far has organized TP and WS gear into clear tiers, this is not the case as soon as you have a job that has 2 modes of TP and WSing. The same way, their new system doesn't even touch any PDT/MDT/DT/idle set, any precast gear and so on. Furthermore, many jobs still use "lower tiers" gear that perform better than currently released SoA gear. Meaning that some of the gear released is essentially useless, making their ilvl lower than say, Salvage II gear, which goes against the concept.
They can make an ilvl system if they want to, but that's a huge task really, and it will only serve to make things more complicated.
If you want to explain to people what are say, the top 5 for every slot/situation, we have guides here that do this more than well. Maybe someone has an idea of a very simple way to display such things, but the way i see it, it's really messy. Until then, it may be better if the guides made here were advertised on the official forums (if they aren't already), it helps more than any blurry ilvl idea that has been discussed so far, in my opinion.
Until Matsui releases a proper, user friendly tier system to explain the ranking of every single piece of gear released to date, ilvl has 0 meaning in FFXI.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 07:55:30
Leviathan.Kincard said: »There is only one definition of Item Level and it was indeed the definition used by members of this forum.
No, it was not. People were talking about items being designed with a certain character level in mind (Specifically REMs and redesigning them to be "ilevel 120" or whatever) and called that item level because that's the only term that makes sense.
Seriously, read the *** posts you are replying to before you go off on another one of your rants nobody in the room except you gives a ***about.
That is kinda the WoW definition .....
Don't make me bring out the chart that lists all the Item Levels and the respective content they come from and are expected to be used at. I'll embarrass the f*ck out of you.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 07:59:14
Cerberus.Senkyuutai said: »Let's also remember that Matsui let us know prior to the REM apocalypse that the design team was codifying a system to determine boundaries for equipment stats based on the content it comes from.
That *is* item level.
No, it's not going to be exactly the same as it is in WoW (and thank god for that), but the basic concept, of gear from one tier having a certain range and amount of stats and gear from the next content tier having a higher amount than that, is the same thing.
It really is.
Yes, it only partially makes sense in FFXI because of the way we swap gear. No one said Matsui necessarily knows what he's doing, only that this is what he *is* doing. Ogier's gauntlets, Ravager's Mufflers +2, Defending Ring, Arhat's Gi +1 and so on.
These are the items that defeat any ilvl already existing in other MMOs being applied to FFXI. I'm not saying you cannot make an ilvl but it will literally takes weeks/months in order to 1) come up with an order of quality regarding all the situations an item can fill and 2) actually release it.
While SoA so far has organized TP and WS gear into clear tiers, this is not the case as soon as you have a job that has 2 modes of TP and WSing. The same way, their new system doesn't even touch any PDT/MDT/DT/idle set, any precast gear and so on.
They can make an ilvl system if they want to, but that's a huge task really, and it will only serve to make things more complicated.
If you want to explain to people what are say, the top 5 for every slot/situation, we have guides here that do this more than well. Maybe someone has an idea of a very simple way to display such things, but the way i see it, it's really messy. Until then, it may be better if the guides made here were advertised on the official forums (if they aren't already), it helps more than any blurry ilvl idea that has been discussed so far, in my opinion.
You're missing what I'm saying.
I *know* "item level" is only going to vaguely work in FFXI. Matsui is trying to institute a system that is in all basic respects the same thing as item level. He has said as much, using slightly different terminology, presumably because he's not a WoW developer.
Whether or not it will *work* has nothing to do with whether it's what Matsui has said he wants to do.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 07:59:47
That is kinda the WoW definition .....
Don't make me bring out the chart that lists all the Item Levels and the respective content they come from and are expected to be used at. I'll embarrass the f*ck out of you.
Apparently you already forgot that you were the one claiming that "ilevel" doesn't exist in the game (or rather, people were using it incorrectly). Are you actually going to be HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE enough to claim that an ilevel 120 Ragnarok would be situational vs the current ilevel 99 Ragnarok?
Sylph.Peldin
Server: Sylph
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Posts: 837
By Sylph.Peldin 2013-05-16 08:03:10
Not upset at all, just stating the obvious. Either upset or incredibly immature to resort to name-calling over something like this.
Why the F*CK are people discussing item level in FFXI? That concept doesn't exist in this game, never has, never will as the game design and combat system simply doesn't support it. Delve is absolute not "item level 120" or any other bullsh!t people want to shovel. You sound really upset. Did your parents just ground you or something? Shouldn't take your irl probs out on the forums man.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 08:09:25
For those of you that haven't kept up with Matsui's statements on the matter:
http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!?p=409591&viewfull=1#post409591
The bit that is important is this, from Matsui:
"For those players who have reached level 99, the main focus of growth is equipment. We envision a play cycle where players take on content with their current gear in order to collect equipment with better stats, and then take on more difficult content to procure even better equipment.
We are currently working to make it so there is a common gauge for equipment and content (let's call it content levels for the time being), and to create index data that will allow those who are implementing equipment and content to have a more objective understanding of the equipment stats and monster strength. Ultimately I would like to be able to release information indicating the content level to all of you adventurers. While this is still in a phase where work needs to be done, I'm getting the feeling that things are coming together bit by bit.
The parameters for monsters that await adventurers and pioneers have been decided by the above content levels and index data."
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:10:48
Leviathan.Kincard said: »That is kinda the WoW definition .....
Don't make me bring out the chart that lists all the Item Levels and the respective content they come from and are expected to be used at. I'll embarrass the f*ck out of you.
Apparently you already forgot that you were the one claiming that "ilevel" doesn't exist in the game (or rather, people were using it incorrectly). Are you actually going to be HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE enough to claim that an ilevel 120 Ragnarok would be situational vs the current ilevel 99 Ragnarok?
Since you asked for it. Take your medication, don't want you having a heart attack.
http://www.wowwiki.com/Item_level
Read down that page.
Entry level raids at Cataclysm are expected to drop item level 359 (tier 11) gear, the heroic versions drop item level 372 (heroic tier 11). Firelands is level 378 and tier 12, Firelands heroic is level 391 and heroic tier 12. Tier 13 is from level 397 and the final mega boss is item level 416.
Item levels are calculated based on the following,
http://elitistjerks.com/f15/t44718-item_level_mechanics/
Originally Item levels were a hidden value used by Blizzard as a gauge for what gear should come from what level content. They were based on the player level though as time went on and content was enhanced the item levels rapidly grew away from the players level.
"Item Level" is used as a gauge for what content level an item should drop from and what it's relative value is when compared to other items. That is the WoW definition and the exact definition being used by yourself and the several of the other posters here. That definition is useless in FFXI due to the sheer number of side grades and situational builds we have coupled with the amount of gear changing we do. FFXI developers just copied the concept from WoW wholesale and presented it to the player base as a way to describe how they will be implementing rewards from now on. Of course the developers don't realize we change gear as often or as fast as we do so they probably didn't realize how meaningless that term is.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:13:16
Not upset at all, just stating the obvious. Either upset or incredibly immature to resort to name-calling over something like this.
Why the F*CK are people discussing item level in FFXI? That concept doesn't exist in this game, never has, never will as the game design and combat system simply doesn't support it. Delve is absolute not "item level 120" or any other bullsh!t people want to shovel. You sound really upset. Did your parents just ground you or something? Shouldn't take your irl probs out on the forums man.
Ad hominem, even veiled won't get you very far. Go troll elsewhere.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:17:09
For those of you that haven't kept up with Matsui's statements on the matter:
http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!?p=409591&viewfull=1#post409591
The bit that is important is this, from Matsui:
"For those players who have reached level 99, the main focus of growth is equipment. We envision a play cycle where players take on content with their current gear in order to collect equipment with better stats, and then take on more difficult content to procure even better equipment.
We are currently working to make it so there is a common gauge for equipment and content (let's call it content levels for the time being), and to create index data that will allow those who are implementing equipment and content to have a more objective understanding of the equipment stats and monster strength. Ultimately I would like to be able to release information indicating the content level to all of you adventurers. While this is still in a phase where work needs to be done, I'm getting the feeling that things are coming together bit by bit.
The parameters for monsters that await adventurers and pioneers have been decided by the above content levels and index data."
As I said before, their coping the WoW concept without first understanding it's implementation. The gear level vs content level in WoW is very controlled, there is different gear for every class and blizzard allowed their base stats to grow exponentially. Level 85 players have ridiculously HP / base stats vs level 60 players. That hasn't happened in FFXI so their "content level" scheme will fall hard once they create NM's that start doing 2,000+ damage per move.
In any case it's simply not possible to create a single numerical value to represent the relative worth of an item in FFXI. Stuff is way to situational in this game. It makes the number completely worthless.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 08:18:22
thank god saevel is here to remind us all that wow terms apply universally whenever people use them
i'll be sure to follow your advice and stack as much agility as possible on my thief now to massively increase my attack power and critical hit rate
but seriously do you have asperger's syndrome or something, this is a serious question
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 08:19:16
For those of you that haven't kept up with Matsui's statements on the matter:
http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!?p=409591&viewfull=1#post409591
The bit that is important is this, from Matsui:
"For those players who have reached level 99, the main focus of growth is equipment. We envision a play cycle where players take on content with their current gear in order to collect equipment with better stats, and then take on more difficult content to procure even better equipment.
We are currently working to make it so there is a common gauge for equipment and content (let's call it content levels for the time being), and to create index data that will allow those who are implementing equipment and content to have a more objective understanding of the equipment stats and monster strength. Ultimately I would like to be able to release information indicating the content level to all of you adventurers. While this is still in a phase where work needs to be done, I'm getting the feeling that things are coming together bit by bit.
The parameters for monsters that await adventurers and pioneers have been decided by the above content levels and index data."
As I said before, their coping the WoW concept without first understanding it's implementation. The gear level vs content level in WoW is very controlled, there is different gear for every class and blizzard allowed their base stats to grow exponentially. Level 85 players have ridiculously HP / base stats vs level 60 players. That hasn't happened in FFXI so their "content level" scheme will fall hard once they create NM's that start doing 2,000+ damage per move.
In any case it's simply not possible to create a single numerical value to represent the relative worth of an item in FFXI. Stuff is way to situational in this game. It makes the number completely worthless.
No one is arguing with you! All we're saying is, "they're putting item levels into the game." Personally, I think they're stupid for even trying, but they're still doing it.
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By Fenrir.Hanabira 2013-05-16 08:20:30
i'd say matsui's comment about taking lower end gear and using it to get higher gear, which is a requirement for higher gear is a system thats moving towards item levels (gear progression beyond 99). people are upset because it DOESNT fit in ffxi, but they are forcing it on us. i think the days of sidegrades are over
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Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:23:16
Leviathan.Kincard said: »thank god saevel is here to remind us all that wow terms apply universally whenever people use them
i'll be sure to follow your advice and stack as much agility as possible on my thief now to massively increase my attack power and critical hit rate
but seriously do you have asperger's syndrome or something, this is a serious question
And now you've been reduced to trolling and insults. Did you run out of twists and world play to toss in my general direction?
Come on you can try harder to defend our "our unspecified vague definition is not the WoW definition yet we're using the same concepts!".
By skyehope928 2013-05-16 08:24:03
Does any1know what se said about the rem ? I have a level 90 kannagi and I still need 1092 heavy metal plates
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 08:27:10
Come on you can try harder to defend our "our unspecified vague definition is not the WoW definition yet we're using the same concepts!".
I want you to find even one person that was talking about ilevel in this thread that was implying that we were going to stop macroing 5 different sets of gear and not just saying that an ilevel 120 relic is stronger than an ilevel 99 relic before you came in with your eternal "I better make sure everyone knows I am more righterer" attitude. I have stated this multiple times but you are apparently too thick to grasp this.
Since you're more interested in making non sequitur/straw arguments I expect another "HURR B-B-BUT WOW SAYZ" answer.
By skyehope928 2013-05-16 08:29:39
Or about heavy metal drops will there be more from different zones or nms I would like to know that as well thank you
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:30:23
For those of you that haven't kept up with Matsui's statements on the matter:
http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!?p=409591&viewfull=1#post409591
The bit that is important is this, from Matsui:
"For those players who have reached level 99, the main focus of growth is equipment. We envision a play cycle where players take on content with their current gear in order to collect equipment with better stats, and then take on more difficult content to procure even better equipment.
We are currently working to make it so there is a common gauge for equipment and content (let's call it content levels for the time being), and to create index data that will allow those who are implementing equipment and content to have a more objective understanding of the equipment stats and monster strength. Ultimately I would like to be able to release information indicating the content level to all of you adventurers. While this is still in a phase where work needs to be done, I'm getting the feeling that things are coming together bit by bit.
The parameters for monsters that await adventurers and pioneers have been decided by the above content levels and index data."
As I said before, their coping the WoW concept without first understanding it's implementation. The gear level vs content level in WoW is very controlled, there is different gear for every class and blizzard allowed their base stats to grow exponentially. Level 85 players have ridiculously HP / base stats vs level 60 players. That hasn't happened in FFXI so their "content level" scheme will fall hard once they create NM's that start doing 2,000+ damage per move.
In any case it's simply not possible to create a single numerical value to represent the relative worth of an item in FFXI. Stuff is way to situational in this game. It makes the number completely worthless.
No one is arguing with you! All we're saying is, "they're putting item levels into the game." Personally, I think they're stupid for even trying, but they're still doing it.
Well there are several people still hanging on to the notion of "Item Level" being remotely useful in FFXI. The idea of "using level 120 gear would make us be as powerful as though we were level 120" and other dumb stuff.
Honestly I doubt they'll ever finish it. They've been "working on putting into the game" things like Summoner Avatars and "Enfeebling" for ages now. It's a good concept to have when your originally designing a game, you can path out character progression from newbie level all the way up and use it as a gauge for ever increasing capability. It breaks down when introduced into an environment like FFXI, especially with so many jobs, abilities and situations. Emp Armor from Abyssea was probably the closest they ever got and only because the armor was tailor made for specific class's.
We're here talking melee which is fairly simple. Everyone needs the same for TP / DPS (Haste, Accuracy, Multi-Attack, Attack). Mages on the other hand are far more complicated, try to imagine an "Item Level" for the following.
Staff DMG:100
All Jobs
INT+10
Attack +20
Cure Potency +10%
Song Cast Time -15%
Summoning Skill +15
WS accuracy +20
Double Attack +10
Lots of stats there, but their so spread out amongst all the mage jobs that the item completely sucks when compared to items with less but more focused stats.
By t2kjeezy 2013-05-16 08:33:44
Thanks for giving me a reason not to come back, ffxi is dead put a fork in it it's done. Mandau and aegis Lol abbysea should have had a cap for entry 70+ not 30 that was a big mes up on there part and the I came back on and off in hope of progress But returned disappointed every time they should have adopted some things from other games like in guild wars they can use dyes. Or finally adding equipable gear to your wyvern on drg. Change the color of your wyvern. Or adding a more active environment instead of npcs that just stay in one spot the whole game and do nothing having events outside of the endgame content that give you cool rewards and the loot system in 11 has always sucked until VW I think that's the best idea they have had in a while. I think that in order for ffxi to stay alive it needs to do a hell of a lot more than what they have done for SoA they still haven't given new avatars or any new blue Mage spells. The idea is to keep us fed into playing before revamped 14 is out then when we aren't looking they pull the plug on 11 like they wanted to when they were bringing 14 out the first time
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-16 08:36:09
Leviathan.Kincard said: »Come on you can try harder to defend our "our unspecified vague definition is not the WoW definition yet we're using the same concepts!".
I want you to find even one person that was talking about ilevel in this thread that was implying that we were going to stop macroing 5 different sets of gear and not just saying that an ilevel 120 relic is stronger than an ilevel 99 relic before you came in with your eternal "I better make sure everyone knows I am more righterer" attitude. I have stated this multiple times but you are apparently too thick to grasp this.
Since you're more interested in making non sequitur/straw arguments I expect another "HURR B-B-BUT WOW SAYZ" answer.
You did, as did Comeatmebro.
it's almost like they inflated armor stats and monster stats according to the appropriate content levels and then asked people to go grind for gear at lower content levels to progress to higher content levels
nothing vertical about that, nope
that aside you're just being anal about the terms the playerbase has decided to adopt
do you get this uppity when people say "raids" instead of "endgame"
Several people have alluded to and sometimes stated that getting better gear would let you seem to be of a level higher then you are and that "Item Level" is the reflection of that pseudo-level. I've demonstrated that it can't work that way as there are simply too many situations in FFXI for any single value to be representative of a items worth or power.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-16 08:37:21
Looking at the gear from Batalia Downs Meebles in comparison to other LV99 equipment I'd say they probably determine the item level like this
YouTube Video Placeholder
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Bismarck.Snprphnx
Server: Bismarck
Game: FFXI
Posts: 2715
By Bismarck.Snprphnx 2013-05-16 08:38:20
JP Dev Tracker has the following info posted, assuming its the info on the new ammo.
Quote: 矢:D74(コンテンツレベル14)
弾:D196(コンテンツレベル14)
ボルト:D93(コンテンツレベル20)
Arrow = Dmg: 74
Bullet = Dmg: 196
Bolt = Dmg:93
if its cheap... goodbye damascus bullets
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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