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Matsui: "Don't throw away your R/M/E weapons yet"
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-16 08:39:27
Freaking hope so. I feel so bad for ammo users, SE feels the need to make high end ammo obscenely rare / expensive which just turns into a giant gil sink.
Anyhow I'm out for the evening. People need to try harder, we can make page 150 before I get on tomorrow night.
Quetzalcoatl.Makenshi
Server: Quetzalcoatl
Game: FFXI
Posts: 87
By Quetzalcoatl.Makenshi 2013-05-16 08:43:56
SE feels the need to make high end ammo obscenely rare / expensive which just turns into a giant gil sink. Which is why Ninja and throwing never worked in this game, hard to find and way too expensive; not to mention not really worth it damage wise.
Server: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-05-16 08:44:38
The killer part is time limit. We've been fighting the delve NMs these past few days with no issue, no one ever falling into trouble and the fight would be totally manageable... however the damn thing disappears after 20 mins.. this 'zerg or gtfo' content is really frustrating. Not saying I want to go back to the 6 hour Jorm fights, but part of the challenge was to take a few hours the first time your group met a new challenge to figure out how to adjust the strategy to take him down successfully first, then decrease the time it takes to clear it. You go from zombie-ing (pre twilight mail) Byakko for an hour while everyone recovers to takeing the *** down in 20 mins like it's nothing because you've already slaughtered him 20 times.
TL;DR - This time limit thing sucks.
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By SamuraiCloud27 2013-05-16 08:45:08
Does any1know what se said about the rem ? I have a level 90 kannagi and I still need 1092 heavy metal plates
We'r in the same boat, R/E/M 99s are either getting a straight buff or they are adding trials to "take it past 99". I'l keep going for the plates, the buffs seem to be nice but some people aren't sure how long they will last, all seems like a bit of a gamble atm to my understanding. If you continue to go for em, good luck to the both of us!
Leviathan.Kincard
Server: Leviathan
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Posts: 1442
By Leviathan.Kincard 2013-05-16 08:58:05
You did, as did Comeatmebro
You are quoting posts that are not only out of context (Some gear being better than others =/= hurr we're only wearing one set of gear now), but came after you came in and derailed the thread into your dipshit comparisons to WoW when it wasn't even mentioned beforehand.
I'd really like some of what you're smoking so I too can feel like I'm right even when I'm saying something completely *** HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE.
By skyehope928 2013-05-16 09:01:16
Thanks cloud I am hoping for the best I am glad my kannagi is not going to die atleast not yet anthropology speaking lol
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-16 09:03:45
For the record, the next time you're wondering if there's any new info about the REM updates, you should probably just the check page 1 OP since Kali is nice enough to keep it up-to-date for everyone.
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By Chyula 2013-05-16 09:15:09
1 page of ilevel of pointless argument, ever realize every game had its own meaning of ilevel. anyway if pay attention to the new contents, matsui is more focus on making content actually required the new gears inorder to farm it efficiently under a time limit, unlike the past where they to implement gimmick death move and call it challenging.
Server: Cerberus
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By Cerberus.Senkyuutai 2013-05-16 10:03:05
The main issue is, the way he talks about ilvl (especially given the example at hand that he used to explain his concept), it will only target damage.
FFXI isn't WoW nor is it TERA or Rift. Ilvl regarding damage is the tip of the iceberg and even then, as I explained before, an item can be #1 for a specific use and literally trash/unusable for another, which alternate every second you spend playing this game.
This plus the fact that things like Miki body exist make it really hard for me to believe that they will give a proper ilvl. But hey, I'm totally expecting them to come up with something that will blow my mind, they're Japanese after all, they have the best coke worldwide.
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Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-16 10:06:34
Cerberus.Senkyuutai said: »an item can be #1 for a specific use and literally trash/unusable for another, which alternate every second you spend playing this game.
No one has ever said this is going to change in this thread. Please stop repeating it as if we are stupid.
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By Cerberus.Senkyuutai 2013-05-16 10:35:23
Cerberus.Senkyuutai said: »an item can be #1 for a specific use and literally trash/unusable for another, which alternate every second you spend playing this game.
No one has ever said this is going to change in this thread. Please stop repeating it as if we are stupid. I don't remember mentioning anyone saying that they would need to change it or that it needed to be changed. Either you have reading issues or you can't stay focused on a single idea, either way you need to think more before pushing the Submit button.
As for "we", you're the only person targeted because as I explained in my previous sentence, you aren't focused on the idea and therefore, you don't get it.
I'm pretty sure that you get it, but going in another path while using "we" is a mistake when talking to someone.
Ragnarok.Alahra
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Posts: 296
By Ragnarok.Alahra 2013-05-16 10:38:52
Cerberus.Senkyuutai said: »Cerberus.Senkyuutai said: »an item can be #1 for a specific use and literally trash/unusable for another, which alternate every second you spend playing this game.
No one has ever said this is going to change in this thread. Please stop repeating it as if we are stupid. I don't remember mentioning anyone saying that they would change it or that it needed to be changed. Either you have reading issues or you can't stay focused on a single idea, either way you need to think more before pushing the Submit button.
As for "we", you're the only person targeted because as I explained in my previous sentence, you aren't focused on the idea and therefore, you don't get it.
I'm pretty sure that you get it, but going in another path while using "we" is a mistake when talking to someone.
Since my apparently minute brain obviously isn't capable of handling more than one idea at a time, would you care to explain why you keep bringing up equipment swapping etc. as though folks in the thread are defending the idea of item levels in game?
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By Cerberus.Senkyuutai 2013-05-16 10:47:08
I guess you missed the 3 last pages, my bad.
Quote: Switching from "X is better than Y" to "dude, we gotta follow other MMOs jargon, it's ilvl time" is beyond me.
It's not a matter of defending but of using a specific term. Why would you talk about ilvl when it comes to FFXI when it cannot be applied? Or at least, not until they provide us with a proper system.
Even weapons cannot follow ilvl rules, and that's what you switch the least.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-16 10:49:31
Thanks cloud I am hoping for the best I am glad my kannagi is not going to die atleast not yet anthropology speaking lol
Completely off-topic:
I just realized there is a toilet in the background of your pic. What's up with that?
On-topic:
Someone, somewhere said something about situational uses for different gear.. Remember Ipsen's Castle in FFIX? No? Well, allow me to inform you. Ipsen's Castle was a structure in FFIX inspired by the royal castle of the Holy Empire of Unitinu (see below), basically, it was an upside-down castle with a right-side-up castle on top of it, The gimmick behind this castle? Damage modifiers were reversed, if using high damage weapons, your damage was ***, if using the crap you started with, you were striking the enemies' weak spot for massive damage...but not really. Maybe SE should do something like this to FFXI. No?

Pic semi-related, all hail the Holy Empire of Unitinu!
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By Cerberus.Senkyuutai 2013-05-16 10:52:35
I must admit, I never noticed the toilet.
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Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 10:55:14
Cerberus.Senkyuutai said: »I guess you missed the 3 last pages, my bad.
No, I've been here.
A debate began about the "definition" of item level and whether it will apply to FFXI in the future in regard to (specifically) REM weapons, but also in a broader sense to equipment in general.
The developers have been very clear that they intend for a system like this to exist for future content. I stated as much, and you responded by providing examples of items that do not work with item level because of equipment swapping, etc.
You're correct that those items from the game's past, which were not implemented within a codified structure of content levels (or, more commonly in MMOs as a whole, item levels), will likely still be useful in the future, regardless of their item level. However, the developers still plan to codify gear in terms of content level the future, regardless of this.
No one has disputed that these pieces of gear will suddenly become irrelevant (unless of course, gear of a higher "content level" with similar statistics is implemented in the future). However, you brought the point up again for some reason, and it seemed to me that you still felt there was some disagreement in regard to the fact that equipment swapping/specialty gear were still going to be used.
Now, I can't read your mind, so perhaps you brought that up again for some other reason, but if you did, it's not one I was able to reason out. So, you may kindly explain it, if you so desire.
Ragnarok.Alahra
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Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 10:59:29
Cerberus.Senkyuutai said: »It's not a matter of defending but of using a specific term. Why would you talk about ilvl when it comes to FFXI when it cannot be applied? Or at least, not until they provide us with a proper system.
Even weapons cannot follow ilvl rules, and that's what you switch the least.
So...you're just playing semantics? Content level/item level are essentially synonymous in regards to FFXI. People are just falling back on item level because it's a more familiar term, much as people "mob" in place of monster, even though that term's not really "official" for FFXI.
People are allowed to use generalized terms, and item level systems as people are generally familiar with them coincide with the system outlined in Matsui's design goals.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-16 11:01:19
Man, this thread sure got boring.
I blame Saevel, he always has the additional effect of making topics boring.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-16 11:05:50
give everyone their 999 base dmg weapons but give my blu limit glove
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-16 11:07:51
Cerberus.Senkyuutai said: »It's not a matter of defending but of using a specific term. Why would you talk about ilvl when it comes to FFXI when it cannot be applied?
I don't blame you for not following the conversation that preceded saevel's childish outburst, but before that anybody that was using the term was purely talking about ilevel in the way that Matsui was using it, WoW be damned. After that Saevel just came into the thread having a manic freakout over the fact that we were using a term that happens to be used in other games. Whoop-de-***. It doesn't matter what we call it any more than the fact that a stat increasing evasion and subtle blow but doesn't increase attack power or crit. hit rate is called Agility in FFXI.
If you're so annoyed by it just call it clevel or call whatever you want, call it banana sundae levels. People were using it in the context of how they intend to design content- Harder content will drop higher ilevel items which will generally be better. Yes FFXI is often about sidegrades and more sidegrades because of how the game is structured, but it is about how their design philosophy has changed. If you want to argue the term has no meaning to the end user feel free to do that, just don't get a stick up your *** because people are using a term you don't want them to use.
Also
♪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...♪
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Server: Cerberus
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By Cerberus.Senkyuutai 2013-05-16 11:10:10
Content level/item level are essentially synonymous in regards to FFXI. They aren't and that's my main issue.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-16 11:10:22
also seriously has nobody remembered my sehaparrot theory
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-16 11:14:53
I'm not a parrot, at best I can be a hummingbird!
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-16 11:15:57
Cerberus.Senkyuutai said: »Content level/item level are essentially synonymous in regards to FFXI. They aren't and that's my main issue.
Would you care to explain how "content level" (which Matsui uses to refer both to enemies *and* items) will be significantly different from items having a codified "level" that determines the breadth and depth of their stats?
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-16 11:16:08
i shall find a pirate hummingbird some crazy *** has to have drawn one
[+]
Server: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-05-16 11:16:18
Leviathan.Kincard said: »call it banana sundae levels. I'd love to.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
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Posts: 12308
By Phoenix.Kojo 2013-05-16 11:16:21
What about SMN?
Cerberus.Anjisnu
Server: Cerberus
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Posts: 2803
By Cerberus.Anjisnu 2013-05-16 11:19:38
ok so "cartoon pirate hummingbird" lead me to one of those evil places in the deepest reach of the interwebs
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By Cerberus.Senkyuutai 2013-05-16 11:21:29
Cerberus.Senkyuutai said: »Content level/item level are essentially synonymous in regards to FFXI. They aren't and that's my main issue.
Would you care to explain how "content level" (which Matsui uses to refer both to enemies *and* items) will be significantly different from items having a codified "level" that determines the breadth and depth of their stats? That's not what I'm saying.
I'm merely saying that not all high level content gives the highest ilvl right now.
I'm not saying it "will not" be the case in the near future, but that it would have to go beyond what Delve brought, much beyond.
Cerberus.Detzu
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By Cerberus.Detzu 2013-05-16 11:21:44
The guy on the right looks like he has a powerful rinnegan.
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
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17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
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New additions to Skirmish |
12 |
|
|
|
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11 |
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Delve (NM group 1) |
|
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10 |
|
|
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9 |
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
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 |
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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 |
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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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