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Matsui: "Don't throw away your R/M/E weapons yet"
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 13:50:24
Leviathan.Kincard said: »It's funny because a lot of those posts were just angry and maybe a bit rude, but not at all vulgar or directly insulting. They were things like "Yeah I'm qutting, it was a fun ten years" etc. It was blunt, but nothing on the level of a typical post you'd see from an EN player.
Yes yes we know the Japanese people are better than us. I only hear about how wonderful they are and how horrible we are every single day.
Server: Lakshmi
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Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 13:54:36
The only thing JP typically do better is shut up and get content done while NA *** *** *** and lag waaaay behind.
They have equally as many shitty players as NA but at the least their cultural collectiveness is beneficial.
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Valefor.Sehachan
Server: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-04-30 13:56:47
/t <dislikedplayer> {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death} {death}
Ragnarok.Zohnax
Server: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2013-04-30 14:00:47
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Carbuncle.Nezea
Server: Carbuncle
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Posts: 88
By Carbuncle.Nezea 2013-04-30 14:00:58
I'm far less concerned about the "R/M/E apocalypse" (which I'm sure will be addressed soon anyway) than I am about the implications these new weapons will have on, well, the rest of the entire game. Everyone and their grandmother may as well be able to one shot anything that was ever relevant up until today, effectively taking all the fun out of playing. Seems to me that people should be a hell of a lot more bothered about this. Supposing they do put your R/M/E on somewhat equal footing with the Delve weapons, do you really even still care to play a game where everything there is to do is so boring and trivial?
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 14:01:59
I can't wait to lowman Legion.
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Bismarck.Punchus
Server: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 14:03:25
I keep seing a lot of posts about how "all" old gear is now pointless to obtain. Can anyone show me a -damage taken head to wear on SAM that beats Ogiers? Or Laeradr for its respective jobs? How about -pdt on ogiers legs and phorcys feet? These are just a couple peices that are off the top of my head. I'm sure if you look harder there are still other viable peices from many of the older contents that will still remain in your gear sets. Once again situational peices are still situational. Who'd have thunk it.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-04-30 14:03:27
Lakshmi.Sparthosx said: »The only thing JP typically do better is shut up and get content done while NA *** *** *** and lag waaaay behind.
They have equally as many shitty players as NA but at the least their cultural collectiveness is beneficial.
I don't even know where to start. You realize that the complete loss of cultural identity in Japan is a national concern, right? Like... I quit.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 14:04:59
I'm far less concerned about the "R/M/E apocalypse" (which I'm sure will be addressed soon anyway) than I am about the implications these new weapons will have on, well, the rest of the entire game. Everyone and their grandmother may as well be able to one shot anything that was ever relevant up until today, effectively taking all the fun out of playing. Seems to me that people should be a hell of a lot more bothered about this. Supposing they put your R/M/E on somewhat equal footing with the Delve weapons, do you really still care to play a game where everything there is to do is so boring and trivial? You have described the core of what most people have a problem with, R/E/M being so weak in comparison strips most of the purpose from their related content. For now at least this minimized the point in doing it along with making it very easy and boring.
R/E/M is so central to the discussion because this is a thread about R/E/M not the update in general.
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 14:05:29
Lakshmi.Sparthosx said: »The only thing JP typically do better is shut up and get content done while NA *** *** *** and lag waaaay behind.
I surely don't hate them. In fact I have a lot of respect for certain aspects of their culture. I'm just not big on putting anyone or any group on a pedestal. They're human.
Quote: They have equally as many shitty players as NA but at the least their cultural collectiveness is beneficial.
Well yeah. The game is kind of designed around that. It's only natural that they'd be at an advantage over us rugged individualists.
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Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 14:06:44
Yes yes we know the Japanese people are better than us. I only hear about how wonderful they are and how horrible we are every single day.
I'm not sure where this came from, I was more just pointing out that the JP mods seem to be a lot more anal than the EN mods for their forums. If anything that would be a negative thing.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-30 14:07:55
I can't wait to lowman Legion. was not very hard to do anything but mul with 8-10 2 months ago, even easier after defense adjustment nerfed the *** out of the mobs, this wasnt necessary
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-04-30 14:07:56
thats cause se didnt givw them a quest for it yet
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 14:09:01
I don't even know where to start. You realize that the complete loss of cultural identity in Japan is a national concern, right? Like... I quit.
I'm going to guess most of the people that post here don't even have a clue what's going on in their own country, let alone around the world.
By Foxfire 2013-04-30 14:09:17
Thief's Knife will forever be useful. :c
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Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 14:09:20
Meant literally 4-men, and was a joke. Something that is often missed it seems.
By ScaevolaBahamut 2013-04-30 14:10:00
Lakshmi.Sparthosx said: »The only thing JP typically do better is shut up and get content done while NA *** *** *** and lag waaaay behind.
our japanese peers IRL are hikikomori and the entire country is in freefall
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 14:11:06
You really expect us to read all 90 pages of that link? <_<
By ScaevolaBahamut 2013-04-30 14:12:04
yeah i edited it for a tldr :)
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 14:12:15
sociology
not even once
By itchi508 2013-04-30 14:14:19
Sorry for long post in advance:
What is happening now with weapons is no different than when emps 1st where revealed, new weapons that did higher WS dmg than R/M. Making no one use relics anymore (besides Harp/Aegis/Apoc) untill the merrit WS came into play, then R/M came back to take the lead using the merrit WS!
With merrit WS they seem to be focusing on those more than anything else atm. Why? Idk. I see alot of pist off people though. I myself am not pist, only confused on where SE is taking this game with these quantum leaps into gear/weapon upgrades that have blow away everything to ever exsist.
So why not set your weapon aside and try a new one just like everyone did when emps came out? Most are using Merrit WS anyway so whats the difference? Relics are now made for Merrit WS (besides tools like harp, Apoc, & Aegis) Mythics are a trophy peace and form or accomplishment that many dont do & Emps are just easly made toys.
Either way creating new weapons for everyone was probably easyer and more fair than altering current REM and leaving anyone left out of new content who doesnt own one.
They release all this for a reason correct? To make us ready for the next step wich one would assume to be a greater challenge than what we have seen allready, as we havnt seen a real challenge since PW was 1st fought. Everything has been zerg and now zerg is in the past, its back to real skill and endurance of everyone in the team for survival. So what is next? Maybe these weapons/gear are needed for the players who dont have REM so they can acualy hit these NMs and not be completly usless.
Complain about new dmg on weapons all you want but fact of the matter is 99 REM doesnt cut it out there, you will miss 80% of the time even in the best gear 100+ Acc and 99 weapon. With that said, if a 99 REM is wiffing this much then what would people who dont have REM do w/o these new options? People need to stop looking at new weapons to be used in old content for eye candy parse numbers. Start looking at them in a way of a tool that is needed to acualy land a swing on these new NMs and ready our selves for what is next cuz it seems they are preparing us for somthing greater than what we experiance now!
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Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 14:15:00
Leviathan.Kincard said: »Yes yes we know the Japanese people are better than us. I only hear about how wonderful they are and how horrible we are every single day.
I'm not sure where this came from, I was more just pointing out that the JP mods seem to be a lot more anal than the EN mods for their forums. If anything that would be a negative thing.
My apologies then. I'm just used to the aforementioned pedestal placing.
It would be nice to know how the folks over there REALLY feel about all this. Sylow and others caught glimpses before the mods swarmed in, but I'd love the full picture of the Japanese player response.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-30 14:17:16
It's not really that different than the EN response honestly. Most of the time the JP and EN playerbases have very similar responses, down to complaining about how SE never listens but they'll always listen to EN/JPs instead (as appropriate).
They also have the same sort of "I hope that REM I worked on so hard doesn't get outdated" attitude, and they have people that don't care, and they have people that go "grr i quit nao".
By ScaevolaBahamut 2013-04-30 14:18:24
Leviathan.Kincard said: »sociology not even once
i know dogg i am just trying to help people feel better about living in a culture that encourages them to strive towards individual greatness :) :) :)
Asura.Tamoa
Server: Asura
Game: FFXI
Posts: 1341
By Asura.Tamoa 2013-04-30 14:20:51
Fenrir.Candlejack said: »How about Myochin kabuto and Saotome kote +2 for the meditate buffs? Personally I'd rather have both, and actually do to the point where Myochin is actually +1'd, and gain 180 TP from just one use of meditate, meaning I can pop sekkanoki, then Fudo for AM1 after first hit, followed by AM1 augmented Shoha... Granted, a situational example, but still proves the old gear is still viable and should be worked for in certain situations.
Off-topic but for your information empyrean aftermath does NOT apply to weaponskills.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 14:21:20
It's gonna be only for sam!
Asura.Tamoa
Server: Asura
Game: FFXI
Posts: 1341
By Asura.Tamoa 2013-04-30 14:22:45
I wish, lol.
By itchi508 2013-04-30 14:23:18
Leviathan.Kincard said: »Yes yes we know the Japanese people are better than us. I only hear about how wonderful they are and how horrible we are every single day.
I'm not sure where this came from, I was more just pointing out that the JP mods seem to be a lot more anal than the EN mods for their forums. If anything that would be a negative thing.
My apologies then. I'm just used to the aforementioned pedestal placing.
It would be nice to know how the folks over there REALLY feel about all this. Sylow and others caught glimpses before the mods swarmed in, but I'd love the full picture of the Japanese player response. I read the forums and JP are just as butthurt, only they say it in a different way, not biching as much with vulgar language as they are raised with a different kind of respect in life. But they are feeling the same as everyone here, filled with aggervation and at a loss for words.
By ScaevolaBahamut 2013-04-30 14:23:38
I keep seing a lot of posts about how "all" old gear is now pointless to obtain. Can anyone show me a -damage taken head to wear on SAM that beats Ogiers? Or Laeradr for its respective jobs? How about -pdt on ogiers legs and phorcys feet? These are just a couple peices that are off the top of my head. I'm sure if you look harder there are still other viable peices from many of the older contents that will still remain in your gear sets. Once again situational peices are still situational. Who'd have thunk it.
it is pointless in the sense that if you have a 261 DMG great axe i wonder how much it matters what else you're wearing
also kind of funny that you are all HEY LOOK AT ALL THIS OTHER GEAR THAT'S STILL USEFUL and then are forced to confine all examples to -DT sets, which as we all know have always been incredibly haphazard in the introduction of new pieces, even for FFXI
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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