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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-01 03:33:12
really hoping to see some major adjustments/revision notes after Golden Week has ended
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 03:36:57
There's reasons to kill these mobs more than once.
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-01 03:38:33
not right now there isn't.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 03:40:07
Right. But progression within the Delve rifts would seem to require multiple kills of the force pop NMs.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 03:50:09
but the 750 plasma that you get for kiting a raged mob around a zone for 3 hours that you couldn't have gotten in 1 hour w/ a thief fighting mobs that drop T4/T5 trigger items.
To be fair if we had figured out the conditions that caused it to take 2-3x normal magic damage (had something to do with TP moves probably since using Tortoise Song seemed to reset damage back to nornmal) we probably wouldn't have raged it at all
Alas
At some point during rage-kite around the lake fest the increased magic damage kicked back in which happened to be right when we dragged a few more people out on COR and we got rid of a large chunk of HP with 2k dmg Thunder Shots before it used song again
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-01 04:02:29
but the 750 plasma that you get for kiting a raged mob around a zone for 3 hours that you couldn't have gotten in 1 hour w/ a thief fighting mobs that drop T4/T5 trigger items. Once the weapons make their way out to most players it probably wouldn't take 3 hours. There will also always be groups that will chose to kill for drops to save time farming.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 04:25:43
The drop rate in the field seems pretty bad
Not that it really matters
But yeah I think you'll want to kill in the field to up your ante versus the boss in the Fracture
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-01 04:40:03
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask)
got access to
30000 plasm
Bloodbath Axe (D231 Delay 504 Acc+18 DA+2%)
Surefire Arquebus (Gun) (D96 Delay600 RA+18 RAtk+10 Enm-4)
Kiji (katana) D87 Delay 190 Acc+16 Eva+13
Halachuinic Sword (sword) D104 Delay 228 Acc+16 Attack+15
Soothsayer Staff (staff) D145 Delay 366 MP+50 INT+10 Macc+15 MAB+52
10000 plasm
Honed Tathlum (15 acc ammo)
and Refraction Cape (Mage stuff - no one cares)
RIP all events - there is no reason to do anything but Delve!
Oh dear, QD kite revived :(
[+]
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 04:40:21
2005
The revenge
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-01 04:41:10
Inb4 smn carby kite solo.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 05:55:42
Why bother with Skirmish at this point?
And what I worry about is if Delve as well gets replaced as fast by next event.
I don't want that.
[+]
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 06:05:01
I was sort of thinking - putting this update in perspective
Jumping from the best available daggers being D55 to D108 is like jumping from LV70 to LV99
[+]
Lakshmi.Byrth
VIP
Server: Lakshmi
Game: FFXI
Posts: 6332
By Lakshmi.Byrth 2013-05-01 06:09:47
well, linear DPS scaling from Bronze Knife +1 (D4/178 delay) to D55/176 delay (if it was level 70) would still only put level 99 at D82/200 delay.
If Twashtar99 was level 60, then I'd predict D108/200 delay could exist at level 99.
[+]
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-05-01 07:29:21
Inb4 smn carby kite solo. totally gonna have to tribox this as cor smn smn xD
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-01 07:49:18
Just quick draw kited raged turtle in Morimar to death over a 3 hour period
(don't ask)
got access to
30000 plasm
Bloodbath Axe (D231 Delay 504 Acc+18 DA+2%)
Surefire Arquebus (Gun) (D96 Delay600 RA+18 RAtk+10 Enm-4)
Kiji (katana) D87 Delay 190 Acc+16 Eva+13
Halachuinic Sword (sword) D104 Delay 228 Acc+16 Attack+15
Soothsayer Staff (staff) D145 Delay 366 MP+50 INT+10 Macc+15 MAB+52
10000 plasm
Honed Tathlum (15 acc ammo)
and Refraction Cape (Mage stuff - no one cares)
RIP all events - there is no reason to do anything but Delve!
Oh dear, QD kite revived :(
I am going to try to solo DoT him on sch. Thanks for the tip.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 08:01:08
Why bother with Skirmish at this point?
And what I worry about is if Delve as well gets replaced as fast by next event.
I don't want that.
I'm actually surprised you say that.
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4212
By Ragnarok.Sekundes 2013-05-01 08:12:05
Why bother with Skirmish at this point?
And what I worry about is if Delve as well gets replaced as fast by next event.
I don't want that. Progression? There's no way you're going to be able to do Delve without some pretty amazing gear from prior events.
It's a stepping stone, just like abyssea is for most jobs. Go in, get geared well enough so you can do other events like VW and NNI.
I do agree that skirmish is probably pretty useless since the boost the gear gives is minor and it's very expensive to run. But Delve? I mean consider what future content will hold if you NEED this gear to do it? Top DD's today will hit 0 on everything.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 08:24:13
Ragnarok.Sekundes said: »Why bother with Skirmish at this point?
And what I worry about is if Delve as well gets replaced as fast by next event.
I don't want that. Progression? There's no way you're going to be able to do Delve without some pretty amazing gear from prior events.
It's a stepping stone, just like abyssea is for most jobs. Go in, get geared well enough so you can do other events like VW and NNI.
I do agree that skirmish is probably pretty useless since the boost the gear gives is minor and it's very expensive to run. But Delve? I mean consider what future content will hold if you NEED this gear to do it? Top DD's today will hit 0 on everything.
Then screw that?
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 08:29:38
Matsui posted under the Dev Tracker...anything good? Anyone?
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 08:34:07
Onyl a rough google translation and it's a very sad response. Something along the lines of letting you unlock the specific ws to use on all weapons. That won't solve the issue at all though.
Also wtf Mythics.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-01 08:35:43
Onyl a rough google translation and it's a very sad response. Something along the lines of letting you unlock the specific ws to use on all weapons. That won't solve the issue at all though.
Also wtf Mythics. You mean the relic and empy WS?...
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-01 08:36:02
Basically a damage control post that raised unlocking WS as a possibility, but also saying things like "I don't want to promise something I don't end up delivering".
So basically its no different than not saying anything at all.
By Quiznor 2013-05-01 08:36:16
Matsui posted under the Dev Tracker...anything good? Anyone?
inb4"suckless"
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 08:36:16
Yeah, must feel awesome to have upgraded a lv 99 Ragnarok to use Scourge on every weapon, and without the 40% damage boost!
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 08:37:00
Leviathan.Kincard said: »Basically a damage control post that raised unlocking WS as a possibility, but also saying things like "I don't want to promise something I don't end up delivering".
So basically its no different than not saying anything at all. Is it just me or does it come across as they have no idea what to actually do?
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 08:37:24
Onyl a rough google translation and it's a very sad response. Something along the lines of letting you unlock the specific ws to use on all weapons. That won't solve the issue at all though.
Also wtf Mythics.
Oh, so DRKs could use Scourge with any weapon? I can see where that would be useful!
(No, I can't.)
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4212
By Ragnarok.Sekundes 2013-05-01 08:37:31
Skirmish may play a role for new players or players who are new to a job, but only once the cost comes down, which will happen if people ignore the event. I've not done skirmish yet though so I'm not sure just how hard it would be with midlevel gear.
I dunno, I wouldn't say anything for sure at this point since a lot of things are in the air right now.
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 |
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Delve (Boss monsters) |
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19 |
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18 |
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17 |
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New Additions to Wildskeeper Reives |
16 |
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15 |
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14 |
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Delve (NM group 2) |
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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 |
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7 |
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Wildskeeper Reives |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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4 |
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3 |
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2 |
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1 |
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Content Level |
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Up to April 2013 |
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Next version update (currently adjusting) |
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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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