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Matsui: "Don't throw away your R/M/E weapons yet"
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-08 09:27:24
Fenrir.Candlejack said: »Concerning the first limit break quest, unfortunately no. People still need a thf for TH on the mobs for the drops for it, and all SE did beyond putting in a KI to get past the infernal Banishing Gates in Shitadel was change where the mobs that dropped the items were, putting them in harder to get to areas due to higher level mobs. wiki said: Ancient Papyrus from a Lich or by clicking three ??? (at H-9, F-9 and F-7, enter from the (I-10) entrance in Batallia Downs) in The Eldieme Necropolis. Must click ALL three ???
Exoray Mold from an Exoray or by clicking three ??? (at I-10 (Map 1), I-6 (map 3), and G-10 (map 2)) in Crawlers' Nest Must click ALL three ???
Bomb Coal from an Explosure or by clicking three ??? (past the first Banishing Gate at I-8, SE corner of H-7 and G-6 *in that order) in Garlaige Citadel Must click ALL three ??? Not sure about the Necropolis because of the switches but the mold and coal at least would be soloable now, you can use the past to get around the gate in the citadel.
Edit: 55 cap you can suicide the ???s since they are always up now and the remaining ones are all soloable till 95 which has been gimped pretty hard from what I've heard.
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Ragnarok.Ashman
Server: Ragnarok
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Posts: 4252
By Ragnarok.Ashman 2013-05-08 09:30:56
Fenrir.Candlejack said: »On a personal level, I hope Matsui's too afraid to sleep at night due to what he's done. I hope that fear burns itself into his head. Matsui, the very dev that had gone on record claiming his highest level character was a goddamned level 40. The very dev that doesn't have an R/M/E weapon due to his LEVEL BEING TOO LOW FOR THEM, which may explain why he seemingly hates them and those who have them. The very dev who more than likely doesn't gear swap for optimum damage or spell power.
I sometimes question why SE even gave him control instead of just setting Tanaka up to work from home during his prolonged illness. At least Tanaka knew wtf was up with gear and told us long beforehand. Tanaka also understood that the "legendary" weapons were intended to be the best we could get our hands on and did what he could to ensure it remained that way.
Dude.... it's a game.
Except... it's his job. If this were a fashion company, and not a video game company, where he delivered clothing "accepted by 30%, and hated by 50% he'd be out of a job.
The world gets less accountable every year. I remember when that clown flipped the cruise ship and got fired people were like OMG HE DIDNT MEAN IT THO #SWAG #YOLO. He flipped a vessal that cost more than his next 10 generations will make in a lifetime. Of course he got fired.
Its just a game man and I'm sure he sleeps pretty good with all the money they keep making off of people who keep saying they are going to Rage quit.
Implying he gets any share of the profit. One more mistake like this and he's going to get "health related issues" and be sewing shoes with Tanaka.
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By Leviathan.Catnipthief 2013-05-08 09:33:48
Fenrir.Candlejack said: »On a personal level, I hope Matsui's too afraid to sleep at night due to what he's done. I hope that fear burns itself into his head. Matsui, the very dev that had gone on record claiming his highest level character was a goddamned level 40. The very dev that doesn't have an R/M/E weapon due to his LEVEL BEING TOO LOW FOR THEM, which may explain why he seemingly hates them and those who have them. The very dev who more than likely doesn't gear swap for optimum damage or spell power.
I sometimes question why SE even gave him control instead of just setting Tanaka up to work from home during his prolonged illness. At least Tanaka knew wtf was up with gear and told us long beforehand. Tanaka also understood that the "legendary" weapons were intended to be the best we could get our hands on and did what he could to ensure it remained that way.
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-08 09:39:11
From their collaborative fall fashion line:
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Posts: 2215
By Siren.Thoraeon 2013-05-08 09:46:29
From their collaborative fall fashion line:
 Tanaka would never endorse those shoes. They aren't balanced.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-08 09:48:44
From their collaborative fall fashion line:
 Tanaka would never endorse those shoes. They aren't balanced. He'd just try to tell you they were.
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Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-08 09:50:25
The balance issue isn't the red shoe, it's that that half of his pants arn't red
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By Lye 2013-05-08 09:57:31
Except... it's his job.
The world gets less accountable every year. I remember when that clown flipped the cruise ship and got fired people were like OMG HE DIDNT MEAN IT THO #SWAG #YOLO. He flipped a vessal that cost more than his next 10 generations will make in a lifetime. Of course he got fired.
We disagree. Telling someone that they aren't doing their job without an understanding of AT LEAST the technical responsibilities is no more than expressing personal dissatisfaction.
His job isn't to make you happy. It's to make Final Fantasy XI. Success and Failure come as a result of his job and aren't measured by YOUR personal satisfaction.
Regardless, I fail to see what flipping a cruise ship has to do with Final Fantasy XI other than your soap-box labeled "Kids these days...."
Furthermore, if you operate under a pre-determined conclusion, the mind easily aligns supporting evidence. It's probably a cognitive bias. I don't have time to look up the name.
Siren.Mosin
By Siren.Mosin 2013-05-08 10:02:42
Valefor.Sehachan
Server: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-05-08 10:12:37
Actually he does have to make us happy, cause if we leave he won't have a game to work on anymore.
Why does this even need to be explained? If there's a sudden drop in subscriptions it's not like the company will be cool with it cause "it's not their problem", it's only their problem to begin with. We can come and go on a whim, nothing to lose, they do lose a lot though.
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Fenrir.Camaroz
Server: Fenrir
Game: FFXI
Posts: 320
By Fenrir.Camaroz 2013-05-08 10:13:47
From their collaborative fall fashion line:
 Tanaka would never endorse those shoes. They aren't balanced.
Maybe he works here?
Server: Asura
Game: FFXI
Posts: 455
By Asura.Isiolia 2013-05-08 10:14:50
His job isn't to make you happy. It's to make Final Fantasy XI. Success and Failure come as a result of his job.
What makes FFXI a success is retaining, if not growing the playerbase.
That's his job. Keeping us paying to play this game. Keeping the customers happy.
If he wants to revise aspects of the game, he needs to do it in a way that doesn't piss off, alienate, or otherwise drive away players. Failing to do that is failing at his job.
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Leviathan.Kincard
Server: Leviathan
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Posts: 1442
By Leviathan.Kincard 2013-05-08 10:23:18
Strictly speaking his job is to make FFXI, full stop.
What determines if he's doing a good job or not is whether he's maintaining/increasing profit, not necessarily if he's "pleasing" the players (though logically that would lead to more profit).
There's a sect of players here that seem to be a bit deluded that them ragequitting over REMs will kill the game, but honestly I doubt that'll happen to XI, it still has a pretty healthy playerbase for a subscription MMO. On the other hand, it's also deluded to assume that pissing off a bunch of players won't have some kind of effect on what the game is raking in.
I do think it's correct to say though, that if you're pissed, you should cancel your account or something, not so much because "grr rage", but more because that's really the only thing they have to go off of since its clear by now they really don't give much of a ***about what people say on the forums, EN or JP.
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Valefor.Sehachan
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By Valefor.Sehachan 2013-05-08 10:25:30
Didn't say the game is gonna die. But less profit is less profit.
By mattyc 2013-05-08 10:25:41
get with the time's, or get the *** out, if you don't like direction of the game quit, nobody cares about QQ bitching about what Dev team is implementing into the game. dude Tanaka is sick, and you think he should still be working on a *** game? do you have a soul? if you were direly sick would you give 2 *** about anything but life itself? or is ffxi your life? horrible ***man, horrible....
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-08 10:26:12
Honestly when done properly I think Delve is a really exciting event
The adrenaline rush when we got to our third NM inside the Foret fracture last night was awesome and it's been a long time since I've had such a good time in FFXI
We didn't beat the third NM we tried(Krabakarpo - got it to 50%) but that's mostly because we had bad intel on its behavior and had never fought it before
I'm pretty sure if we go again tonight we should be able to kill it without much problem
By fonewear 2013-05-08 10:28:24
get with the time's, or get the *** out, if you don't like direction of the game quit, nobody cares about QQ bitching about what Dev team is implementing into the game. dude Tanaka is sick, and you think he should still be working on a *** game? do you have a soul? if you were direly sick would you give 2 *** about anything but life itself? or is ffxi your life? horrible ***man, horrible....
Yea son e-thugging for life.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-05-08 10:28:51
His job isn't to make you happy. It's to make Final Fantasy XI. Success and Failure come as a result of his job and aren't measured by YOUR personal satisfaction.
That's silly (i'm using the most polite term I can think of, sorry). That's like saying it's not a clowns job to make you laugh, it's just his job to tell jokes.
If he's not good at his job he gets replaced. Video games = video entertainment. He's not selling a necessity. It's a vice fee like watching TV or a movie. If the movie SUCKS you make no money and no one pays you to make movies anymore.
Quote: other than your soap-box labeled "Kids these days...."
I posted here for a day and then came back to check in like.... once a day since. If either of us is trying to feel justified for their POV, it's less me (and you've already been called out for acting ambivalent to hide your agenda several pages back).
By mattyc 2013-05-08 10:30:13
how is that e-thugging you tool? i'm stating the obvious. if people can't live with direction of game, real life is taking applications. THE END.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-05-08 10:36:43
get with the time's, or get the *** out, if you don't like direction of the game quit, nobody cares about QQ bitching about what Dev team is implementing into the game. dude Tanaka is sick, and you think he should still be working on a *** game? do you have a soul? if you were direly sick would you give 2 *** about anything but life itself? or is ffxi your life? horrible ***man, horrible....
I'm not going to take offense to your implications here but I do want to address something.
1) Tanaka is no longer employed by SE. It's not like he's on sick-leave... he just plain doesn't work for them.
2) my joke was implying that I didn't believe he was actually sick. I took the "leaving for unreleased health reasons" as "were politely saying he was fired, or he left before we went bankrupt". The fact that he made disparaging remarks about the FFXIV project when being interviewed FOR THE NEW PROJECT HE WAS TOTALLY HEALTHY ENOUGH TO GO WORK ON, leads me to believe this is accurate.
3) If he was actually sick, I would almost exclusively not make jokes at his expense. Please forgive me if I offended you, that was not my intention "homey"
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-08 10:41:34
how is that e-thugging you tool? i'm stating the obvious. if people can't live with direction of game, real life is taking applications. THE END.
The obvious? lol...
By mattyc 2013-05-08 10:45:18
"homie" is the proper vernacular, and well even if he isn't sick, he must have his reason's why he doesn't wanna work on game anymore. oh well, QQ more.
Siren.Mosin
By Siren.Mosin 2013-05-08 10:45:21
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Phoenix.Kojo
Forum Moderator
Server: Phoenix
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Posts: 12308
By Phoenix.Kojo 2013-05-08 10:45:56
how is that e-thugging you tool? i'm stating the obvious. if people can't live with direction of game, real life is taking applications. THE END.
He played the IRL card, get 'em, boys!
By mattyc 2013-05-08 10:49:40
ok, i'm done with trolling have fun living in your mom and dad's basement's and living on forums buh bye!
also: good song Mosin!
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-08 10:51:20
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-08 10:51:56
ok, i'm done with trolling have fun living in your mom and dad's basement's and living on forums buh bye!
also: good song Mosin!
Peace out, home slice.
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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|
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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 |
|
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 |
|
6 |
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Skirmish |
|
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) |
|
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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