|
[dev1296] Aeonic Weapons
Phoenix.Syto
Server: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Syto 2015-10-30 12:48:31
Quote: I think that's probably right.
Kind of hope they flag the level 4 skillchain to not trigger off self-scs in some way, especially assuming Aeonic AM won't repeat the Mythic AM multi-hit. The gap between DDs that can reliably self-SC and those that can't is wide enough as it is right now.
You must referring to SAM vs every other job. Ooh yeah! I remember that gap. Yeah, I think it's pretty wide. Lol #SAM4Lyfe
Caitsith.Mahayaya
Server: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2015-10-30 12:50:46
I think at this point any job with capped haste can self skillchain fairly reliably. No mythics needed, but you do need proper gear, especially STP and good bit of multihit.
I dunno how I feel about the self skillchain of these new ones yet. If you did have it where someone else had to open or close, there's going to be so much exclusion in parties... "I NEED an Aeonic player to help open for me for this fight."
And people will be even more anal about being the SC closer than they are now so they can maximize their parse for their feels.
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10103
By Asura.Saevel 2015-10-30 12:53:50
*note*
SAM does have one major trick up it's sleeve, but its requirements are pretty steep. SAM's can do six step double light SC's, it requires quite a bit of skill and your party needs to support you but when executed properly it's absolutely devastating in effect. It's requirement is that the SAM be the only melee present, which poses an entirely different set of problems.
You know you can skillchain with other people yeah?
Bad idea with multi-step SC's unless one person is doing several then another is finishing with several. The timing gets tighter the more steps you add until lag starts to become a big issue. Two different melee's trying to do a six step together will just *** it up and result in a mess, better to just use two compatible WS's and make constant Light / Dark chains with each other. The 5~6 step is potent because the SC and bonus MB damage climb into astronomical numbers.
Server: Sylph
Game: FFXI
Posts: 1119
By Sylph.Safiyyah 2015-10-30 12:55:32
Quote: Summoner is great but needs a mythic, some specific gear, and the right setup/target in order to really shine. SMN also has a very high investment of time to even get the basic stuff. I think we forget sometimes, but look at everything you need for summoner- very high fame in multiple areas, completion of ToAU missions, completion of a lot of CoP, completion of WotG, etc.
True, but what you're describing here is just...playing the game. I mean, I wouldn't want to do all that for a mule but you're not exactly going into the reeds for this stuff generally.
For a player who is just starting, you could skip this stuff for most other jobs. It's not a requirement; most of the gear from pre-Adoulin has been surpassed with other options. For summoner, it is mandatory. You literally can't play the job at a decent level without this stuff.
SMN strength is just right, I think, given how much work it takes.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10103
By Asura.Saevel 2015-10-30 13:06:31
Caitsith.Mahayaya said: »Yeah, an average player on BLU could probably dish out loads of damage. Just take the DD gearsets, the DD spell sets and go and do SR. Bam, depending on gear you've outparsed even BLUs who have played the job for years and if you have the gil to spend on +1 abjuration gear, pretty easy to do.
No he won't, they will suck and wonder why. I keep trying to tell you guys, it's not as simple as you seem to think.
Example, just got out of a SR run where the setup was
Mythic BLU (me)
Mythic BLU
Non-Mythic BLU
WHM
GEO
COR
Had the WHM do boost-DEX and typical stuff. COR did Hunters and Samurai's, GEO full timed Vex and Attunment while putting entrust fury during the 2nd NM. Me and the other mythic BLU were comparable in gear level, the third BLU had recently started playing BLU by the looks of it, had decent gear but not on the same level as me and the other guy. Ran scoreboard the entire time and the final DPS numbers had be 35~41% ahead of the other mythic BLU and 81 ~ 117% ahead of the new guy. I ended up with hate 60~80% of the time and would usually just hold it with pure damage output.
Two DPS runs where I actually bothered writing it down.
Saevel 891
Other Mythic BLU 628
Regular BLU 490
Saevel 721
Other Mythic BLU 534
Regular BLU 331
Oh and I died due to No Quarter on both these runs, so the last ~10% of August was the other two guys. Runs lasted 6~7 min with the first 90s being buffing.
After I noticed these I convinced the regular BLU to provoke the NMs at the start, gave me a breather from switching into DT sets. That was when I started hitting 40%+ of the damage with the second mythic guy being behind me by quite a bit.
Now if I invite Arnan out and get a dedicated tank so we don't have to be in -DT sets often or deal with Null Field the we'll be neck in neck the entire fight and things just melt.
Typical Spell Loadout is
Erratic Flutter (Fast Cast II / Haste II)
Paralyzing Triad (SC Bonus III)
Barbed Crescent / Delta Thrust (DWIII)
Empty Thrash / Heavy Strike / Thrashing Assault (Triple Attack)
Sudden Lunge / Fantod / Diffusion Ray (Store TP IV)
Nat. Meditation / Anvil Lightning (Acc Bonus IV)
Blinding Fulgor (Magic Evasion Bonus III)
Sinker Drill (Critical Attack Bonus III)
Barrier Tusk DT II -15%
Winds of Promy (AoE Erase, just in case)
Wild cards are WoP and Blinding depending on how much I trust the WHM and GEO, in this case it was a PUG so I ended up having to use WoP quite frequently.
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-10-30 13:19:17
*note*
SAM does have one major trick up it's sleeve, but its requirements are pretty steep. SAM's can do six step double light SC's, it requires quite a bit of skill and your party needs to support you but when executed properly it's absolutely devastating in effect. It's requirement is that the SAM be the only melee present, which poses an entirely different set of problems.
You know you can skillchain with other people yeah?
Bad idea with multi-step SC's unless one person is doing several then another is finishing with several. The timing gets tighter the more steps you add until lag starts to become a big issue. Two different melee's trying to do a six step together will just *** it up and result in a mess, better to just use two compatible WS's and make constant Light / Dark chains with each other. The 5~6 step is potent because the SC and bonus MB damage climb into astronomical numbers. I wouldn't say so, there's a lot of potential with 2 person multistep SC, especially if you're using weaponskills with good fTP multipliers. In my experience, it's more consistent using multiple people (provided they are on the same page) since there are always things like enemy TP moves that can stun or something to interrupt a solo SC.
I'm guessing that if you're not able to do this, either there's room for more communication between your melees, or that you're missing out on certain SC properties due to limited weapon selection. In your case, a party of only BLUs (presumably using swords) would be missing Fusion, except when CA is up. Coordinating in a good Fusion WS could probably boost your kill speed.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2015-10-30 13:19:45
Would be nice if it was a soloable goal, but I'm sure there'll be content requirements, thus need a party at the very least for certain stages.
*sulks* My imaginary Trust friends would love to do it with me.
[+]
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 10103
By Asura.Saevel 2015-10-30 13:25:21
*note*
SAM does have one major trick up it's sleeve, but its requirements are pretty steep. SAM's can do six step double light SC's, it requires quite a bit of skill and your party needs to support you but when executed properly it's absolutely devastating in effect. It's requirement is that the SAM be the only melee present, which poses an entirely different set of problems.
You know you can skillchain with other people yeah?
Bad idea with multi-step SC's unless one person is doing several then another is finishing with several. The timing gets tighter the more steps you add until lag starts to become a big issue. Two different melee's trying to do a six step together will just *** it up and result in a mess, better to just use two compatible WS's and make constant Light / Dark chains with each other. The 5~6 step is potent because the SC and bonus MB damage climb into astronomical numbers. I wouldn't say so, there's a lot of potential with 2 person multistep SC, especially if you're using weaponskills with good fTP multipliers. In my experience, it's more consistent using multiple people (provided they are on the same page) since there are always things like enemy TP moves that can stun or something to interrupt a solo SC.
I'm guessing that if you're not able to do this, either there's room for more communication between your melees, or that you're missing out on certain SC properties due to limited weapon selection. In your case, a party of only BLUs (presumably using swords) would be missing Fusion, except when CA is up. Coordinating in a good Fusion WS could probably boost your kill speed.
Short answer: no.
Long Answer: BLU has access to a fusion club WS, so fusion isn't a problem. Timing a three or even four step SC isn't that big an issue, but the 5th and 6th steps have very narrow windows and lag will result in people going too early or too late which in turn just cause's lost potential DPS. If I was dual boxing the two melee's in question then it's not as much a problem because I would knew when I had hit a button and could compensate for lag internally. Players across the internet can't and R values are constantly shifting around. At low step levels there is a pretty wide window so two or three step is easy and fourth shouldn't be much of a problem.
Nice insult hidden inside there, I remember you being good at that.
Server: Siren
Game: FFXI
Posts: 117
By Siren.Clinpachii 2015-10-30 13:34:54
Would be nice if it was a soloable goal, but I'm sure there'll be content requirements, thus need a party at the very least for certain stages.
*sulks* My imaginary Trust friends would love to do it with me.
Hey now. There is nothing imaginary about my friends! Everyone can see them so I'm not crazy! Not crazy. Crazy. *rocks back and forth*
By ScaevolaBahamut 2015-10-30 13:37:44
Quote: I think that's probably right.
Kind of hope they flag the level 4 skillchain to not trigger off self-scs in some way, especially assuming Aeonic AM won't repeat the Mythic AM multi-hit. The gap between DDs that can reliably self-SC and those that can't is wide enough as it is right now.
You must referring to SAM vs every other job. Ooh yeah! I remember that gap. Yeah, I think it's pretty wide. Lol #SAM4Lyfe
That and DNC, yeah.
EDIT: Thousandth post! Bring on the girls!
YouTube Video Placeholder
Caitsith.Mahayaya
Server: Caitsith
Game: FFXI
Posts: 3341
By Caitsith.Mahayaya 2015-10-30 13:41:27
Doesn't seem like an insult, unless you wanted to take it that way.
Bismarck.Snprphnx
Server: Bismarck
Game: FFXI
Posts: 2715
By Bismarck.Snprphnx 2015-10-30 14:06:22
Quote: I think that's probably right.
Kind of hope they flag the level 4 skillchain to not trigger off self-scs in some way, especially assuming Aeonic AM won't repeat the Mythic AM multi-hit. The gap between DDs that can reliably self-SC and those that can't is wide enough as it is right now.
You must referring to SAM vs every other job. Ooh yeah! I remember that gap. Yeah, I think it's pretty wide. Lol #SAM4Lyfe
That and DNC, yeah.
EDIT: Thousandth post! Bring on the girls!
YouTube Video Placeholder
A buffed Nin can often self-SC as well now also. #daken4Life
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-30 15:23:20
Bismarck.Snprphnx said: »A buffed Nin can often self-SC as well now also. #daken4Life
A 1200 JP RDM with Taeon can self-SC without other people's buffs as well now also.
Leviathan.Protey
Server: Leviathan
Game: FFXI
Posts: 685
By Leviathan.Protey 2015-10-30 22:53:06
Cerberus.Stubbsie said: »just watch they will put up requirements be something stupid like 1 r.goldpiece 1=10,000 byne bill 1 R.Stripeshell, 3000 hmps, 100 cinders and to cap it off 60k alex :P just have to wait and see
Upgraded in 5 stages, each stage require 10k 2-Leaf Chloris buds.
If we're going to go full nutbar here... then let's have it also require 150 scoria, 250 marrows, AND 3,000 riftcinders. Because we make the aeonic weapon have the ultimate afterglow by combining all teh afterglows! ***evil Tanaka laugh in background***
Server: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2015-10-30 23:40:43
Add in 5000 Hp bayld 100mil cruor 20,000 ABC, 1000 of each WoE coins, some items from WotG campaign fights npc sells for 10mil allied notes and a signed autograph from Whoever is #1 on AH list that day.
Phoenix.Syto
Server: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Syto 2015-10-31 00:16:24
Leviathan.Brotherhood said: »Add in 5000 Hp bayld 100mil cruor 20,000 ABC, 1000 of each WoE coins, some items from WotG campaign fights npc sells for 10mil allied notes and a signed autograph from Whoever is #1 on AH list that day.
I'm ready.... Let's do this Bro..
Server: Leviathan
Game: FFXI
Posts: 734
By Leviathan.Brotherhood 2015-10-31 00:20:05
Get yo dango After glow 1st Mr.
Phoenix.Syto
Server: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Syto 2015-10-31 00:27:40
Leviathan.Brotherhood said: »Get yo dango After glow 1st Mr.
Inorite? It will come. ^_^ Just busy with my new PLD atm. Like many others, I am awaiting the effects of Matsui and Tanaka's final laugh after just finishing Burtgang. This is going to be hilarious if these new weapons actually crush Mythics in utility and DD. (DD I predict it will for sure, just not so sure about utility). So many will rage quit if they have better utility (i.e. Burtgang's vital - 50% PDT utility vs new Aeonic Sword's).
We all know how their "Side-Scaling of weapons" has failed so miserably over generations of weapons development. Let's hope they get it right this time with weapons. They did a good job with the hybrid usage of different instruments and shields. I just think they could of done a lot better in the weapons field over the generations.
Leviathan.Krysten
Server: Leviathan
Game: FFXI
Posts: 751
By Leviathan.Krysten 2015-11-02 04:22:04
im curious will we see the actual armor this update or not till next one?
Phoenix.Faloun
Server: Phoenix
Game: FFXI
Posts: 81
By Phoenix.Faloun 2015-11-07 00:30:02
I got a feeling that those weapons will require Job points. Like, when you hit 2100, you can start the quest ans you'll need to gather Like 10k JP. Ans maybe somme new currency from SR.
Valefor.Yankke
Server: Valefor
Game: FFXI
Posts: 34
By Valefor.Yankke 2015-11-07 08:04:47
Asura.Floppyseconds said: »I got a feeling that those weapons will require Job points. Like, when you hit 2100, you can start the quest ans you'll need to gather Like 10k JP. Ans maybe somme new currency from SR.
I get a feeling the only reasonable thing we can infer is that the new stones from NMs in the new escha zone are part if it.
Speculation is so taxing.
Job Master 2100 JP, then u can start the Aeonic Weapons quest :D
Cerberus.Cruxus
Server: Cerberus
Game: FFXI
Posts: 333
By Cerberus.Cruxus 2015-11-07 08:24:16
I wish that SE would've given us an idea on what one of the weapons stats looked like (when completed) in relation to current equivalent R/M/E WITH the new upgrade they mentioned. Most likely, if starting the quest would require the Job Master, the only one of these I would even consider would be h2h and if it's job specific, PUP h2h cause that's currently the only job I currently have @ 1200 Job Points. But I'm also gonna have to see what the upgrade is going to be, since I currently hold Mythic for PUP...but guess I'll have to wait till the mining begins on the 10th. (Readies pick-axe and safety helmet for massive list of .dat mining)
By dedrummer000 2015-11-12 02:07:27
so looking at the new weapons, everyone has been talking about how the tp bonus is either helpful or not helpful for that particular WS, but i realized, its mentioned before the AM for the weapons and before mentioning the WS name. could this be a 500 tp boost to any WS used with that weapon? the more i look at it, the more i think that.
VIP
Server: Asura
Game: FFXI
Posts: 234
By Asura.Darvamos 2015-11-12 02:15:06
so looking at the new weapons, everyone has been talking about how the tp bonus is either helpful or not helpful for that particular WS, but i realized, its mentioned before the AM for the weapons and before mentioning the WS name. could this be a 500 tp boost to any WS used with that weapon? the more i look at it, the more i think that. That's how I read it. TP Bonus +500 for any WS. Whatever the WS listed on it was just for getting AM up.
I think if it was only for that WS it would of been worded as:
"WS Name: TP Bonus +500"
Phoenix.Syto
Server: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Syto 2015-11-12 02:22:16
so looking at the new weapons, everyone has been talking about how the tp bonus is either helpful or not helpful for that particular WS, but i realized, its mentioned before the AM for the weapons and before mentioning the WS name. could this be a 500 tp boost to any WS used with that weapon? the more i look at it, the more i think that.
Yes. The point of the 500 TP Bonus trait is to help contribute to the rate of weaponskill trigger so that you can achieve Light/Dark level quicker and then surpass it with the additional Merit WS step (with Aftermath active of course). This is just my thought, I could be wrong.
Even though the speed won't surpass the "Twice/Thrice speed" that Mythics possess for example with SAM on Koga, it does significantly help those jobs that have difficulty accessing that TP gain rate and give them some utility in achieving Light/Dark levels and then of course Ultimate SC.
From SAM perspective, the Aeonic Weapon will greatly compete with Koga if they don't increase damage on REMs, but it will be slower than Koga with AM3 always up to achieve Light/Dark. The AM3 trigger rate is still dominant factor on Mythics. Utility is where these Aeonic blades will shine. That is if that utility is worth it (i.e. 300%+ Magic Burst/Skillchain Bonus on successful Ultimate SC Creation). If they make it "meh" for bonus/utility then they will not be as attractive other than another trophy/lockstyle item.
Either way here's a cheer for #lockstyleAeonics. ^_*)y
SE still has a chance to redeem themselves with these weapons. Lets see what the testing reveals.
Bismarck.Cloudxi
Server: Bismarck
Game: FFXI
Posts: 60
By Bismarck.Cloudxi 2015-11-12 02:22:28
so looking at the new weapons, everyone has been talking about how the tp bonus is either helpful or not helpful for that particular WS, but i realized, its mentioned before the AM for the weapons and before mentioning the WS name. could this be a 500 tp boost to any WS used with that weapon? the more i look at it, the more i think that. That's how I read it. TP Bonus +500 for any WS. Whatever the WS listed on it was just for getting AM up.
I think if it was only for that WS it would of been worded as:
"WS Name: TP Bonus +500"
if thats the case, these weapons are all pretty great, highest damage if not near highest with a fat tp boost.
Server: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2015-11-12 02:28:28
I would interpret it that the TP Bonus applies to all WSs. I think the other things we'll be left asking for a while are:
- Does the Merit WS need to be used as part of the Ultimate Skillchain?
- Do they boost the Merit WS damage the way Relic and Mythic do?
- Does the TP Bonus work offhand?
- Are RME weapons getting the same boosts to skill/DMG? A dev post seems to suggest that they will somehow.
- Exenterator is still *** (that's not a question, professor)
[+]
Leviathan.Syto
Server: Leviathan
Game: FFXI
Posts: 10
By Leviathan.Syto 2015-11-12 02:28:41
so looking at the new weapons, everyone has been talking about how the tp bonus is either helpful or not helpful for that particular WS, but i realized, its mentioned before the AM for the weapons and before mentioning the WS name. could this be a 500 tp boost to any WS used with that weapon? the more i look at it, the more i think that. That's how I read it. TP Bonus +500 for any WS. Whatever the WS listed on it was just for getting AM up.
I think if it was only for that WS it would of been worded as:
"WS Name: TP Bonus +500"
if thats the case, these weapons are all pretty great, highest damage if not near highest with a fat tp boost.
They probably will be highest in damage, but lets see if that margin changes with the promised "REM modification/update" that SE promised us.
Edit: highest in base* damage
[dev1296] Aeonic Weapons
A new class of armaments, aeonic weapons, will be added via a new quest.
Aeonic weapons are of the same caliber as relic, mythic, and empyrean weapons, and possess an aftermath effect that enables the activation of new skillchains that surpass light and darkness.
* Completion of the aeonic weapons requires completion of a quest to be added in a subsequent update.
And here it is folks, while not necissarily from Seakers expansion, another new set of Relic/Mythic level of weapons
|
|