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Artifact/Relic +4 Armor Speculation Thread
By Felgarr 2025-05-23 17:04:54
I figure I'd start this some what useless thread, where we speculate about +4 Artifact / Relic Armor.
Here's a quote from a previous thread that prompted my reply.
And there is no telling what kind of gear limbus brings.
Most can say is that it'll be job specific.
I am completely setting myself up for disappointment here but here it goes anyway: I hope the re-reforged AF and Relic bring some job unique enhancements and not just additional acc/macc/stat/wsd/mab/etc.
I've been thinking about this topic ever since Artifact and Relic+3 were first released. Please allow me to go into detail. We know that Artifact+3 currently has no Augment metadata but is still able to modify job abilities (like Shield Bash for PLD and Weapon Bash for DRK). Meanwhile, Relic+3 has augment metadata that modifies the performance of 2-hours and Merit Categories, right?
Based on the way that items are designed, we can only have items with no meta data, items with augments as metadata or items with usable features, like dispensable or "usable items/charges". This last one doesn't really seem plausible for +4 armor.
So, I think SE has 2 options:
1.) More Likely: Keep Artifact+4 and Relic+4 the same as +3 in this regard. Artifact+4 will likely have body-text and no augments. Relic+4 will have body text and merit/one-hour modifications as augments.
2.) Less Likely: Move all augments and job-modifying functionality into the body text for an item. This removes the item's metadata completely on the +4 armor and makes it hidden from our view. SE can decide a later date what to add augment data in a +5 (or completely renamed armor set at a future date).
Unforchy-worchy, #2 seems really unlikely because the resulting set of armor would not follow thematically or structurally to the progression of the +2, +3 and +4 armor itself. If +4 armor were a newly renamed set entirely, then this would be more likely.
Realistically, #1 seems much more likely, as it allows SE to more-or-less copy/paste the +3 armor, rename them to +4 and adjust acc/macc/stat/wsd/mab/etc. Now, I think that thematically, we will still see a few enhancements in certain categories:
1.) Some jobs will get (more) WSD in current slots that have WSD+6/10 or Ambu WSD gear. (See chart below for which pieces currently offer WSD+).
2.) Some jobs that don't have WSD+ in AF slots (like PLD and RUN) may get more WSD in a new slot).
3.) Each set has armor slots that are currently "throw-away pieces" or ...arguably offer the least utility to the job. I've outlined them as an opportunity for "Drastic Improvement" when upgraded to +4.
4.) Upgrades to stats like Phalanx, Magic Skills, Combat Skills, Enhancing Duration, Enfeebling, Magic Burst Damage, etc etc. These increases are also easy to predict.
In order to visualize this idea, I originally mapped all of the WSD pieces for all jobs, across Artifact, Relic, Ambu (and Empy gear). It always amused me how COR got Relic WSD+ in the feet slot and every other job had to resort to DM augments or Nyame, many years later to get WSD in that slot. Basically, the barrier for high DPS was reduced for COR specifically, by offering them this WSD+% piece in the foot slot. The opportunity cost being what it is, but anyway, I digress. The WSD layout for all AF/Ambu gear can be found here:
Now, this map below shows all of the Artifact armor for each job and how that slot plays a roll in modifying the jobs abilities and where I hope additional improvements are likely to occur.
Having said that, I've also highlighted the artifact pieces that don't offer anything particularly unique for the job and is an opportunity or good candidate for some interesting (drastic) job adjustments:
I can do this same analysis for Relic Armor too, but that is harder to convey due to the extra dimension of augments for merit categories AND the item text that may also provide a unique job enhancement. Anyway, I hope this helps someone.
TLDR: It's not too difficult to make an educated guesses where SE might introduce some new performance features in Artifact and Relic +4 armor. I'm assuming we are not caught offguard with crazy new paradigm shifts, sphere effects, usable charges, etc. I do expect the update to largely be a medium-effort copy/paste job with a few surprises in the red slots above. (I'm not trying to sound ungrateful, but I'm just really happy to be getting new FFXI content in 2025).
By Felgarr 2025-05-23 17:13:50
An assertion that I've always liked to make from a purely "gear progression" stand point, was how WSD+ armor was distribution across Artifact and Relic:
Basically, we see that before Empy +2/3 (remove the pink numbers), only Corsair was able to obtain WSD+ in the feet slot. Other jobs had to resort to DM augments and eventually Nyame gear years later.
Corsair only job to receive WSD in the feet slot, so:
Corsair was given a headstart if WSD+50% (or more) was the goal. Now, of course, this was released at the same time as Dynamis Divergence, so there are already a bunch of reasons why COR is a successful job in Divergence. The WSD+ bonus placed on Corsair relic feet could be an early indication of that. These two coincidences overlap very well, and could imply this was SE's intended way for us to play Dynamis-Divergence all along. (Of course, we'll never know for sure).
PLD/RUN (and SMN/BLM/WHM/GEO) get zero JSE with WSD on it and:
I was actually kind of ecstatic that Paladin had no WSD+ attributes on it's JSE. Before Artifact and Relic+3 was released, I was completely miffed when some event organizers insisted that PLD needs to do more damage. (what? lol).
By Felgarr 2025-05-23 17:21:17
I shared these two for posterity. The first chart outlines different bonuses from Artifact armor+3 across all 22 jobs. I did this just to get an sense if there was an commonality or pattern to how job adjustments were situated across different armor slots.
There doesn't appear to be large pattern other than that some jobs have more adjustments spread across all 5 artifact pieces than others.
Given that their are some opportunities to improve some jobs in specific slots, I think Artifact feet+4 will be the cheapest in terms of reforge costs. This is probably a good thing for RDM, which appears to be the only job that doesn't have any significant artifact boots in the feet slot.
For the jobs that have a fair amount of adjustments across all 5 slots (DNC/DRG/MNK/NIN/RNG/RUN/WAR), I think anyone's guess is good here. I'm certain that WSD+10 slots will get a boost perhaps to maybe 12 or 13%? ...but after that, who knows?
Since Artifact/Relic +2/+3 armor introduced WSD+ stats to JSE and Empy+2/3 introduced PDL+ to JSE ....maybe we'll see something similar with Artifact/Relic +4? :shrug:
I'm probably wrong though. I'm expecting this to be a hit-and-run, copy/paste job by SE.
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Asura.Eiryl
By Asura.Eiryl 2025-05-23 17:43:34
If the AF doesn't get the full empyrean treatment;
10 DT 12 WSD 80 ATT
It's all, all but useless from minute zero. Instantly dead content for all but the triest trihards.
(Like, people will make them anyway, cause thats what addicts do, but they won't be excited, it'll be obligation)
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By Dodik 2025-05-23 18:04:20
Want to see more job enhancing gear, like the original AF but taken to the free bonanza weapon level.
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By Taint 2025-05-23 18:13:30
Its +4 so it should be better than Emp+3 even if its just a little.
Server: Asura
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Posts: 1037
By Asura.Iamaman 2025-05-23 18:36:41
If they are aiming the content to be more solo accessible, then I would expect the improvements in stats to be on par with or slightly less than Empyrean+3. I doubt they'd do anything to deprioritize more group oriented content like Sortie and Odyssey, but I could be wrong.
My expectation is a slight improvement in the stat vomit, wider improvement in defensive stats, and minimal improvement in the unique stats on each item. I'd be surprised if their notable improvement is anything beyond defensive stats and other improvements everywhere else are smaller/more subtle.
If I read it right, the furnace you reforge in is in zone, which I find sus as hell. Part of me wonders if they have some limitation on how currency is stored/used in combination with the job you enter in on or something weird. Maybe I'm just jaded...
By Tarage 2025-05-23 18:39:35
I think you could also chart general usefulness of each piece, or if it is already obsolete.
For example, on Summoner:
Convoker's Horn +3 is flat out eclipsed by Beckoner's Horn +3. It has no use.
Convoker's doublet +3 is still BIS.
Convoker's bracers +3 only have use for high accuracy requirement mobs.
Convoker's spats +3 has use for magical accuracy.
Convoker's pigaches +3 only have use for high accuracy requirement mobs.
If they wanted to keep the status quo of usefulness or improve it, improving the horn in a different way than it being an idle piece(Maybe buffing SMN skill?) or giving it something new would possibly make it useful. Bracers and Pigaches could use accuracy increases. Doublet is fine. Spats should lean into magical accuracy.
Honestly if there were more gear for Summoner focused around increasing avatar stats or ward duration, that would be beneficial. The latter I don't think has ever been touched. Or focus on defensive and add -damage taken or MP utility like Siphon bonuses.
Basically if I were SE, I would be looking at every piece currently in use and asking myself "What is this used for?". They... don't always seem to follow that design philosophy sadly.
By Draylo 2025-05-23 19:15:54
Here is dreaming to some unique stats like blue magic buff duration+
Lakshmi.Byrth
VIP
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By Lakshmi.Byrth 2025-05-23 19:35:19
I hope we get something cool and unique, but I bet we will get the WSD/DT stuff others have mentioned, but also SE has pretty consistently exceeded my low expectations with these revamps over the years.
Things I don't expect that would be cool:
1. AF set bonus also boosts base stats at +4
2. AF+4 pieces count double towards the set bonus, so you cap wearing 2+regal ring
3. AF weapons are reforgeable
4. Relic+4 items gain a set bonus
5. They raise caps on waltz potency and jig duration as they release this
6. They increase the potency of the relic +4 augments
7. They take the one loser piece per set (Maxixi Tights and Horos Bangles) and make them not suck with something unique.
By SimonSes 2025-05-23 19:56:57
They have over 200 items for over 20 jobs and probably one designer for all of this. I will be seriously impressed if it's gonna be anything beyond generic stats identical for every job.
By Meeble 2025-05-23 20:03:17
It would be great to see new unique job specific stuff, but if they can get the basic stats on AF/Relic pieces that currently aren't worth reforging past +1 into the same ballpark as Empy +3, that'll be enough. The 400k muffins for a full set of +3 is a lot for new players without a Sortie static, so alternatives are great.
More DT options are always good, too. I know I'd appreciate more DT on THF, and more flex pieces could allow jobs that already have decent hybrid sets to use stuff like Null Shawl without compromising defense.
Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-05-23 21:15:31
They have over 200 items for over 20 jobs and probably one designer for all of this. I will be seriously impressed if it's gonna be anything beyond generic stats identical for every job.
I learned my lesson with empyrean upgrades when they were all the exact same stats plastered onto the +1s. Years later, there's no doubt in my mind this is the route they go.
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By Nariont 2025-05-23 21:15:57
They have over 200 items for over 20 jobs and probably one designer for all of this. I will be seriously impressed if it's gonna be anything beyond generic stats identical for every job.
Ill be surprised if they do anything beyond bumping numbers on some the unique traits on some pieces, da on war pieces, ta/crit dmg/steal on thf, waltz pot/step acc on dnc etc as basic examples
Quetzalcoatl.Jakey
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By Quetzalcoatl.Jakey 2025-05-23 21:32:47
Presumably the relic +4 head for drg will cap the new breath cap
By Dildonunchucks 2025-05-23 22:11:06
I bet there will be +4 and it will be really good
It will be SE way of making current content easier
Instead of going back and adjusting the content
I think the easiest way to adjust content
Would be open it to alliance
Laziness can be a good thing sometimes
They could still even create things like Aeonic Armor Set +3
By Dodik 2025-05-24 02:34:36
limitation on how currency is stored/used
My theory is that you get temporary currency while in the zone that you can only use in zone.
Asura.Sechs
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Posts: 10436
By Asura.Sechs 2025-05-24 02:48:43
They have over 200 items for over 20 jobs and probably one designer for all of this. I will be seriously impressed if it's gonna be anything beyond generic stats identical for every job. Was about to say...
By Minaras84 2025-05-24 02:59:10
They'll let us pick 2 augments of our choice, either job specific or generic, like they did with the add-on scenarios, mark my words.
Carbuncle.Nynja
Server: Carbuncle
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Posts: 5064
By Carbuncle.Nynja 2025-05-24 03:04:21
Pretty sure thats impossible, unless their intention is for it not to be storable.
By Felgarr 2025-05-24 03:24:43
Pretty sure thats impossible, unless their intention is for it not to be storable.
Yes that's correct, currently impossible. SE would have to erase the augment upon storing. If they wanted to store augments today, they'd have to assign a statically defined augment (like Relic/+1/+2 from level 75-90 Relic armor) ...I hope the Item Level system has given them more storage for these purposes.
We've got 22 jobs * 10 pieces of +4 armor = 220 unique, static augments. This can be indexed by 1 BYTE (255). So if, SE has 1,000,000 characters worth of data to retain and account for ...then we are talking about less than 1 single floppy disk worth of augment storage (0.95MB out of 1.44MB used). In fact, SE could actually spend half a page of text each, describing all 220 augments and still have 100 pages of free text/space on the floppy disk to use for Empyrean Armor +4.
Oh jeez, I hope SE has it in the budget this year. :/
Ragnarok.Marquiss
Server: Ragnarok
Game: FFXI
By Ragnarok.Marquiss 2025-05-24 03:27:45
If it’s anything like emp +2 it will be worth upgrading.
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By Lili 2025-05-24 04:03:56
3. AF weapons are reforgeable
I've been clamoring for this for years :( give us some LORE
Then again war has an 1h axe, dnc has a throwing chakram, sch has a SPELL... Which I personally think is all very cool, but it would take them some thought.
Also I am pretty sure Oboro weapons is what they think of "ilvl af weapons" already.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10436
By Asura.Sechs 2025-05-24 04:26:16
LET'S REFORGE THE SPELL.
REMA quality spell for SCH!
lol
By Dildonunchucks 2025-05-24 04:44:00
That would be cool if they added unique OP spells
To ultimate weapon staffs
A new summon like bahamut on Nirvana
By Felgarr 2025-05-24 05:01:39
3. AF weapons are reforgeable
I've been clamoring for this for years :( give us some LORE
I got you, fam. I took some creative liberties:
1.) Farm your JSE subligar from Phumonia Aqueducts.
2.) Trade your JSE subligar and your job's original artifact item into the volcano at Ifrit's Cauldron
3.) If successful, you'll receive a Dirty Subligar and Burnt Artifact in return.**1
4.) Talk to Brigid while wearing the Dirty Subligar for some dialog about how your character reeks of something truly awful.
5.) Talk to Aurix in Rulude Gardens who is completely enthralled by your enchanted musk. He takes your Burnt Artifact and says that your Dirty Subligar can be cleaned and pressed if it's bathed in light first.
6.) Here, you'll need the Dynamis Divergence Mask of Light for your corresponding race and to take the Burnt Artifact up to the top of the Garden of Ru'Hmet, but following the path of your Race's Tower**2.
7.) Once at the top, you'll get a short cutscene with Kupofried who hands you a magical laundry slip.
8.) Talk to the Moogle in your Mog House, who recognizes the laundry slip and returns the following game day. He says your subligar was ruined beyond repair, and hands you a reforged AF weapon as a token of apology.
**1: Each job has an assigned game-day for success and all other game-days will cause you to fail.
**2: If you're Elvaan, you'll need an Elvaan Mask of Light and to take the Dirty Subligar to the top of the Elvaan Tower in the Garden of Ru'Hmet.
By LightningHelix 2025-05-24 10:13:37
7. They take the one loser piece per set (Maxixi Tights and Horos Bangles) and make them not suck with something unique.
got it
By deathsv 2025-05-24 13:59:39
Synergy tho? Wouldnt this have things leaning towards no "+4"s, only +3 augments?
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Asura.Eiryl
By Asura.Eiryl 2025-05-24 14:07:15
It's not synergy.
It's an "npc that looks like a furnace"
(It's to symbolize holding points, a garbage can would be too on the nose)
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Lakshmi.Buukki
Server: Lakshmi
Game: FFXI
By Lakshmi.Buukki 2025-05-24 15:11:44
Synergy tho? Wouldnt this have things leaning towards no "+4"s, only +3 augments?
It would be funny and kind of annoying but interesting new Limbus was like a capture-the-flag kind of event where you killed monsters for certain materials then ran back to the synergy post to craft, but enemies would chase after you to stop you from completing your goal. It would have an interesting element of some Assault/Meebles quests along with the nostalgia of a Besieged-style defense element.
i.e. Artifacts take ~8min to craft, Relic takes ~16min, varies with piece and number of materials used. In that timeframe, get ready to protect your gear by fighting off waves of mobs xD
[+]
I figure I'd start this some what useless thread, where we speculate about +4 Artifact / Relic Armor.
Here's a quote from a previous thread that prompted my reply.
And there is no telling what kind of gear limbus brings.
Most can say is that it'll be job specific.
I am completely setting myself up for disappointment here but here it goes anyway: I hope the re-reforged AF and Relic bring some job unique enhancements and not just additional acc/macc/stat/wsd/mab/etc.
I've been thinking about this topic ever since Artifact and Relic+3 were first released. Please allow me to go into detail. We know that Artifact+3 currently has no Augment metadata but is still able to modify job abilities (like Shield Bash for PLD and Weapon Bash for DRK). Meanwhile, Relic+3 has augment metadata that modifies the performance of 2-hours and Merit Categories, right?
Based on the way that items are designed, we can only have items with no meta data, items with augments as metadata or items with usable features, like dispensable or "usable items/charges". This last one doesn't really seem plausible for +4 armor.
So, I think SE has 2 options:
1.) More Likely: Keep Artifact+4 and Relic+4 the same as +3 in this regard. Artifact+4 will likely have body-text and no augments. Relic+4 will have body text and merit/one-hour modifications as augments.
2.) Less Likely: Move all augments and job-modifying functionality into the body text for an item. This removes the item's metadata completely on the +4 armor and makes it hidden from our view. SE can decide a later date what to add augment data in a +5 (or completely renamed armor set at a future date).
Unforchy-worchy, #2 seems really unlikely because the resulting set of armor would not follow thematically or structurally to the progression of the +2, +3 and +4 armor itself. If +4 armor were a newly renamed set entirely, then this would be more likely.
Realistically, #1 seems much more likely, as it allows SE to more-or-less copy/paste the +3 armor, rename them to +4 and adjust acc/macc/stat/wsd/mab/etc. Now, I think that thematically, we will still see a few enhancements in certain categories:
1.) Some jobs will get (more) WSD in current slots that have WSD+6/10 or Ambu WSD gear. (See chart below for which pieces currently offer WSD+).
2.) Some jobs that don't have WSD+ in AF slots (like PLD and RUN) may get more WSD in a new slot).
3.) Each set has armor slots that are currently "throw-away pieces" or ...arguably offer the least utility to the job. I've outlined them as an opportunity for "Drastic Improvement" when upgraded to +4.
4.) Upgrades to stats like Phalanx, Magic Skills, Combat Skills, Enhancing Duration, Enfeebling, Magic Burst Damage, etc etc. These increases are also easy to predict.
In order to visualize this idea, I originally mapped all of the WSD pieces for all jobs, across Artifact, Relic, Ambu (and Empy gear). It always amused me how COR got Relic WSD+ in the feet slot and every other job had to resort to DM augments or Nyame, many years later to get WSD in that slot. Basically, the barrier for high DPS was reduced for COR specifically, by offering them this WSD+% piece in the foot slot. The opportunity cost being what it is, but anyway, I digress. The WSD layout for all AF/Ambu gear can be found here:
Now, this map below shows all of the Artifact armor for each job and how that slot plays a roll in modifying the jobs abilities and where I hope additional improvements are likely to occur.
Having said that, I've also highlighted the artifact pieces that don't offer anything particularly unique for the job and is an opportunity or good candidate for some interesting (drastic) job adjustments:
I can do this same analysis for Relic Armor too, but that is harder to convey due to the extra dimension of augments for merit categories AND the item text that may also provide a unique job enhancement. Anyway, I hope this helps someone.
TLDR: It's not too difficult to make an educated guesses where SE might introduce some new performance features in Artifact and Relic +4 armor. I'm assuming we are not caught offguard with crazy new paradigm shifts, sphere effects, usable charges, etc. I do expect the update to largely be a medium-effort copy/paste job with a few surprises in the red slots above. (I'm not trying to sound ungrateful, but I'm just really happy to be getting new FFXI content in 2025).
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