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  1. #41
    Player Ayrlie's Avatar
    Join Date
    Aug 2011
    Location
    sandy
    Posts
    9
    Character
    Flonnezilla
    World
    Phoenix
    Main Class
    SMN Lv 99
    There has to be an easier method of getting certain cooking ingredients for skill levels 100-110. HELM has drove me crazy to the point I quit doing that in favor of camping the AH for Cerebus and Dragon Meats and making Red Curry to 101 and Smoldering Salisbury Steak to 110.
    (0)

  2. #42
    Player
    Join Date
    Mar 2011
    Posts
    280
    Quote Originally Posted by Rustic View Post
    Just to give people a simple example of "what it's like to craft with a Shaper's Shawl":
    That's not shawl, you'd skill up just as quickly without it. Synthesis skill ups get rarer the higher the level the synth. I got alchemy from 1-40 in a couple hours, but then it took leather 80 or so synths to get one+0.1 at 80.

    Though like I said, just a couple saved synths, even an imperceptable +1% increase, breaks even for you at higher levels.
    (1)

  3. #43
    Player Rustic's Avatar
    Join Date
    Dec 2012
    Posts
    468
    Character
    Rustic
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by Louispv View Post
    That's not shawl, you'd skill up just as quickly without it. Synthesis skill ups get rarer the higher the level the synth. I got alchemy from 1-40 in a couple hours, but then it took leather 80 or so synths to get one+0.1 at 80.

    Though like I said, just a couple saved synths, even an imperceptable +1% increase, breaks even for you at higher levels.
    I've done +4/+5 cap skillups before. Even in the high 20's, you don't get that constant stream of skillups. At that point, he was literally 100% on skillups for every single successful synthesis. Normally, it's more like 50-65% or so. Heck, for an example from when I was doing Alchemy.

    Cap 29 item. started at 21 skill with Adv. Imagery for an effective 24 skill.

    21-22 took 20 synths. Two of these were .2 gains. Six were .1 gains. Five were failures.
    22-23 took 15 synths. Again, 2 were .2, six were .1 gains. Four were failures.
    23-24 took -thirty- synths. One was .2, eight were .1 gains. Nine were failures.

    Total synths from 21-24: 65 crystals. 18 failures, five .2 gains, twenty .1 gains. Compare that to the ram leather + shawl pic above.
    (0)
    Last edited by Rustic; 03-13-2013 at 01:08 AM.
    Old-time player, new-time character- Ragnarok server.

  4. #44
    Player Ziyyigo-Tipyigo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    Quote Originally Posted by Ayrlie View Post
    There has to be an easier method of getting certain cooking ingredients for skill levels 100-110.
    Walk of Echoes!

    /duck
    (0)
    Nothing in the above post is intended to disparage Square Enix or FINAL FANTASY XI, or to criticize Square Enix staff; such behavior would be a violation of the FINAL FANTASY XI User Agreement. Any such violations of the FINAL FANTASY XI User Agreement should be reported to Square Enix immediately, by using the "Report Post" icon in the bottom-left of forum posts.

    No Moogles were harmed in the making in this post. Stars save the Sibyl!

  5. #45
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99

    What has been implemented in the space of two years?

    I'll mostly just focus on what has changed in any way that was on the suggestion list. If it isn't listed, it is likely because almost nothing has changed:

    Quote Originally Posted by Economizer View Post
    Consumables can take a lot of effort to craft, what with large amounts of crafting, and having to bag or quiver large amounts of them. So for all (appropriate) crafts, I will propose a crafting KI that works like Trituration or Boltmaker, but instead of just lowering the need for a crystal, it will automatically bag the results so HQ can have more then a stack of 12 or 99 as the result.

    This will be particularly important for Ninja Tools, although making Bolts, Bullets, and Arrows will also greatly benefit. Bolts and arrows could probably be from an adjusted or renamed "Boltmaker" while bagging toolbags and casing cards could be from a new "Bagging" or "Bundling" KI that all crafts can obtain.
    Nope. To be fair crafting delays have gone down a little, which slightly lessens this, however you still have crystal costs, which have maintained for various reasons.

    Quote Originally Posted by Economizer View Post
    Alchemic Purification is only used to make Hallowed Water which is very useful, but the KI could be expanded to make other recipes.
    They added one item, Resolution ring.

    Quote Originally Posted by Economizer View Post
    Bonecrafters would benefit from certain bone materials possibly being made stackable.
    And so it has.

    Quote Originally Posted by Economizer View Post
    Bone Purification is only effectively used to make Vivified Coral (Reraise Gorget/Hairpins) which is very useful, but otherwise doesn't make very useful things, much like the majority of enchanting KI.
    Still only used to make Vivified Coral, however Vivified Coral can now be used for an Airmid's gorget, and Blenmot's Ring/+1.

    Quote Originally Posted by Economizer View Post
    Cloth Ensorcellment generally doesn't make very useful things, much like the majority of enchanting KI.
    Slightly more useful since its used in making a piece of Scholar gear that can now be reforged.

    Quote Originally Posted by Economizer View Post
    Cloth Purification is used to make the materials to make the Blink Band and much of the Spolia/Optima Set. It gives a decent model for how to make the enchanting KI more useful with the new Spolia/Optima gear, although the materials list could be expanded.
    Optima gear is now obsolete, and the Blink Band is all but and is more rarely selling.

    Slightly useful still since it is used in upgrading some gear that can now be reforged so it can be upgraded for less chapters.

    Quote Originally Posted by Economizer View Post
    Cooking is overall a pretty strong craft as is, even some of the lesser used KI are still pretty strong. That said, food in general is in need of some work, particularly for mages, and to a lesser extent pet jobs and evasion heavy jobs. While there is a strong thread about this already, it bears repeating. Food needs to be better balanced in roles other then just melee attack, ranged attack, and defense.
    Defense food is more valuable to mages now with defense changes, as well as dINT being slightly more useful.

    Reportedly Cehuetzi Snow Cone has some Magic Attack Bonus on it, but since it is rarely made and requires a semi-expensive item to make.

    Quote Originally Posted by Economizer View Post
    Stewpot Mastery could use more varied and more exciting recipes, and probably a PR agent.
    Stewpots could probably still use more exciting recipes, but at least it got the Warthog Stewpot.

    Quote Originally Posted by Economizer View Post
    Patissier could use stronger recipes, although this has more to do with food sucking for mages more then anything else.
    Cehuetzi Snow Cones have been added. Are they useful? They take a 100~200k item to make and are targeted for mages that have had food neglected for years, so who knows?

    Quote Originally Posted by Economizer View Post
    Fishing really needs to be possible in Windurstian Mog Houses.
    And the Mog Garden doesn't count!

    Quote Originally Posted by Economizer View Post
    Seeing certain ores, particularly the low level Copper Ore, be made stackable would be a great boon for Goldsmiths everywhere.
    And so it has.

    Quote Originally Posted by Economizer View Post
    Gold Purification is used in making the materials for the popular Reraise Earring and the less popular Poisona Ring and Stoneskin Torque, although it could be used in making more recipes in the future.
    The Stoneskin Torque is less useful now, and sells rarely, however Reraise Earrings are still popular. Gold Purification is now also used in making item the Malison Medallion.

    Quote Originally Posted by Economizer View Post
    Leathercraft would benefit pretty well from some or all hides become stackable, particularly Sheepskin and Karakul Skin.
    And so it has.

    Quote Originally Posted by Economizer View Post
    Leather Purification is used in making Vivio Sheep Leather, which is used in the Ugol/Mavros Set for Goldsmithers. It gives a decent model for how to make the enchanting KI more useful with the new Ugol/Mavros gear, although the materials list could be expanded.
    The Ugol/Mavros Set is now obsolete.

    Quote Originally Posted by Economizer View Post
    Metal Purification is used in making Lightweight Steel Sheets for the Numus Set with Synergy, although this isn't very useful, much like the majority of enchanting KI.
    The Numus Set is obsolete, however Lightweight Steel Sheets are used to upgrade armor that can be reforged, which is useful for saving chapters.

    Quote Originally Posted by Economizer View Post
    Wood Ensorcellment is used in making the materials for Warp Cudgels, although the recipe list could be extended to be more useful.
    Warp Cudgels still sell... somehow. With the introduction of the Warp Ring you'd think they wouldn't however.
    (0)

  6. #46
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Gonna necro this one, with a bonus post about potions.

    Potions need fixed.Sure, people eat Echo Drops, Remedies, Panaceas, Holy Waters, and even Hi-Elixirs occasionally, but for the rest of them, potions are lackluster. Granted, not everything can be a Dawn Mulsum, but certainly potions can be better.

    First off, the effect where you can't use abilities or items after using certain potions needs to be removed across the board. Period. From there slight adjustments could be used as follows:

    Potions

    • Potion - 50HP
    • Potion +1 - 60HP
    • Potion +2 - 75HP
    • Potion +3 - 100HP
    • Potion Drop - 60HP, Medicated 5 Minutes
    • Hi-Potion - 100HP, 2s
    • Hi-Potion +1 - 110HP, 2s
    • Hi-Potion +2 - 120HP, 2s
    • Hi-Potion +3 - 130HP, 2s
    • Hi-Potion Drop - 110HP, 2s, Medicated 5 Minutes
    • X-Potion - 150HP, 5s
    • X-Potion +1 - 160HP, 5s
    • X-Potion +2 - 170HP, 5s
    • X-Potion +3 - 180HP, 5s
    • Max-Potion - 500HP, 3s, Medicated 15 Minutes
    • Max-Potion +1 - 550HP, 3s, Medicated 15 Minutes
    • Max-Potion +2 - 650HP, 3s, Medicated 15 Minutes
    • Max-Potion +3 - 700HP, 3s, Medicated 15 Minutes


    Keep in mind that first and foremost, low level characters using Potions is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

    For potions, making Potions, Hi-Potions, and X-Potions stack to 12 would be a great first step. Drops should stack to 99. Remove Medicated from Drops. Reduce the usage time on Max-Potions to instant, with a 15 second Medicated Effect.

    As a side note, reformulate Blood Bolts to be competitive with potions at higher levels after they've been adjusted.

    Ethers

    • Mulsum, 10MP
    • Ether - 20MP, 1.5s
    • Ether +1 - 25MP, 1.5s
    • Ether +2 - 30MP, 1.5s
    • Ether +3 - 40MP, 1.5s
    • Ether Drops - 15MP, Medicated 5 minutes.
    • Hi-Ether - 50MP, 10s
    • Hi-Ether +1 - 55MP, 10s
    • Hi-Ether +2 - 60MP, 10s
    • Hi-Ether +3 - 70MP, 10s
    • Hi-Ether Drops - 45MP, 2s, Medicated 5 Minutes.
    • Super Ether - 100MP, 10s
    • Super Ether +1 - 105MP, 10s
    • Super Ether +2 - 110MP, 10s
    • Super Ether +3 - 120MP, 10s
    • Hyper Ether - 125MP, Medicated 5 Minutes.
    • Pro-Ether - 250MP, Medicated 15 minutes.
    • Pro-Ether +1 - 280MP, Medicated 15 minutes.
    • Pro-Ether +2 - 310MP, Medicated 15 minutes.
    • Pro-Ether +3 - 350MP, Medicated 15 minutes.


    Keep in mind that first and foremost, low level characters using Ethers is not a huge issue anymore. Level capped content is mostly gone, and soloing remaining level capped content by spending lots of gil should not be considered a problem.

    As you might notice, you can get a stack of Mulsum and eat the entire stack in about 12 seconds for 120 MP. This really sets the stage for how terrible Super Ethers, Ether Drops, and Hi-Ether Drops are. Additionally consider that (Hi-)Elixirs give between 25% and 50% of MP back for a ten second use timer.

    Removing the medicated status for drops would be a great start. Ether Drops and Hi-Ether Drops would stack to 99, their recipes would be adjusted to produce more, and restored MP increased to be in line with Ether +1 and Hi-Ether +1 like their potion analogs.

    Then, make Ethers, Hi-Ethers, Super Ethers all stack to 12 next. Reduce the use time on all of these medicines. Ethers and Hi-Ethers should be instant, with Super-Ethers being 3 seconds to use.

    Make Hyper Ethers and Pro-Ethers give out a percentage of MP (with the current values as as a floor if the percentage value would be too low), as follows, Hyper Ethers - 10%, Pro-Ether/+1/+2/+3 - 20/22/25/33%. This makes them competitive but not entirely better than Elixirs - if you need quick MP you take a Hyper or Pro-Ether, but then you're Medicated. If Elixirs are allowed to stack, these should stack as well.

    Elixirs
    • Elixir Vitae - 3%, 2s
    • Elixir - 25%, 10s
    • Hi-Elixir - 50%, 10s

    Elixirs and Hi-Elixirs are actually pretty decent. You have trade offs of ten seconds to use them up front, but in exchange you get a massive chunk of HP/MP back.

    If there is any issue, it is the lack of being able to stack. Please make these stackable to 12. After this, consider lowering the resale value to NPCs.

    Stat Boost Potions
    • Strength Potion
    • Dexterity Potion
    • Agility Potion
    • Vitality Potion
    • Mind Potion
    • Intelligence Potion
    • Charisma Potion

    These often forgotten potions give +7 to a single stat for three minutes at the cost of medicated for fifteen minutes. The only problem is there are now spells that can give up to +25 of any given stat. Remove the medicated effect, make them stack to 12, and have the buff count as the same effect as a Boost-Stat spell (thus you can't have both).

    Stat Boosting Drops
    • Red Drop (STR)
    • Purple Drop (DEX)
    • Green Drop (AGI)
    • Yellow Drop (VIT)
    • Blue Drop (MND)
    • Clear Drop (INT)
    • White Drop (CHR)
    • Black Drop (Warp)

    Not usually craftable, these drops give +5 to a single stat for ten minutes at the cost of medicated for thirty minutes (or an hour for the Black Drop). The same issue applies as the above stat potions. Remove the medicated effect, increase the duration to thirty minutes, and have the buff count as a Boost-Stat spell.

    Icarus Wing

    Stackable with a three second use time that grants 1000TP or more (with Store TP), these also have Medicated 120 minutes.

    Obviously this is a powerful item, but two hours is far too long of a cooldown. Reducing the Medicated time to fifteen or thirty minutes would be more appropriate.
    (2)

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