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  1. #1
    Player KorPoni's Avatar
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    Post 99 Magian Trials

    I don't know how many of us were disappointed when our weapons that were pretty good at 99 that took awhile to make, are now lousy for post 99. Here's an idea I have to make these weapons useful for post 99 content again.

    Melee Weapons:
    99(104): Add +4 DMG, +4 Acc, and +25 weapon skill for that weapon type.
    99(109): Add +8 DMG, +6 Acc, and +50 weapon skill for that weapon type.
    99(114): Add +12 DMG, +8 Acc, and +75 weapon skill for that weapon type.
    99(119): Add +16 DMG, +10 Acc, and +100 weapon skill for that weapon type.

    Pet Weapons: (Add +2 to pet parameters depending on weapon per upgrade as well.)
    99(104): Add +2 DMG, +4 Acc, and +20 weapon skill for that weapon.
    99(109): Add +5 DMG, +6 Acc, and +40 weapon skill for that weapon.
    99(114): Add +9 DMG, +8 Acc, and +60 weapon skill for that weapon.
    99(119): Add +13 DMG, +10 Acc, and +80 weapon skill for that weapon.

    Magic Weapons: (Add +2 to magic parameters depending on weapon per upgrade as well.)
    99(104): Add +1 DMG, +4 Acc, +20 weapon skill for that weapon type, and +10 magic acc skill.
    99 (109): Add +2 DMG, +6 Acc, +40 weapon skill for that weapon type, and +15 magic acc skill.
    99 (114): Add +3 DMG, +8 Acc, +60 weapon skill for that weapon type, and +20 magic acc skill.
    99 (119): Add +4 DMG, +10 Acc, +80 weapon skill for that weapon type, and +25 magic acc skill.

    If you want to add your own input, like if these parameters are too weak, please just post what you think it should be, going by currently available post 99 weapons.
    (3)
    Last edited by KorPoni; 03-07-2014 at 01:01 PM.
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  2. #2
    Player dasva's Avatar
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    Jul 2012
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    Character
    Dasva
    World
    Shiva
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    SAM Lv 99
    Not sure anyone would bother at that strength.

    Let's use RoE for example since they are super easy to get. Let's pick a melee weapon like say a str gswd with your proposal at 119 it would 139 dmg 10 acc and 100 weapon skill along with it's 11 str and 26 att but RoE gswd at 117 ( 2 levels lower) has 199 dmg 215 skill and if tp is under 100% it gets another 10 more dmg 15 acc and 10 att.

    The pet ones are hard to compare since we don't really have pet stat stuff now... so they might be semi useful non engaged jobs but if you are meleeing again the huge dmg/acc/att difference is huge. And at that probably only pet pdt would really be used. Maybe if they changed some of the stats a bit like made pet att a percentage gain and upped the heck out of the amount of evasion, acc, mab and such for the other stats.


    Magic ones are kinda odd. The dmg acc and skill don't really matter. The macc ones will still suck since that would end up being about 100 macc for them while RoE is 200. For dmg would be hard to judge but I'd imagine they might gain a few more spells that they would be better than current staffs on if I had to guess they might be good enough to use on T4 nukes but antinian would still win on dmg for lower and completely destroy it in macc department

    tl;dr the stats you posted for 119 is more on par of what 101-109 would be. For much use the 119s need to have at least 200 skill and magic skill. And for anything that is hitting the mob they need a good 30-60% more base dmg and maybe throw some magic dmg onto the magian ones
    (4)
    Last edited by dasva; 03-07-2014 at 02:45 PM.

  3. #3
    Player KorPoni's Avatar
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    Well, obviously they're too weak and unspecific of adjustments. I'm just throwing something out there to see if we get some hits. I'd love to upgrade my Ursa Majors to do some real damage again.

    If you want something specific, here's an example:

    For a multi-hit weapon, you don't want as much dmg increase, as this will break the weapon and make all others 100% a waste of time.

    Ursa Majors (Lv 99, iLv104)
    DMG:+7, Delay:+86
    Accuracy+5, Hand-to-Hand Skill+20, Guarding Skill+25
    [Augments remain the same]

    Ursa Majors (Lv 99, iLv109)
    DMG:+12, Delay:+86
    Accuracy+7, Hand-to-Hand Skill+40, Guarding Skill+50
    [Augments remain the same]

    Ursa Majors (Lv 99, iLv114)
    DMG:+17, Delay+86
    Accuracy+9, Hand-to-Hand Skill+80, Guarding Skill+75
    [Augments remain the same]

    Ursa Majors (Lv 99, iLv119)
    DMG:+23, Delay:+86
    Accuracy+10, Hand-to-Hand Skill+160, Guarding Skill+100
    [Augments remain the same]

    Then you have your elemental trials weapon, as follows:

    Oxyuranis (Lv99, iLv104)
    DMG:+39, Delay:+61
    Accuracy+5, Hand-to-Hand Skill+20, Guarding Skill+25
    [+2 to the shown parameter, such as fire giving Str+13, Atk+24 or Str+13, Pet: Atk+24, Ranged Atk+24]

    Oxyuranis (Lv99, iLv109)
    DMG:+44, Delay:+60
    Accuracy+7, Hand-to-Hand Skill+40, Guarding Skill+50
    [+4 to the shown parameter]

    Oxyuranis (Lv99, iLv114)
    DMG:+50, Delay:+59
    Accuracy+9, Hand-to-Hand Skill+80, Guarding Skill+75
    [+6 to the shown parameter]

    Oxyuranis (Lv99, iLv119)
    DMG:+57, Delay:+58
    Accuracy+10, Hand-to-Hand Skill+160, Guarding Skill+100
    [+8 to the shown parameter]
    (0)
    Last edited by KorPoni; 03-07-2014 at 08:10 PM.
    I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.

  4. #4
    Player dasva's Avatar
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    Dasva
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    Shiva
    Main Class
    SAM Lv 99
    Yeah I'd agree multi hit ones maybe not quiet as much base dmg added. That's part of why I specified the percentage increase in dmg from the old version. Since they were already fairly balanced enough that most were meh to ok if you didn't have the right relic/empyrean having their base dmg increase in a percent similiar to how other weapons have increased (depends on weapon but about 30-60% is what it is iirc) would still work more or less. Also still have the full skill for that ilvl or at least something close to that same with macc skill. And in case you were wondering about the weird exception of h2h since skill adds to base dmg it should still work since fstr is based on the weapon base dmg and OAX doesn't really work on them that well to begin with.
    (0)