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View Full Version : Synergy Weapons. Upgrade Request



Huevriel
10-26-2011, 09:09 PM
So a while back we've had the introduction of the Synergy Weapons.

Machismo and Sarissa are some that come to mind.

Is it possible to implement some method of scaling them up to 95 or 99 respectively via Magian Trial or subsequent synergy process?
If we can have them synergized up, could we also have an item to synergize them back down (for repeatability and chance for HQ)?

Machismo looks pretty dope in my opinion.

Cljader1
10-26-2011, 10:00 PM
I second this idea, I would love to see a 2nd tier of aern weapons...I always considered them as crafted relics hope SE add a new tier of these weapons

Sparthos
10-26-2011, 10:28 PM
Make evoliths not suck first ya?

Tsukino_Kaji
10-27-2011, 08:40 PM
Make evoliths not suck first ya?I whole-heartedly believe with every fiber of my being that this is not possible.

Kristal
10-27-2011, 09:57 PM
I whole-heartedly believe with every fiber of my being that this is not possible.

It's possible, but it would need a complete overhaul. Stun, Addle, Myoshu, Kakka aren't even covered by the superspecializing magic evoliths...

Sparthos
10-27-2011, 10:37 PM
Evoliths could be good if they just simplified the whole thing and added relevant stats like stat boosts, att, acc, mab or crit rate.

But that'd be too ideal.

Cljader1
10-28-2011, 04:03 AM
Yeah they first would need to get rid of stats vs mob families, elemental resistant stats, and magic stats for specific elements. Stats need to be universal like stats boosts that effects all mobs, job ability enhancement evolith, magic spell enhancement evolith, weaponskill enhancement evolith, job trait evolith, those are the type of things most people want and when the evolith system first came out I invisioned it to be like that.

Huevriel
10-28-2011, 04:47 AM
Yeah they first would need to get rid of stats vs mob families, elemental resistant stats, and magic stats for specific elements. Stats need to be universal like stats boosts that effects all mobs, job ability enhancement evolith, magic spell enhancement evolith, weaponskill enhancement evolith, job trait evolith, those are the type of things most people want and when the evolith system first came out I invisioned it to be like that.

If SE revamped evoliths to this, people'd be all over evoliths.

Nynja
10-28-2011, 06:44 AM
Evolith's may have had a chance if every piece of possible augmentation wasn't beyond situational.

Ebur coat Exclusive
[Body] All Races
DEF: 38 MP +8 INT +5
"Magic Atk. Bonus" +4
Increases magic critical hit damage
Lv. 71 BLM / SCH

# [1] Accepts Fire FireIce IceWind WindEarth EarthTriangleUpFilledShape FilledTriangleUp.gif Evolith sockets up to size 8.
# [2] Accepts Lightning LightningWater WaterLight LightDark DarkTriangleUpFilledShape FilledTriangleUp.gif Evolith sockets up to size 8.
# [3] Accepts Fire FireIce IceWind WindEarth EarthLightning LightningWater WaterLight LightDark DarkTriangleUpEmptyShape EmptyTriangleUp.gif Evolith sockets up to size 8.
copy paste from wiki was ugly, too lazy to fix, you'll understand it

with top tier evoliths, you can get
Vs. ONEMOBFAMILY MAB+4
Vs. ONEMOBFAMILY Macc+6
and one of the following:
Enfeebling Magic of ONEELEMENT: cast time -6%
Elemental Magic of ONE ELEMENT: enmity -4
Elemental Magic of ONE ELEMENT: magic crit hit rate +5
Enfeebling Magic of ONE ELEMENT: macc+4
Enhancing Magic of ONE ELEMENT: Recast Delay -4%

and then, when youre not fighting that one mob family, you still need your other piece of gear thats just as strong.