View Full Version : Beat Cesti (AF1 Weapon)
Vengefulclaw
03-23-2011, 10:46 AM
Hey hey, Another Message
Different Jobs :D this time with monk.
it's me again (Fenrir's_Takumi) and i intend to do 20 thread on AF weapon modification, let me know what you think. My first Idea was the Maurauder's Knife.
http://forum.square-enix.com/ffxi/th...fe-(AF1-Weapon)
Ok Again... LV.42 Knuckles... for monk LV.90 NOOOOO!!!!!!!!!!!
The Pond Cesti.
Tired of Having this Dull Axe in storage, or in your mog house but don't want to throw it away?
well let's make a new trial out of our own AFv1 Weapon.
Beat Cesti >> Pond Cesti
Current Stats
--------------
Beat Cesti (Hand-to-hand)
DMG: +4 Delay: +48 DEX+2 VIT+2
Accuracy +3
Ending Stats
---------------------
Pond Cesti
DMG: + Delay: +48 DEX+4 VIT+4
Accuracy +6
-------------- <- <insert Ability of choice>
-------------- <- <insert Ability of choice>
So here's the Twist.
Thanks to:
"Karbuncle"
Dude i really liked your idea. Seems Realistism.
Like my last 4 idea for trial for Marauder's Knife, Razor Axe.New
i will make 4 trial, only 2 out of 4 of these trial will be acquirable. When the trial is done. You won't be able to get a new AFv1 H2H (MNK AFv1). Unless For some reason you throw it away .
Trial Idea #1 : Occasionally Enhances Boost to Boostga.
Trial Idea #2 : Accuracy +4 Attack +10 Subtle Blow +5
Trial Idea #3 : Guard Will Enhances Counter to 30%
Trial Idea #4 : New Weapon Skill. I thought of "Chuck Norris's Beard Knuckles"
unfortunetly... due to PS2 "Stone Age" Abilities, we would have to Cross an X on that idea..lol j/k
"Shiva's Palm"
"Delivers an Ice elemental Blow, Elemental DMG varies with TP"
Again, these are only ideas, if anyone want to help Elaborate it more.
i think it will be awesome.
Karbuncle, thanks again on the feed back.
augment boost: next attack get +10% chance to crit (stack with chained boost, works on no crit ws)
Yarly
03-23-2011, 07:15 PM
this should have additional effect stun with about 80% proc at level 99 but only after a slew of enduring trials.
prob something like this:
DMG:44
Delay +32
Augments Boost
Additional Effect: Stun
Captain
03-24-2011, 01:40 AM
this should have additional effect stun with about 80% proc at level 99 but only after a slew of enduring trials.
prob something like this:
DMG:44
Delay +32
Augments Boost
Additional Effect: Stun
80% proc on stun?
Karbuncle
03-24-2011, 01:46 AM
Truthfully, giving MNK an Elemental Weaponskill could have its benefits, if only for getting a red "!!" Hint in Abyssea. You know, the Beat Cesti were sadly terrible weapons at their level if i remember. So an upgrade to them would be well over-due, and well welcomed >.>;
The Upgrade trials from 40 > 70, as with Knives, Would need to be Simpler. With increasing Difficulty. Low enough to where a newbie could do it.
With having MNK 90, I think i'll make my own twist on these. See MNK has good chunk of Weaponry But my imagination juice isn't out yet :)
(As for the 40-70 Trials. H2h is already a ruled market, at 50 you'll pick up TM+2 or C.Counters, at 72(?) You get Destroyers, and from then on its a hodge-podge usually consisting of the STR+ Magian weapons or empyrean Weapon, so the AF Weapon may not always be the best in slot for its use)
For 40~50....
Trial1: Defeat 100 Experience yeilding enemies of target mob
Family: Yagudo
Reward: Beat Cesti (50)
DMG:+13 Delay:+44 DEX+3 VIT+3
Trial2: (50~60)
Task: Defeat 200 Experience Yielding Monster of Specified Family
Family: Orcs
Reward: Beat Cesti (60)
DMG:+17 Delay:+44 DEX+4 VIT+4
Attack+4
Trial3: (60-70)
Task: Defeat 300 Experience yielding monsters of specified Family
Family: Quadavs
Reward: Beat Cesti (70)
DMG:+19 Delay:+40 DEX+5 VIT+5
Attack+5
Now the Fun part of Split Pathing. Split pathing seems like a good idea to let each person customize their playstyle, or fill a niche weapon that they don't have one for yet. Something that gives uniqueness to certain aspects of the job. MNK is hard to determine for that since its generally "Falcon Punch > Counterstance". But lets see...
Trial1(A Path): 70-80
Task: Defeat 100 Enemies with Chi blast.
Family: Any. Does not need to yield Exp.
Reward: Beat Cesti +1 (80)
DMG:+21 Delay:+40 VIT+5 MND+5
Augments "Chi Blast"
*(Chiblast will transfer your Debuffs to the Enemy. think of it as your Chi cleansing your body and carrying it to the enemy)
Task: Defeat 250 Experience Yielding enemies with a "Boosted" Attack.
Target: Any Family
Reward: Enlightenment Cesti (90)
DMG:+24 Delay:+24 VIT+10 MND+10
Augments "Chi Blast" Effect
Augments "Boost" Effect
*(Adds a 5% Critical Hit Rate and Critical hit Damage increase to boost. Increases to maximum of +20 after 4 boosts)
--------------------------------------------------------
Trial1(B): 70-80
Task: Activate a Counter-Attack 300 times against specified Family
Family: Mandragora
Reward: Beat Cesti (80)
DMG:+21 Delay:+40 STR+6 VIT+6
"Counter"+3 Accuracy +3
Trial2(B): 80-90
Task: Activate a "Guard" 300 times on Specified Enemy.
Family: Lychopodium.
Reward: Shao Cesti
DMG:+26 Delay:+20 STR+8 VIT+8
Accuracy +5 "Counter" +5
"Guarded Stance"
*(Guarded Stance is basically Shield Mastery for MNKs. Guarded hits no longer interrupt your casting, and adds an additional 20% Reduced Damage per hit. Also Increases "base" Guard rate by 15%)
--------------------------------------------------------
Trial 1(C): 70-80
Task: Recover a Total of (5,000) HP through the Chakra ability.
No further Information-
Reward: Beat Cesti +1 (80)
DMG:+20 Delay:+0 MND+10
Enhances "Chakra" Effect.
*(Increases VIT mod an addition 1x. Will also Remove Slow)
Trial2(C): 80-90
Task: Defeat 300 experience yielding enemies of Specified Family with "Asuran Fists"
Family: Elemental
Reward: Asuran Cesti
DMG:+24 Delay:+0 MND+20
Enhances "Chakra" Effect
Augment's "Chakra" effect
*(Enhances, Same as Above)
*(Augments. Grants an AoE effect to your Chakra. Small Range, Only gives players in range 1/2 HP you healed yourself)
--------------------------------------------------------------------
Trial1(D)
Task: Defeat 400 of Specified experience yielding Enemy.
Target: Gigas
Reward: Beat Cest +1 (80)
DMG:+23 Delay:+10 STR+7 VIT+7
Critical hit Rate +3%
Trial 2(D): 80-85
Task: Defeat 500 Experience Yielding Enemies of specified Family
Family: Pachypodium
Reward: Beat Cesti +2 (85)
DMG:+25 Delay:+22 STR+8 VIT+8
Critical Hit Rage +5%
Critical hit Damage +3%
Trial3(D): 85-90
Task: Defeat 400 Exp. yielding mobs of Specified Family.
Family: Apkallu (*They're in abyssea now >.>!)
reward: Kalki Cesti
DMG:+27 Delay:+22 STR+8 VIT+8
Critical hit Rate+5%
Critical Hit Damage+5%
Additional Effect: Dia
*(Dia III effect. 10% Activation rate)
That would be my idea on the MNK weaponry. I REALLY wish i could Spoiler this stuff. I feel dirty with Super-long posts. :D
Fenrirs_Takumi
03-24-2011, 02:09 AM
lol i feel super crappy with short idea post XD
Romejin
04-03-2011, 11:24 AM
I would like something like Guarded Stance for monk would make guard more better.
LordChocoSlime
04-28-2011, 01:53 PM
When I first read about the Beat Cesti, I was disappointed by it. Granted, it has some nice stat bonuses (including a cool Delay +48), but its DMG isn't as high as I hoped. :( I ended up sticking with Hand-to-Hand weapons I bought at the AH on my server instead.
Jackastheripper
04-28-2011, 02:05 PM
"Chuck Norris's Beard Knuckles"
I want this and this alone........
Randwolf
04-29-2011, 02:58 AM
If the cap hadn't been raised and all this new awesome gear added, I'd say to run it through the same process as the AF+1 (I still use some like the BLU AF+1 Body). However, I just don't see the need now. Can't you store it now? I thought I put some of the weapons away. If not, it needs to be added.
On the flip side, the original weapon itself needs to be boosted. It was quite a let-down for the amount of begging I had to do for help with this weapon. And then to find I had a ton of better choices at that level.
Swords
04-29-2011, 03:35 AM
this should have additional effect stun with about 80% proc at level 99 but only after a slew of enduring trials.
prob something like this:
DMG:44
Delay +32
Augments Boost
Additional Effect: Stun
Wayyyyyy too powerful, even for a sarcastic post. The base DMG of the weapon is more powerful than any of the upgraded Relics/Mythic/Emps, and the high proc rate on stuns would pretty much lock a monster unless it was resistant/immune. Besies that constant stunning would make it difficult for anyone to proc a !! trigger.
Truthfully, giving MNK an Elemental Weaponskill could have its benefits, if only for getting a red "!!" Hint in Abyssea.
Frankly I wouldnt care if it was not used for triggers, it's a major pain to build up amber lights solo with a staff or club.