View Full Version : AF4
Daemon
07-25-2013, 08:11 PM
Can we just combine all of our AF gear into 1 so we don't have to use up a good portion of our inventory and macros?
Regardless if we have to switch over 1 headpiece AF for another headpiece. Combining them would only save inventory, time (from swapping) and extra line in macro.
This cannot be considered overpowered. We switch gears and use each piece as it is already.
This would only be providing convenience. Thank you.
Edit: When I say combine AF pieces, I mean combine AF Body 1, 2 & 3 into 1 body piece. Or combine AF Feet 1, 2 & 3 into 1 AF feet piece.
Tsukino_Kaji
07-25-2013, 08:31 PM
If you combine all 4 pieces of your AF gear, what item would it make?
Daemon
07-25-2013, 08:36 PM
If you combine all 4 pieces of your AF gear, what item would it make?
A new AF4 would be nice. With a new design and maybe some additional stats to be on par with SoA. I mean AF3 was designed to be on par with Abyssea content. But now that SoA has been released, as DEVS are adding in higher content upon higher content. I'm assuming the future lies with AF3 becoming less powerful and if its true that the Devs want to stop lingering on with the past and move forward as in the case of Relics, then a New AF would be reasonable.
Regardless of powerful new gear is constantly being added, we must not forget that AF gear is what defines each job it's character.
Daemon
07-25-2013, 09:49 PM
Tamaxchi
Description: (Club) DMG:88 Delay:216 INT+5 MND+5 Magic Accuracy+90 "Magic Atk. Bonus"+12 Magic Damage+99 Club skill +188 Parrying skill +188 Healing magic skill+15 "Cure" potency+22%
VS
Whitemage AF Club
Blessed Hammer
http://images3.wikia.nocookie.net/__cb20060514151715/ffxi/images/e/ef/Blessed_Hammer.png
Has AF weaponry become forgotten? No reason to give us a better upgraded version?
I think it would be awesome if we did have better AF gear to make each job look like the job it's intended to look because slowly everyone is heading in the direction of looking the same rather than looking the part.
How to tell the difference between a WHM and SCH wearing new equipment if both are not wearing any AF pieces? BST VS WAR? BLM VS Geo? Until casting a spell or using a job ability maybe.
However it does seem we are heading in that direction.
Daemon
07-26-2013, 04:48 AM
I carry full AF2 relic which only 2 pieces can be stored to moogle slip due to completely upgrading those however the other pieces do not go in moogle slip because I haven't found the need to upgrade the rest. Then there is full AF3.
Which 10 slots, plus 2 accessory cape & earring taking up 12 slots of inventory space.
I just think if we took the time to collect all pieces, allowing us to combine them into 1 AF through a quest or Magian trial would ease up on inventory and additional lines in macros rather than having separate macro for each AF piece.
How many jobs use AF2 & AF3 body? That's 2 separate macros.
If SE cannot raise the 80 cap, atleast they could reduce the amount of gear we have to carry by allowing us to combine existing gear we already earned.
Mirage
07-26-2013, 08:04 AM
I'd love for there to be some sort of ultimate AF that combined all the stats from all previous "AF-type" gear.
Daemon
07-26-2013, 08:06 AM
I'd love for there to be some sort of ultimate AF that combined all the stats from all previous "AF-type" gear.
Exactly finally someone gets it...
Mirage
07-26-2013, 08:09 AM
The less single-purpose gear there is in this game, the better. I hate elaborate gearswaps, but I also hate being less efficient than I could be. If one piece of gear was optimal for 5 things instead of one, that's superduper to me, simply because it means I can carry just that piece instead of the previous five.
Daemon
07-26-2013, 08:12 AM
The less single-purpose gear there is in this game, the better. I hate elaborate gearswaps, but I also hate being less efficient than I could be. If one piece of gear was optimal for 5 things instead of one, that's superduper to me, simply because it means I can carry just that piece instead of the previous five.
Exactly. The issue also is that after upgrading AF2 relic which leaves you with Magian exp trial. You are left carrying those gears because they won't store in Moogle slip.
Inventory crisis isn't getting any better when SE keeps releasing more and more gear. So many pieces only used mainly for 1-2 stats max. Best way is to allow us to combine gear into 1 to free up space.
Mirage
07-26-2013, 08:18 AM
Using the augment system for items that only have a single possible augment is also retarded. It only makes sense when you have multiple paths.
Spectreman
07-26-2013, 03:10 PM
Musketeer Chapeau (RDM AF4 hat)
+20 Int +20 Mnd +10 magic accuracy
Adds Refresh (2mp/tick)
Enhances Fast Cast
Something like that to replace all of them into one piece for the sake of our storage and minds.
Daemon
07-26-2013, 03:25 PM
Musketeer Chapeau (RDM AF4 hat)
+20 Int +20 Mnd +10 magic accuracy
Adds Refresh (2mp/tick)
Enhances Fast Cast
Something like that to replace all of them into one piece for the sake of our storage and minds.
You are forgetting that relic AF2 hat has augments Dia III & Slow II
Af3 has enfeebling cast time and augments composure
Karah
07-26-2013, 03:38 PM
Not only forgetting that, but you'll have to put that iLvL garbage on it too.
So you want 50 STR 50 VIT 50 DEX 50 AGI 80 MND 80 CHR 80 INT
+ 200 MACC + 300 Enfeebling skill + 3 refresh, + fast cast, + haste + DW + MEVA + magic damage + +++++++
HP+500 MP + 1000 .... /disgust.
OH and + 288 sword skill for those RDM melee (I gotcha loves~)
Kaiichi
07-26-2013, 04:29 PM
This is just me being... old? I guess... But AF1, AF2, and AF3 are quests, so AF4 makes no since to me... Not that I don't fully understand what you are suggesting. But then again, Artifact, Relic, and Empyrean are not even on par with one another. Although all three do represent the job in there own way. But how would you even go about this? would you have to bring them all up to there full potential first? Because many people are already complaining that they have to spend more time in Dynamis to fully upgrade Relic as is. But don't get me wrong, Ive always liked the idea of full time gear and this looks like the best way to accomplish it, but I guess what I'm most worried about is what it will look like. I know a lot of players hate THF Artifact, but love the Empyrean, and even more so the look of Empyrean for PLD but awe over the awesomeness of PLD Relic.
Disclaimer: Not tiring to be a Troll, these just happen to be my thoughts on the matter.
Daemon
07-26-2013, 04:54 PM
This is just me being... old? I guess... But AF1, AF2, and AF3 are quests, so AF4 makes no since to me... Not that I don't fully understand what you are suggesting. But then again, Artifact, Relic, and Empyrean are not even on par with one another. Although all three do represent the job in there own way. But how would you even go about this? would you have to bring them all up to there full potential first? Because many people are already complaining that they have to spend more time in Dynamis to fully upgrade Relic as is. But don't get me wrong, Ive always liked the idea of full time gear and this looks like the best way to accomplish it, but I guess what I'm most worried about is what it will look like. I know a lot of players hate THF Artifact, but love the Empyrean, and even more so the look of Empyrean for PLD but awe over the awesomeness of PLD Relic.
Disclaimer: Not tiring to be a Troll, these just happen to be my thoughts on the matter.
Well it would make sense to obtain all AF pieces, fully upgrade them and then maybe have some Magian trial where you bring the AF pieces to have them infused into 1 new AF combing every existing stat of all pieces into 1. SE would have to give us a bigger, better design for an AF4.
If the design rocks, even just combining the pieces alone would be a big enough reason for people to be motivated in obtaining every piece and fully upgrade all of them.
This is how I see it. Those who did not complete AF3 would have to go back and make parties to get +2s. Those who need relic exp trials would most likely team up with people in Dyna. And even a reason to go back and do limbus. Which would mean older content would be made relevant again.
Look at how big this would be? We know inventory is a major issue for all of us at level 99 with multi jobs and have several gear sets. If SE gave us the opportunity to free up space, combine all pieces into 1 new AF set. No more carrying several pieces of gear, less macros means less gear swaps, and less time going through moogle slips to take out all other sets.
You would only have to take out 1 set or even just carry it with you at all times if its a job you always play.
That would be a big win for everyone. Who wouldn't want that? And maybe if SE gave additional stats to be on par with SoA, even better.
Otherwise yeah carry multiple gear sets with several AF pieces taking up so much inventory... Spend several minutes going through each moogle slip to pull out AF every time you need it for the job you are going to play... Especially if you are playing several jobs.. How many macros do you use to switch between AF pieces? On my RDM I have one for AF2 body AF2 hat, AF2 Body AF3 Hat, AF3 body AF2 Hat etc...
We already know SE cannot raise inventory cap above 80 due to memory issues from PS2 limitations. So there's no hope for that unless they drop PS2 and recode the entire game to a higher platform. Atleast I was giving a good solution.
REM is totally different in this situation. We are only talking about 3 weapons vs more than 15 pieces of gear depending on jobs that have ammo, waist, back, accessories.
Oh and Dyna exp trial is easy. Can duo with another DD using emperor band and subbing corsair for Cosair roll for additional EXP bonus taking on decent challenge mobs. Can earn 20k exp in no time.
Anjou
07-26-2013, 09:51 PM
I think it'd be a fun idea to implement this into a new set of artifact armor for all jobs, but um...will all of these combined stats fit into the given text boxes? That's my only concern. I'm all for it, but I don't truly think they'd do it.
Demon6324236
07-26-2013, 10:44 PM
will all of these combined stats fit into the given text boxes?http://www.bg-wiki.com/images/4/47/Tamaxchi_description.png
One would think by looking at this, that yes, they would.
Umichi
07-26-2013, 10:48 PM
I just want an all in one drg headpiece or at least an upgraded one that I don't have to switch two helmets for...... 50% proc with all the bonuses that come with
Spectreman
07-26-2013, 11:47 PM
Well if they are starting to make items with +22 all stats and tons of accuracy/maccuracy why not just give us an event where we can combine 5 bonuses from af1/2/3?
We could also choose which model we could be using with those combined stats. Honestly i never liked anything besides duelist gear for rdm. But thats me.
Daemon
07-27-2013, 01:37 AM
Well if they are starting to make items with +22 all stats and tons of accuracy/maccuracy why not just give us an event where we can combine 5 bonuses from af1/2/3?
We could also choose which model we could be using with those combined stats. Honestly i never liked anything besides duelist gear for rdm. But thats me.
AF relic body +2 body gives you +20 seconds added to Chainspell. It's a noticeable difference :)
Rustic
07-27-2013, 01:47 AM
Has AF weaponry become forgotten? No reason to give us a better upgraded version?
I think it would be awesome if we did have better AF gear to make each job look like the job it's intended to look because slowly everyone is heading in the direction of looking the same rather than looking the part.
How to tell the difference between a WHM and SCH wearing new equipment if both are not wearing any AF pieces? BST VS WAR? BLM VS Geo? Until casting a spell or using a job ability maybe.
However it does seem we are heading in that direction.
Frankly, I always hoped we'd see an upgrade path similar to RME weaponry that worked with AF weaponry as the start.
Rockin' a Marauder Knife and Thief AF that's been 99+'d would be awesome.
Daemon
07-27-2013, 01:54 AM
Frankly, I always hoped we'd see an upgrade path similar to RME weaponry that worked with AF weaponry as the start.
Rockin' a Marauder Knife and Thief AF that's been 99+'d would be awesome.
Yeah and then adding a glow once its fully upgraded would be nice
Anjou
07-27-2013, 04:13 AM
Yeah and then adding a glow once its fully upgraded would be nice
Now that does sound cool
Daemon
07-27-2013, 06:03 AM
It would also be awesome if we did get an ultimate AF with augments and if an augment kicked in, a temporary aura appeared on your character. It would also serve as an indicator that an augment kicked in so having different color auras would be nice. And auras don't even have to stay on that long. Maybe a couple of seconds and then fade out.
Siviard
07-27-2013, 05:02 PM
This isn't a bad idea. I mean, GEO and RUN are getting AF that will be Lv. 109 and will most likely come with some crazy stat boosts and enhancement buffs relevant to GEO and RUN respectively. So it would only be fair to give the other 20 jobs a new AF set (AF4) that is also Lv. 109 along with crazy stat boosts and enhancements relevant to them as well!
I also like the idea of combining the 3 AF sets to form AF4. Great idea! It would force people who skipped out on doing the original AF quests (which is nearly everyone nowadays) to do those quests. It would make Dynamis relevant again (farming AF2 pieces) and it would breathe some life (albeit temporarily) back into Abyssea seal farming and +2 item farming. All these things mentioned are older events that most people would be able to do solo or in small groups and is not an impossible task to complete.
Chichicha
07-29-2013, 05:21 PM
May be if SE wants us to take part more in Delve ...
Combining all previous gears required items dropped from Delve Boss - Syn materials ftw ?
I'm sure people will be working hard towards them!
Siviard
07-29-2013, 09:00 PM
May be if SE wants us to take part more in Delve ...
Combining all previous gears required items dropped from Delve Boss - Syn materials ftw ?
I'm sure people will be working hard towards them!
So that your EGLS on Asura would have even more reason to charge people outrageous prices for Delve boss stuff? I think not!
Bamph
07-29-2013, 09:23 PM
I'm still holding out hope that the reason they pushed back AF for RUN and GEO is because they're going to release ilvl 109 JSE for all the jobs! They already released the capes!
Mirage
07-29-2013, 10:36 PM
I'm still hoping the same thing. Armor that looks unique for each job is totally cool. half of the jobs looking the same is just boring.
Kincard
07-30-2013, 12:11 AM
http://www.bg-wiki.com/images/4/47/Tamaxchi_description.png
One would think by looking at this, that yes, they would.
They have a really weird system where certains stats are grouped together, like the base stats (STR DEX etc) all count as one stat "slot", secondary stats (acc/eva etc) all count as one "slot", etc. I don't know how much I buy that but if you go by that they have never broken the "rule" that they're only allowed to have something like 4 or 5 slots total. Augments are counted seperately and are a slot of their own (which is why AF2+2 work).
nyheen
07-30-2013, 02:53 AM
this will be a great idea. they did it with all the element staffs so why not with the AF? ultimate AF sounds nice
Rustic
07-30-2013, 03:25 AM
They have a really weird system where certains stats are grouped together, like the base stats (STR DEX etc) all count as one stat "slot", secondary stats (acc/eva etc) all count as one "slot", etc. I don't know how much I buy that but if you go by that they have never broken the "rule" that they're only allowed to have something like 4 or 5 slots total. Augments are counted seperately and are a slot of their own (which is why AF2+2 work).
I would have no problems with AF4 using the "augment" slots for a permament stat instead, if it'd allow us to properly fusion the early AF sets into something classic-FF looks with Adoulin level stats.
It's basically the Chatoyant Staff of armor we're talking about here.
Karbuncle
07-30-2013, 05:04 AM
I can fully understand why they didn't want to increase the Maximum number of Merit WS obtainable by any number. Its true, We're incorrigible when it comes to this "Universal armor/weapon" Crap. I was never a fan of the "If they give us this, people will whine for that" excuse, but seriously I understand it now.
There's like, 3-4 Jobs out of all of them that would benefit from a Universal AF4, and even of them there would only be about 1-2 exceptionally worth-while pieces per job of those three, and they'll be Mage jobs. It seems like a largely unrealistic goal for the current Dev team and beyond that seems largely ineffective
You're essentially asking them to dump numerous man-hours into saving you a few inventory space and macro slots. While inventory is stupid tight, You're looking at maybe realistically 3 cleared inventory spaces based on your job if you combined A/R/E armors. I think they're going to need a d*mn good argument for this outside of "I'm anal about useless stats so I need to carry around my THF AF Vest at all times for the hide Bonus, it should be on my AF4!!", cause most of the bonuses on AF/Relic are negligable to crap, with such few gems in them for so few jobs this whole concept seems dead from the get go.
Not to mention the 4 category limit on Armor, and If they added the rest to Augments the f**king armor itself would look like a book by the end of it all. Further, how would they make this armor or obtain it? You wouldn't be thinking some practical yet challenging right? I bet it was something like "Get all 4 Pieces and trade them to a magian moogle and its combined and done!".
Are you going to include Augmented Relic+2 Stats on these sets? Are you going to include special bonuses from AF+1 that AF didn't have? (i.E Trick Attack Bonus on AF+1 Hands for THF). If so, do you people really just don't see how Impossible and improbable this would all be? Do you not understand how broken a pair of AF4 gloves for THF would be? I mean, Assuming they're not Item Level 120+ You're looking at.
HP+10 STR+8 DEX+11 CHR+7
Acc+21 Attack+16 EVA+9 Enmity+5
Treasure Hunter +2
"Steal" +1
Enhances "Trick Attack"
Enhances "Sneak Attack"
Enhances "Perfect Dodge"
Set: Augments "Triple Attack"
While it doesn't seem far and beyond to OP'd compared to recent armor, Theres far too many categories on there, And thats not even the most text worthy one, and its excluding Bonuses from the NQ versions of AF/Relic... I mean, if you delve into RDM or SCH or WHM or hell even MNK, You get into like 9-10 Lines of text for 1 piece of armor, Not only is it well above the 4 Category limit, if you add the rest on the Augments, How will you get the Augments? What will be decided as Augment or Base Stats? Will they combined 1 by one and they have to go in a specific order and have to code a+1/+2/+3/+3augmented Piece just to obtain all the stats on them?
So on and so forth, This isn't as easy as slapping +5 Stats and +2 Affinity for Magic and calling it a day... It would be much more complex, and horrifically time consuming if it was even possible to accomplish.
While I'm all for saving space, when you actually take the time to look at the unreasonable amount of effort involved in this request that would only benefit a handful of jobs, and how you'd implement it and so forth, it just seems like an impossibility unless you're willing to wait 3-7 Years for it... If Cait Sith, who already has Attack Animations, Bloodpacts, and so forth, has taken over a year and still has no signs of being implemented, this type of system will be on back log long after you guys die of old age.
Anyway, this is fun, so here's some more unrealistically high-in-text examples of why this system is absurd.
Edit: I should mention the idea isn't inherently bad, if not a little unrealistic and silly, Its just... well... nearly impossible, and even if you pick and chose which bonuses make it to the AF4 you still get an incredibly complex system that will at best save you a few inventory spaces.
Daemon
07-30-2013, 10:53 AM
I can fully understand why they didn't want to increase the Maximum number of Merit WS obtainable by any number. Its true, We're incorrigible when it comes to this "Universal armor/weapon" Crap. I was never a fan of the "If they give us this, people will whine for that" excuse, but seriously I understand it now.
There's like, 3-4 Jobs out of all of them that would benefit from a Universal AF4, and even of them there would only be about 1-2 exceptionally worth-while pieces per job of those three, and they'll be Mage jobs. It seems like a largely unrealistic goal for the current Dev team and beyond that seems largely ineffective
You're essentially asking them to dump numerous man-hours into saving you a few inventory space and macro slots. While inventory is stupid tight, You're looking at maybe realistically 3 cleared inventory spaces based on your job if you combined A/R/E armors. I think they're going to need a d*mn good argument for this outside of "I'm anal about useless stats so I need to carry around my THF AF Vest at all times for the hide Bonus, it should be on my AF4!!", cause most of the bonuses on AF/Relic are negligable to crap, with such few gems in them for so few jobs this whole concept seems dead from the get go.
Not to mention the 4 category limit on Armor, and If they added the rest to Augments the f**king armor itself would look like a book by the end of it all. Further, how would they make this armor or obtain it? You wouldn't be thinking some practical yet challenging right? I bet it was something like "Get all 4 Pieces and trade them to a magian moogle and its combined and done!".
Are you going to include Augmented Relic+2 Stats on these sets? Are you going to include special bonuses from AF+1 that AF didn't have? (i.E Trick Attack Bonus on AF+1 Hands for THF). If so, do you people really just don't see how Impossible and improbable this would all be? Do you not understand how broken a pair of AF4 gloves for THF would be? I mean, Assuming they're not Item Level 120+ You're looking at.
HP+10 STR+8 DEX+11 CHR+7
Acc+21 Attack+16 EVA+9 Enmity+5
Treasure Hunter +2
"Steal" +1
Enhances "Trick Attack"
Enhances "Sneak Attack"
Enhances "Perfect Dodge"
Set: Augments "Triple Attack"
While it doesn't seem far and beyond to OP'd compared to recent armor, Theres far too many categories on there, And thats not even the most text worthy one, and its excluding Bonuses from the NQ versions of AF/Relic... I mean, if you delve into RDM or SCH or WHM or hell even MNK, You get into like 9-10 Lines of text for 1 piece of armor, Not only is it well above the 4 Category limit, if you add the rest on the Augments, How will you get the Augments? What will be decided as Augment or Base Stats? Will they combined 1 by one and they have to go in a specific order and have to code a+1/+2/+3/+3augmented Piece just to obtain all the stats on them?
So on and so forth, This isn't as easy as slapping +5 Stats and +2 Affinity for Magic and calling it a day... It would be much more complex, and horrifically time consuming if it was even possible to accomplish.
While I'm all for saving space, when you actually take the time to look at the unreasonable amount of effort involved in this request that would only benefit a handful of jobs, and how you'd implement it and so forth, it just seems like an impossibility unless you're willing to wait 3-7 Years for it... If Cait Sith, who already has Attack Animations, Bloodpacts, and so forth, has taken over a year and still has no signs of being implemented, this type of system will be on back log long after you guys die of old age.
Anyway, this is fun, so here's some more unrealistically high-in-text examples of why this system is absurd.
Edit: I should mention the idea isn't inherently bad, if not a little unrealistic and silly, Its just... well... nearly impossible, and even if you pick and chose which bonuses make it to the AF4 you still get an incredibly complex system that will at best save you a few inventory spaces.
Tamaxchi has 11 stats on it. Redmage body according to your example has 12. Difference is, people would have to do all AF quests including AF2 relic exp trial from what I suggested.
My idea is not that complex. It's a simple idea suggested as a way to overcome one big obstacle that us current end game players face.
Inventory Space. Macros?
While items such as Tamaxchi are constantly being added, SE really hasn't addressed our inventory problems. Maybe WHM won't have to carry around Arka IV for cure potency, it still takes up space in regards to jobs who still need to carry staff like soothsayer for MAB.
Issue is SE cannot raise inventory cap above 80. Some jobs like RDM require way too many sets compared to DD, we have gear that enhances not only skill, but elements. Hence why scholar or redmages need Apamajas II for stun.
So to say only mage jobs would benefit from this, well it's not our fault that our spells can't land without the need of gear.
Something SE "could" correct if they weren't so stingy on giving us power. But then they wouldn't want us to be strong enough to solo on our own so keeping us on a tight leash so we are forced to depend on others to progress...
If any player took the time to earn items, do quests or whatever the requirement needed to obtain the pieces, the reality is, the accomplishment was made.
Absurd? I think what's absurd is having to carry several AF sets, leaving some pieces because we just cannot hold it, even though we earned them only to be left with the choice of which item we need the most. What's also absurd is that some of these pieces are only used for 1 stat.
How many gear sets are needed for survival? Accuracy? You would think at 99, we wouldn't need to carry so much gear to make the job actually work.
I just think its getting ridiculous having to spend more than 20 minutes going through storages, moogle slips, every single time we decide to change jobs for the event we are joining.
How many people main a certain job only to be asked to switch over to another all because the party you are asking for an invite doesn't need your job?
Already SoA content is starting to overshadow AF by releasing new equipment more powerful. How long before AF becomes irrelevant? Only reason we still use AF is for the stats that enhance job specific abilities. It's sad that AF is slowing becoming "ONLY" needed for those enhancements and nothing else.
And Chatoyant staff is the perfect example of saving inventory for those who do not want to carry all other staves.
Karbuncle
07-30-2013, 03:29 PM
Tamaxchi has 11 stats on it. Redmage body according to your example has 12. Difference is, people would have to do all AF quests including AF2 relic exp trial from what I suggested.
Tamaxhi has 11 Stats yes, But most fall into Similar Categories. HP/MPStats, Skill+, and Macc/matk/eva/def/etc category, and lastly Cure potency... It pretty much lands flat on the "4 Category Limit", which is good. The items above, Break above and beyond those Categorical limits. Theres a difference between number of stats, and Category of said stats. This was described and explained when the first mention of adding Set bonuses to AF/Relic was mentioned when Empyrean+2 was released.
While each and every category isn't well defined, We can deduct from pieces like Tamaxchi and Kirin's osode that some things fall into certain categories.
HP/MP/Attributes = 1
Acc/atk/eva/etc = 1
Skill+ = 1
Special Effects Likely harbor their own special categories. Meaning each Special Effect ("Enhances xxx") is in its own category. Maybe some exception being perhaps "enhances resists" all fall into 1 category, but we can't be entirely sure, So I'd like to say Maybe adding a few "enhances" won't bust 4 Cat limit, But the chances are more for it breaking it than against. it.
My idea is not that complex. It's a simple idea suggested as a way to overcome one big obstacle that us current end game players face.
Not complex on paper, very very complex in Coding and creating, especially if it was created through the "BY YOUR POWERS COMBINED, I AM AF4" method mentioned.
Issue is SE cannot raise inventory cap above 80. Some jobs like RDM require way too many sets compared to DD, we have gear that enhances not only skill, but elements. Hence why scholar or redmages need Apamajas II for stun.
So to say only mage jobs would benefit from this, well it's not our fault that our spells can't land without the need of gear.
True, But condensing AF/Relic/Emp into 1 piece isn't going to free up a great deal of space for the time it'd take to invest in implementing it... I mean at absolutely BEST CASE scenario its 10 Inventory spaces cleared up, thats if you happen to use every single piece of all 3 Sets, which will then be reduced from 15, to 5.
I'd rather them find a universal cure for our Inventory problems rather than a temporary fix for some jobs. Is that not logical? off the top of my head, I can't quite think of a direct example but it does not mean such a thing is non-existant.
Chatoyant and ending quotes
I understand it sucks gearing up a Mage job or a AF/Relic/Emp heavy job, But again, This is kinda the field that comes with being a Mage... Also, not that this is explained a bit better, I ask you go and answer a few of my concerns if possible.
How would you overcome the 4 Category Limit? (now that I spelled out what it is)
Would you add Augmented Relic +2?
Bonuses from AF, AF+1, Relic, Relic+1, and Relic+2, and Empyrean+2 Including the Set Bonuses?
Would it be pick and chose? If so, Who picks, Us or Square Enix?
This a lot more complex and difficult that it sounds on paper, sad truth, you're asking for quite a large amount of effort to but put into this inventory saver that only effects a handful of jobs at best, and sure while i hate gearing up RDM, lets not exaggerate, realistically you need maybe 1-2 Pieces of Relic or AF each, which is like 3 more clicks. for SCH and later jobs where you have to cycle through all the relic etc, it sucks... I know, But sucky enough to devote time and effort into creating Captain Pl--- AF 4, Rather than looking for a universal solution to gear issues?
I think I'd take cycling through Storage slips if it meant I could macro In and out pieces of armor from my Satchel/Sack like certain plug ins allow you to do... While if they added AF4 I wouldn't protest it, It just seems unrealistic at best, and impossible at worst.
OmnysValefor
07-30-2013, 03:53 PM
Added it up, due to delve armor and bayld armor, I'm -25 slots. Only piece I've felt comfortable dropping is Ballerines.
Nasty.
NVM, I didn't even think of counting Asperity necklace, K'yares ring, 2 DA earrings, 1 DW earring (yeah I didn't get the other), 2 M.acc earring, the tathlum.. and there are probably others I'm forgetting but that's -32 not counting naakual drops (the weapons usually allowed me to drop something else).
Daemon
07-30-2013, 03:54 PM
Tamaxhi has 11 Stats yes, But most fall into Similar Categories. HP/MPStats, Skill+, and Macc/matk/eva/def/etc category, and lastly Cure potency... It pretty much lands flat on the "4 Category Limit", which is good. The items above, Break above and beyond those Categorical limits. Theres a difference between number of stats, and Category of said stats. This was described and explained when the first mention of adding Set bonuses to AF/Relic was mentioned when Empyrean+2 was released.
While each and every category isn't well defined, We can deduct from pieces like Tamaxchi and Kirin's osode that some things fall into certain categories.
HP/MP/Attributes = 1
Acc/atk/eva/etc = 1
Skill+ = 1
Special Effects Likely harbor their own special categories. Meaning each Special Effect ("Enhances xxx") is in its own category. Maybe some exception being perhaps "enhances resists" all fall into 1 category, but we can't be entirely sure, So I'd like to say Maybe adding a few "enhances" won't bust 4 Cat limit, But the chances are more for it breaking it than against. it.
Not complex on paper, very very complex in Coding and creating, especially if it was created through the "BY YOUR POWERS COMBINED, I AM AF4" method mentioned.
True, But condensing AF/Relic/Emp into 1 piece isn't going to free up a great deal of space for the time it'd take to invest in implementing it... I mean at absolutely BEST CASE scenario its 10 Inventory spaces cleared up, thats if you happen to use every single piece of all 3 Sets, which will then be reduced from 15, to 5.
I'd rather them find a universal cure for our Inventory problems rather than a temporary fix for some jobs. Is that not logical? off the top of my head, I can't quite think of a direct example but it does not mean such a thing is non-existant.
I understand it sucks gearing up a Mage job or a AF/Relic/Emp heavy job, But again, This is kinda the field that comes with being a Mage... Also, not that this is explained a bit better, I ask you go and answer a few of my concerns if possible.
How would you overcome the 4 Category Limit? (now that I spelled out what it is)
Would you add Augmented Relic +2?
Bonuses from AF, AF+1, Relic, Relic+1, and Relic+2, and Empyrean+2 Including the Set Bonuses?
Would it be pick and chose? If so, Who picks, Us or Square Enix?
This a lot more complex and difficult that it sounds on paper, sad truth, you're asking for quite a large amount of effort to but put into this inventory saver that only effects a handful of jobs at best, and sure while i hate gearing up RDM, lets not exaggerate, realistically you need maybe 1-2 Pieces of Relic or AF each, which is like 3 more clicks. for SCH and later jobs where you have to cycle through all the relic etc, it sucks... I know, But sucky enough to devote time and effort into creating Captain Pl--- AF 4, Rather than looking for a universal solution to gear issues?
I think I'd take cycling through Storage slips if it meant I could macro In and out pieces of armor from my Satchel/Sack like certain plug ins allow you to do... While if they added AF4 I wouldn't protest it, It just seems unrealistic at best, and impossible at worst.
If SE can implement new categories like Monstrosity, what's to say they can't add a new Catagory for Augments or enhancements? What do I mean by this? We have job trait Catagory. In my opinion, making an AF4 would still be good by combining stats to make AF on par with SoA content but for enhancements and augments they could add a new Catagory like job traits that require equipment be worn in order for those to become active.
I know coding is not easy. Neither is limitations. But eventually something has to be done because after 11 years, adding new stuff isn't answering any issues we are facing now at end game, it's further making it difficult to decide what to keep and what to throw out or leave out.
Also as I said before, AF is is heading in the direction of only becoming useful for its enhancements, not its stats. Sooner or later, everyone won't even be using AF in the direction SE is taking us.
Personally I love gear that makes our job look the part. Why would any job want to look the same? Problem is new items are looking better than AF when I think it should be the other way around.
Daemon
07-30-2013, 04:18 PM
Added it up, due to delve armor and bayld armor, I'm -25 slots. Only piece I've felt comfortable dropping is Ballerines.
Nasty.
NVM, I didn't even think of counting Asperity necklace, K'yares ring, 2 DA earrings, 1 DW earring (yeah I didn't get the other), 2 M.acc earring, the tathlum.. and there are probably others I'm forgetting but that's -32 not counting naakual drops (the weapons usually allowed me to drop something else).
I wonder how many gear sets, Augmented gears, AF sets, weapons REM/Magian, Accessories, capes belts gorgets, meds and other items on top of that you carry per event?
And this is the main purpose of desperately trying to suggest fixes for our never ending problems with inventory.
Siviard
07-30-2013, 05:45 PM
You know....maybe the Development Team is already in the process of making AF4 for the 20 jobs as we speak? I mean, just look at the JSE Capes that came out in the July update.
Lifestream Cape (GEO) and Evasionist's Cape (RUN) for example. It wouldn't surprise me in the least if their AF sets were called that as well. I agree some of the names of the new Capes seem pretty confusing for the jobs. Like Dispersal Mantle (PUP), and Cornflower Cape (BLU) for example. What's up with those names? Doesn't make a whole lot of sense. But THEN you see these others with names that are so obvious it just screams "possible new AF sets". Ones like Mauler's Mantle (WAR), Rhapsode's Cape (BRD), Toetapper Mantle (DNC), Mending Cape (WHM), Gunsliger's Cape (COR) and Bookworm's Cape (SCH).
Also, keep in mind that AF "accessories" were lower level items. Look at the Relic sets as an example. The armors are 71-75, but the accessories (from dreamland zones) are 70. These Capes/Mantles are 99 but do not have the iLvl thing on the bottom right of the stat window. This leads me to believe (theorize) there's a possibility that there will be new AF sets for all 22 jobs, not just AF for GEO and RUN, and that they released one of the accessories (back piece) for these new AF sets in the July update with more possible accessories (possibly a waist slot item) coming in the August update.
AGAIN, this is all theory on my part. But when you seriously stop to think about it, it makes sense.
Daemon
07-30-2013, 06:13 PM
You know....maybe the Development Team is already in the process of making AF4 for the 20 jobs as we speak? I mean, just look at the JSE Capes that came out in the July update.
Lifestream Cape (GEO) and Evasionist's Cape (RUN) for example. It wouldn't surprise me in the least if their AF sets were called that as well. I agree some of the names of the new Capes seem pretty confusing for the jobs. Like Dispersal Mantle (PUP), and Cornflower Cape (BLU) for example. What's up with those names? Doesn't make a whole lot of sense. But THEN you see these others with names that are so obvious it just screams "possible new AF sets". Ones like Mauler's Mantle (WAR), Rhapsode's Cape (BRD), Toetapper Mantle (DNC), Mending Cape (WHM), Gunsliger's Cape (COR) and Bookworm's Cape (SCH).
Also, keep in mind that AF "accessories" were lower level items. Look at the Relic sets as an example. The armors are 71-75, but the accessories (from dreamland zones) are 70. These Capes/Mantles are 99 but do not have the iLvl thing on the bottom right of the stat window. This leads me to believe (theorize) there's a possibility that there will be new AF sets for all 22 jobs, not just AF for GEO and RUN, and that they released one of the accessories (back piece) for these new AF sets in the July update with more possible accessories (possibly a waist slot item) coming in the August update.
AGAIN, this is all theory on my part. But when you seriously stop to think about it, it makes sense.
Which would add yet another set of gear to carry around If that's true... >.>
Solonuke
07-30-2013, 07:09 PM
DRK body:
HP +38 MP +20 STR +7 VIT +7 MND +6
Enfeebling magic skill +5
Accuracy +15 Attack +38
Critical Hit Rate +4% Haste +3%
Enhances "Dread Spikes" effect
"Magic Atk. Bonus" +12
Set: Attack occasionally varies with HP
Such random stats
Zohno
07-30-2013, 10:23 PM
Blue Cotehardie (http://ffxiarmory.com/en/blue_cotehardie) already beats all the examples with 17 stats :p
Ophannus
07-30-2013, 11:37 PM
Or convert the AF into a key item that gives you a trait that enhances your ability.
For example, convert Drachen Armet+1 into a key item called Drachen Soul: Head which when you are a DRG, grants you a trait called "Drachen Attunement" which allows breaths to be activated at 50%. These can be set like atma and would only apply to AF1+1 and AF2+2
FaeQueenCory
07-31-2013, 12:30 AM
hm......
I'd rather just have a iLv120 AF4 set.
A match for the.... "AF1"..... >:[ of RUN and GEO.
Everyone already has "AF" capes from Adoulin...
why not an AF4.
Edit: I should mention the idea isn't inherently bad, if not a little unrealistic and silly, Its just... well... nearly impossible, and even if you pick and chose which bonuses make it to the AF4 you still get an incredibly complex system that will at best save you a few inventory spaces.
Karbuncle...
I am disappoint.
How could you not include smn??
DEF:134 +133MP
Summoning magic skill +10
Avatar elemental resistance +25
"Blood Pact" ability delay -10
MP recovered while healing +5
Avatar perpetuation cost -7
Avatar: Increases "Blood Pact" damage
Critical hit rate +6%
Reduces Sp. "Blood Pact" MP cost
Set: Augments "Blood Boon"
Ok... it's not as much as those others... but that's a lot of words!
Rustic
07-31-2013, 12:57 AM
Or convert the AF into a key item that gives you a trait that enhances your ability.
For example, convert Drachen Armet+1 into a key item called Drachen Soul: Head which when you are a DRG, grants you a trait called "Drachen Attunement" which allows breaths to be activated at 50%. These can be set like atma and would only apply to AF1+1 and AF2+2
This actually isn't a bad idea- an "Atma" of sorts. Have it give the player the "specials" without the regular stats. For example, RDM could have (and would only be in effect as) :
Legacy of the Warlock (turn in Warlock's +1 Armor Set):
Enhances Fast Cast
Legacy of the Duelist (turn in Duelist's +1 Armor Set, have Atma of the Warlock (which gets consumed in the process)):
Enhances Fast Cast
Refresh
Enhances "Spikes"
Legacy of the Estoqueur (turn in Estoqueur's +2 set, does NOT consume Atma of the Duelist but requires it):
Enhances Refresh Potency
Enfeebling magic casting time -12%
Increases potency of Enfeebling Magic 10%
Increases Enhancing Magic Duration
Enhances "Saboteur"
Enhances "Composure"
Set it up that if two Legacies give the same bonus, only the higher one applies.
Voila, we've just ripped a good sized chunk of inventory free from many a player and converted them into an Atma-like system instead.
Karbuncle
07-31-2013, 06:46 AM
If these Legacies can just be equipped like Atma, can any job can equip them? Or will you limit them to each job? If you limit them, then you have a total of 2 Legacies for 3 Armor sets... and do you realize how broken this would be for some Jobs? Bonuses WAR, COR, and SMN get from their Empyrean armor are insane. It would be downright broken.
Yes, they've greatly improved our Armor and weapons, but i don't think they're ready to turn old armor into permanent bonuses just yet. I think I'd side more with AF4 than a Legacy/Atma type idea... As the Legacy/Atma type idea would probably take more effort >_>.
Its not without its merit though, very outside the box on trying to think of a solution to it :D
Siviard
07-31-2013, 07:49 AM
So if these AF4 sets do come to pass, what kind of stats do you think would be on them?
Demon6324236
07-31-2013, 08:05 AM
RDM would get mage only stats. I would honestly love a melee focused AF4 set for RDM, one which would be the opposite of our AF3 set which was a pure mage set, which would bring a source of balance to the job's AF in my opinion. I know it would never happen though, looking at our back piece we just got, they think Sword Enhancement effects are worth something still, which says all that needs said about where that set would be at for me.
Rustic
08-01-2013, 12:03 AM
If these Legacies can just be equipped like Atma, can any job can equip them? Or will you limit them to each job? If you limit them, then you have a total of 2 Legacies for 3 Armor sets... and do you realize how broken this would be for some Jobs? Bonuses WAR, COR, and SMN get from their Empyrean armor are insane. It would be downright broken.
For example, RDM could have (and would only be in effect as)
Yep, active only with Job: on. And those bonuses don't have to be fully equivalent if it's imbalanced, and could also be "overriden" by a more powerful effect. That is, a Legacy doesn't stack-and it only has it's effect if you don't have a better one already.
So an armor piece that gives a "Refresh" bonus doesn't stack with Legacy of the Duelist, but if you aren't wearing gear with a Refresh ability, you'll get that 2MP/tic from it instead. It -would- stack with job traits and external buffs, naturally.
So that RDM could sit there in, say a +MACC set for debuffing with Legacy of the Estoqueur and still get his boosts to Enfeebling magic from the Legacy, but if the armor also, say granted "Enfeebling Magic casting time -15%", they wouldn't get the Legacy stacking with that for -27% (or cap, IIRC) casting time. If the gear normally granted "Enfeebling Magic casting time -10%", they'd get the Legacy bonus instead- and be tossing spells at -12% casting time, as the Legacy > gear bonus. Swap in a piece that adds another -5% to casting time, and your gear > Legacy, so you'd only end up with -15% as the Legacy buff would no longer apply.
Kristal
08-01-2013, 12:37 AM
Instead of combining the AF/relic/emp, they could also make AAFs for all 22 jobs, like they are doing for GEO and RUN, and add a combination of delicious stats and unique job effects on them.
Daemon
08-01-2013, 03:22 AM
Instead of combining the AF/relic/emp, they could also make AAFs for all 22 jobs, like they are doing for GEO and RUN, and add a combination of delicious stats and unique job effects on them.
The reason we are suggesting SE combine gear is because we don't have the inventory to carry the constant new gear being released. This is making players frustrated.
Yesterday I wasted 75k Bayld playing Wildskeeper Reives because my inventory was full when Boss died. And there is absolutely no gear I can throw away.
Demon6324236
08-01-2013, 04:23 AM
Yep, active only with Job: on. And those bonuses don't have to be fully equivalent if it's imbalanced, and could also be "overriden" by a more powerful effect. That is, a Legacy doesn't stack-and it only has it's effect if you don't have a better one already.
So an armor piece that gives a "Refresh" bonus doesn't stack with Legacy of the Duelist, but if you aren't wearing gear with a Refresh ability, you'll get that 2MP/tic from it instead. It -would- stack with job traits and external buffs, naturally.
So that RDM could sit there in, say a +MACC set for debuffing with Legacy of the Estoqueur and still get his boosts to Enfeebling magic from the Legacy, but if the armor also, say granted "Enfeebling Magic casting time -15%", they wouldn't get the Legacy stacking with that for -27% (or cap, IIRC) casting time. If the gear normally granted "Enfeebling Magic casting time -10%", they'd get the Legacy bonus instead- and be tossing spells at -12% casting time, as the Legacy > gear bonus. Swap in a piece that adds another -5% to casting time, and your gear > Legacy, so you'd only end up with -15% as the Legacy buff would no longer apply.See the system your talking about seems to complex for them to add it to this anyways. I think a simple KI to give only the unique effects of the gear to you at all times is really need, but that's about all. If I could have a KI that enhanced all enfeebling magic like my AF3 body, while my refresh is aways +1MP/Tick, my Saboteur is always stronger, my enfeebles are a little faster, and my duration on my enhancing is always boosted by the same duration as my feet/cape, as well as my composure bonus, all without wearing it all. That would cut down on 5 spaces I would never need to use, and it would simplify both my inventory, and my job's macros, to a point. It would only be taking 1~2 stats from each piece, some of which are still good & useful, and would not be replaced like my feet, but overall this would allow jobs a little growth from their armor, make AF1 useful for a permanent upgrade to the job, and allow us to do away with carrying around 5~10 AF pieces of gear for nothing more than a single stat or boost to a JA.
Kristal
08-02-2013, 12:42 AM
The reason we are suggesting SE combine gear is because we don't have the inventory to carry the constant new gear being released. This is making players frustrated.
Yesterday I wasted 75k Bayld playing Wildskeeper Reives because my inventory was full when Boss died. And there is absolutely no gear I can throw away.
Then you are carrying WAY too much gear and items. It's a bit late for a spring cleaning, but you probably want to send off some stuff to a store, mule, or AH. Keeping your inventory cleaned up is also part of preparation for any event, you know! (You'd be surprised how much junk accumulates over time.. stuff that you might use at 75, leveling gear for other jobs, event gear that wasn't storable at the time, etc.)
I was still carrying around Guard+ gear to speed up skilling, and it's been a year since SE changed the skill up system? (And I capped it without actually macroing it in anymore... was just collecting dust.)
FaeQueenCory
08-02-2013, 04:17 AM
Instead of combining the AF/relic/emp, they could also make AAFs for all 22 jobs, like they are doing for GEO and RUN, and add a combination of delicious stats and unique job effects on them.
LoL I agree. A iLv 120 AF4 for all jobs would be greatly appreciated.
And while it *might* do the exact opposite of what the OP created this thread about...
It might also do exactly what they want.
iLv120 holds the potential to be so crazy powerful... that there is no need for other macro gear.
Sure, there will always be some macro gear... but if done right... it could reduce the ammount of inventory clutter just by being more powerful than the macro-only gear.
But that hinges on SE doing the AF4 "right"....
OmnysValefor
08-02-2013, 04:48 AM
While I appreciate that we can, and I do, mule gear.--
Muling gear is stupid. Having to pay more money and waste time muling to sub in for an awful inventory system is stupid.
The "new af" Kristal speaks of would only be more inventory- and that's the last thing a large portion of the vocal community want.
Spectreman
08-02-2013, 09:39 AM
Best thing would be putting new solo stories for each job, continuing where our AF1 quests left and bring us the ultimate AF set by combining 3-5 stats from each item into a new one through a NPC.
We would be also allowed to choose the style: AF1, Relic or Empyrean look. Everyone is satisfied and looking good. I bet that the majority of players would rather look like their jobs instead of french happy guy like delve gear.
Unless the game is starting to cater to this public exclusively.
Daemon
08-02-2013, 02:36 PM
Then you are carrying WAY too much gear and items. It's a bit late for a spring cleaning, but you probably want to send off some stuff to a store, mule, or AH. Keeping your inventory cleaned up is also part of preparation for any event, you know! (You'd be surprised how much junk accumulates over time.. stuff that you might use at 75, leveling gear for other jobs, event gear that wasn't storable at the time, etc.)
I was still carrying around Guard+ gear to speed up skilling, and it's been a year since SE changed the skill up system? (And I capped it without actually macroing it in anymore... was just collecting dust.)
You must not know what it's like to play Redmage and scholar.
Here I'll give you example of my Redmage gear sets.
Enhancing
Enfeebling
Fast cast
-PDT
-MDT
MDB
MND
INT
Stoneskin
Idle Refresh
Cure Potency
Elemental Magic
Dark Magic
Magic Attack Bonus
Magic Accuracy
AF2 Relic Body max upgrades for Chainspell +20 seconds
AF2 Relic Hat for Dia III and 4 tick refresh when combined with AF3 Body
AF2 Legs for Shock Spikes
AF3 Set for Enhancing, Composure, Refresh
Zamzummin & Kaikias Cape for Gravity & Addle
I don't think I'm carrying way too much gear. I think I'm not carrying enough gear. I don't even have Apamajas II yet for stun. Although I've been doing fine with INT, magic accuracy so far. Also got Chatoyant staff. Still working on AF2 Phalanx piece.
Then there is
Dalmatica +1 with Fastcast +6 Macc +6 Occquickspell +3%.
Blood Cuisses for Walkspeed 12% Fastcast +4, Evasion +7, Mag Evasion +4.
Voidwatch Gear
Hekas Kilasiris Set
Hyaline Hat
Sanus Ensis
SoA Gear
Orvail Set
Bokwus Robe
Bokwus Gloves
Soothsayer Staff
Lol I didn't even mention DD gear.. Haste/Store TP/ Belt & Gorget, Heartseeker Earring, Halachuinic Sword
Mission items like Brutal Earring, Rajas Ring, Suppa...
What room is there for Nakuual gear???
SpankWustler
08-03-2013, 12:30 AM
Zamzummin & Kaikias Cape for Gravity & Addle
The former is an abomination and should not even exist, as it actually adds LESS magic accuracy than Chatoyant Staff. The latter provides 1 additional magic accuracy compared to Refraction Cape, or less, at the cost of a whole inventory slot; that thing should be gone ASAP if it isn't also serving as your INT/MND cape.
I definitely agree that any mage's inventory is a cluster-cuss or that mage is doing something wrong, but at the same time, some aspects of some items were designed by the crazy naked guy who lives in SE's office's duct-work and should be treated as such.
Daemon
08-03-2013, 03:20 AM
The former is an abomination and should not even exist, as it actually adds LESS magic accuracy than Chatoyant Staff. The latter provides 1 additional magic accuracy compared to Refraction Cape, or less, at the cost of a whole inventory slot; that thing should be gone ASAP if it isn't also serving as your INT/MND cape.
I definitely agree that any mage's inventory is a cluster-cuss or that mage is doing something wrong, but at the same time, some aspects of some items were designed by the crazy naked guy who lives in SE's office's duct-work and should be treated as such.
yeah but when you paid 5 mil for the staff when it first popped in AH, you dun just toss it =p
I really do wonder if the DEVs even actually play FFXI and have used the jobs and items they created.
Karbuncle
08-03-2013, 08:40 AM
Enhancing
Enfeebling
Fast cast
-PDT
-MDT
All solid Sets a RDM should have.
MDB
eh... This should already be built into your MDT Set as best as possible. Not many situations, or any at all I can think of where you shouldn't go 50% MDT (Shell) and add MDB in elsewhere slots. having an entirely different set for it can be cleaned.
MND
INT
Stoneskin
Idle Refresh
Cure Potency
Good sets. Stoneskin and Enhancing should fall roughly in the same category at level 99, except for the 4-5 Stoneskin+ Pieces. Which You could probably keep in your sack/satchel until they're needed, like i do.
Elemental Magic
Useless. You have a M.acc, and M.atk set already, Elemental Magic set is pointless. Use your M.acc set if you're more interested in landing the spell than max damage. get rid of these pieces (unless they share other uses) and you've got some inventory. Items with Elemental Skill+ I like to think of as "shiny numbers" pieces, They don't do squat but when you see skill+ you think "Must be good". Unless these pieces are in use on other sets, Stow em, sell em, toss em, something.
Dark Magic
Magic Attack Bonus
Magic Accuracy
Good, good, and good.
AF2 Relic Body max upgrades for Chainspell +20 seconds
AF2 Relic Hat for Dia III and 4 tick refresh when combined with AF3 Body
Also good. Though redundant to mention again as Relic Body has Fast Cast and you should carry it anyway, and Relic Head has Refresh, which you already mentioned.
AF2 Legs for Shock Spikes
Should probably turn in your Duelist's Chap if you actually think these are worth an inventory slot. While their benefits are known:
Adds floor(INT*(4/256)) to Shock Spikes Base Damage
They aren't worth keeping around, Not even a little and the BG Page has conflicting statements. The Floor shows it increases the Damage of Shock Spikes, while the text says "Accuracy of Stun from Shock". While even if the latter is true, Its still not a strong enough case to warrant carrying these around. Throw it in your sack or just keep it in storage. There is a certain thing as being too overprepared, this falls in that category. They're situational to the point of useless... Especially in Endgame content where your not suppose to be getting hit, and even if you do, Shock Spikes don't proc on AoE Attacks like matamata and Tojil/etc. Even if they did, at best you just useless built this mobs resistance to stun a little more.
Zamzummin & Kaikias Cape for Gravity & Addle
Spank tackled this. Both are an abomination. I have sentimental stuff I have for jobs, But I don't carry them then wonder how im low on inventory space. (I.E My Maat's Cap, Sentinel's Shield, Bano Del sol, so forth). Zamzummin is such a horrific abomination it angers me SE even made it or thought it had a use.
I don't think I'm carrying way too much gear.
You are, You're carrying way to much gear, and a lot of what you listed has items that mix with sets, I.E Relic+2 hat being used in both Refresh and Enfeebling Sets/Dia III. they mix. If i'm honest with myself, I probably do have Just over 90 things i Carry on RDM, But this includes a Melee/WS set, If i nix my Melee Set I can lower my Inventory down to the mid 70's.
Dalmatica +1 with Fastcast +6 Macc +6 Occquickspell +3%.
If anything Quickened Spells best effects is f**king up your Refresh/Haste Cycle. I'd stick with a Normal Fast Cast coat TBH, Some people will swear by Quick-Spell, But personally I don't take much stock in it, If you're nuking/Enfeebling with a Pre-cast/Casting Set, Quick-Spell will occ. make you not swap to the proper gear set in time too!
Anyway, Most of what you mentioned obviously fall into your above sets. So I didn't bother with cycling through the Orvail set blah blah cause If you're carrying them they're obviously for one of the sets you mentioned above, which i addressed. When i looked at my gear on RDM, I realized i carried a lot of useless sh*t. Take the sets you rarely use and Sack em or Satchel em, Or flat don't bring em.
If you're going to kill Delve? You don't need a MAB Set, You're not there to deal damage, and no, Its not helping at all. You're there to enfeeble, cure, and -Na, casting a spell no matter how bored you are is a waste of MP. Most of your inventory issues could be solved with a little restraint and forethought. You don't need Relic Pants ever unless you happen to be soloing, and you're really anal about an undefined % increase in Accuracy/potency. You don't need to carry a Melee set with you to Delve (I had to fight this urge...).
You need to pick and chose what you bring with you to certain events, Its how any of us get by on Mage jobs. Bring what you'll use, Not what you might use. Personally clearing my Nuking Set, melee Set, and WS set gives me more than enough room on RDM.
You are obviously a well prepared RDM, But you are in fact carrying waaaaaaaaaaay to much crap. You can consolidate your sets and still provide the best performance possible. And for future reference on Elemental Magic skill set, 1 Ele Skill = 0.9~1Macc, Don't both with a Elemental Skill set as its just a fancy way of saying "Magic Accuracy +".
Again, You're a good RDM, but you are in fact suffering from "Carry too much situational crap" syndrome. I'm not saying we don't need more inventory, I'm just saying in the temporary you could solve your problem by evaluating what sets you bring with you.
Daemon
08-03-2013, 09:41 AM
All solid Sets a RDM should have.
eh... This should already be built into your MDT Set as best as possible. Not many situations, or any at all I can think of where you shouldn't go 50% MDT (Shell) and add MDB in elsewhere slots. having an entirely different set for it can be cleaned.
Good sets. Stoneskin and Enhancing should fall roughly in the same category at level 99, except for the 4-5 Stoneskin+ Pieces. Which You could probably keep in your sack/satchel until they're needed, like i do.
Useless. You have a M.acc, and M.atk set already, Elemental Magic set is pointless. Use your M.acc set if you're more interested in landing the spell than max damage. get rid of these pieces (unless they share other uses) and you've got some inventory. Items with Elemental Skill+ I like to think of as "shiny numbers" pieces, They don't do squat but when you see skill+ you think "Must be good". Unless these pieces are in use on other sets, Stow em, sell em, toss em, something.
Good, good, and good.
Also good. Though redundant to mention again as Relic Body has Fast Cast and you should carry it anyway, and Relic Head has Refresh, which you already mentioned.
Should probably turn in your Duelist's Chap if you actually think these are worth an inventory slot. While their benefits are known:
Adds floor(INT*(4/256)) to Shock Spikes Base Damage
They aren't worth keeping around, Not even a little and the BG Page has conflicting statements. The Floor shows it increases the Damage of Shock Spikes, while the text says "Accuracy of Stun from Shock". While even if the latter is true, Its still not a strong enough case to warrant carrying these around. Throw it in your sack or just keep it in storage. There is a certain thing as being too overprepared, this falls in that category. They're situational to the point of useless... Especially in Endgame content where your not suppose to be getting hit, and even if you do, Shock Spikes don't proc on AoE Attacks like matamata and Tojil/etc. Even if they did, at best you just useless built this mobs resistance to stun a little more.
Spank tackled this. Both are an abomination. I have sentimental stuff I have for jobs, But I don't carry them then wonder how im low on inventory space. (I.E My Maat's Cap, Sentinel's Shield, Bano Del sol, so forth). Zamzummin is such a horrific abomination it angers me SE even made it or thought it had a use.
You are, You're carrying way to much gear, and a lot of what you listed has items that mix with sets, I.E Relic+2 hat being used in both Refresh and Enfeebling Sets/Dia III. they mix. If i'm honest with myself, I probably do have Just over 90 things i Carry on RDM, But this includes a Melee/WS set, If i nix my Melee Set I can lower my Inventory down to the mid 70's.
If anything Quickened Spells best effects is f**king up your Refresh/Haste Cycle. I'd stick with a Normal Fast Cast coat TBH, Some people will swear by Quick-Spell, But personally I don't take much stock in it, If you're nuking/Enfeebling with a Pre-cast/Casting Set, Quick-Spell will occ. make you not swap to the proper gear set in time too!
Anyway, Most of what you mentioned obviously fall into your above sets. So I didn't bother with cycling through the Orvail set blah blah cause If you're carrying them they're obviously for one of the sets you mentioned above, which i addressed. When i looked at my gear on RDM, I realized i carried a lot of useless sh*t. Take the sets you rarely use and Sack em or Satchel em, Or flat don't bring em.
If you're going to kill Delve? You don't need a MAB Set, You're not there to deal damage, and no, Its not helping at all. You're there to enfeeble, cure, and -Na, casting a spell no matter how bored you are is a waste of MP. Most of your inventory issues could be solved with a little restraint and forethought. You don't need Relic Pants ever unless you happen to be soloing, and you're really anal about an undefined % increase in Accuracy/potency. You don't need to carry a Melee set with you to Delve (I had to fight this urge...).
You need to pick and chose what you bring with you to certain events, Its how any of us get by on Mage jobs. Bring what you'll use, Not what you might use. Personally clearing my Nuking Set, melee Set, and WS set gives me more than enough room on RDM.
You are obviously a well prepared RDM, But you are in fact carrying waaaaaaaaaaay to much crap. You can consolidate your sets and still provide the best performance possible. And for future reference on Elemental Magic skill set, 1 Ele Skill = 0.9~1Macc, Don't both with a Elemental Skill set as its just a fancy way of saying "Magic Accuracy +".
Again, You're a good RDM, but you are in fact suffering from "Carry too much situational crap" syndrome. I'm not saying we don't need more inventory, I'm just saying in the temporary you could solve your problem by evaluating what sets you bring with you.
Shock spikes make a small difference in time not about damage, its like a free stun. Especially if im tanking after switching over to -pdt gear. Several times where that 2-3 seconds made a difference when casting a spell etc. And yes I know about Zamzummin staff.
All of the gear sets Ive listed doesnt mean I carry all those sets in the limited 80 space inventory all the time and yes I do switch through satchel when certain sets does not fit in my main. Yes all those gear sets go beyond 80 inventory.
And yes MDT / MDB go together.
Dalmatica maybe can screw up refresh Idle but In the case of Taxet, It saves time. I usually keep a butterfly slept for aspir if needed. Also Damatica is good for tanking mobs that cast magic.
I use stoneskin and phalanx often, dont have time to dig through sachtel and take them out.
MAB set is for solo, although does wonders with Helix. Wierd I did over 3.5k DMG casting Tier 5 spells on Hurkaan a few days ago with Scholar using MAB/INT set with buffs&food...
Keep in mind I do play more than 1 job. Not just RDM. At 99 my issue is the lack of main inventory.
I also have to keep foods and meds like Remedy and Creampuff etc
How can you carry 90 if the limit is 80? With new Nakuual items, SE is showing us that they keep releasing so much gear, tell me how can anyone not run out of room? Is it not getting to that point at all?
Demon6324236
08-03-2013, 09:59 AM
Again, You're a good RDM, but you are in fact suffering from "Carry too much situational crap" syndrome. I'm not saying we don't need more inventory, I'm just saying in the temporary you could solve your problem by evaluating what sets you bring with you.This is true, I myself have been looking on where to cut down on my sets depending on situations. But, its not always so easy & clear cut, for instance I have these as my sets.
Melee
TP (http://www.ffxiah.com/item-sets/260962)
TP Accuracy (http://www.ffxiah.com/item-sets/276182)
TP Damage Taken (http://www.ffxiah.com/item-sets/269704)
Knights of Round (http://www.ffxiah.com/item-sets/262408)
Death Blossom (http://www.ffxiah.com/item-sets/308522)
Chant du Cygne (http://www.ffxiah.com/item-sets/260965)
Requiescat (http://www.ffxiah.com/item-sets/282393)
Mercy Stroke (http://www.ffxiah.com/item-sets/288272)
Exenterator (http://www.ffxiah.com/item-sets/288368)
Frontline Cures (http://www.ffxiah.com/item-sets/307815)(Basically Self cures for when fighting up close)
Magic
Backline Cures (http://www.ffxiah.com/item-sets/309688)
Composure Buff (http://www.ffxiah.com/item-sets/308540)(For spells like Haste which Composure duration helps without effecting potency)
Enhancing (http://www.ffxiah.com/item-sets/260967)
Fast Cast (http://www.ffxiah.com/item-sets/261101)
MND Enfeebling Accuracy (http://www.ffxiah.com/item-sets/307822)
MND Enfeebling Potency (http://www.ffxiah.com/item-sets/299220)
INT Enfeebling Accuracy (http://www.ffxiah.com/item-sets/307823)
INT Enfeebling Potency (http://www.ffxiah.com/item-sets/299227)
Nuking (http://www.ffxiah.com/item-sets/261750)
Other
Physical Damage Taken (http://www.ffxiah.com/item-sets/264345)
Magical Damage Taken (http://www.ffxiah.com/item-sets/293637)
Refresh (http://www.ffxiah.com/item-sets/288430)(Basically has almost all situational Refresh pieces)
Refresh Damage Taken (http://www.ffxiah.com/item-sets/309490)
I have a hard time picking & choosing what exactly I will need at certain times though, all together these sets have about 140 pieces of gear, give or take 5 pieces. For melee with swords for instance, even by only having my WS gear, normal TP gear, FCure gear, CBuff gear, Enhancing, FC, a special FL Enfeebling set to cut down on that gear, PDT, MDT, and my RefreshDT set, I still go over 80 pieces. I don't have much in there I could easily take out without hurting myself in some way on the front lines. On the back lines its even worse, as basically everything in my magic & other categories is something I need still.
I know you know how bad inventory gets, but in the end its an issue which needs to be spoken, even if Ultimas gets a little extreme in some of his posts, showing gear which is not really important like the staff & back, he has a point, the fact that gear is a large issue.
I like the idea of new AF, I want it, I would like my RDM to get some great melee gear from it since our last set was pure magic based, and it would help give RDM more of a sense of balance so far as being a Jack-of-all-trades goes in my opinion. But in the end, I honestly still have to ask myself if I have the room for that kind of thing anymore, and sadly, my answer is no, I don't. If we get a new set of AF, we will need an inventory expansion, and since they seem to be working on it, we may get it, but it seems this invisible hoard of players who hate extra load times is keeping us from it right now, so I can not say I don't want AF4, I would love AF4, but in order for me to get the most use from it I need them to give me my extra inventory too, even if it means extra load times, which I have never had a problem with in the first place.
Daemon
08-03-2013, 10:09 AM
This is true, I myself have been looking on where to cut down on my sets depending on situations. But, its not always so easy & clear cut, for instance I have these as my sets.
I have a hard time picking & choosing what exactly I will need at certain times though, all together these sets have about 140 pieces of gear, give or take 5 pieces. For melee with swords for instance, even by only having my WS gear, normal TP gear, FCure gear, CBuff gear, Enhancing, FC, a special FL Enfeebling set to cut down on that gear, PDT, MDT, and my RefreshDT set, I still go over 80 pieces. I don't have much in there I could easily take out without hurting myself in some way on the front lines. On the back lines its even worse, as basically everything in my magic & other categories is something I need still.
I know you know how bad inventory gets, but in the end its an issue which needs to be spoken, even if Ultimas gets a little extreme in some of his posts, showing gear which is not really important like the staff & back, he has a point, the fact that gear is a large issue.
I like the idea of new AF, I want it, I would like my RDM to get some great melee gear from it since our last set was pure magic based, and it would help give RDM more of a sense of balance so far as being a Jack-of-all-trades goes in my opinion. But in the end, I honestly still have to ask myself if I have the room for that kind of thing anymore, and sadly, my answer is no, I don't. If we get a new set of AF, we will need an inventory expansion, and since they seem to be working on it, we may get it, but it seems this invisible hoard of players who hate extra load times is keeping us from it right now, so I can not say I don't want AF4, I would love AF4, but in order for me to get the most use from it I need them to give me my extra inventory too, even if it means extra load times, which I have never had a problem with in the first place.
Yeah DJ you said it better than me. I just start typing out gear off the back of my head as Im not in game when Im posting. But the issue really is gear being constantly released not to replace gear but to add on to what you have in most cases. New Weapons however are starting to show improvement like Tamaxchi allowing people to throw away their Arka IV staff. I mean who needs 24% cure potency when you can get 22% off the new club right? As long as you cap 50%? I just wish more gear would allow us this freedom. Especially AF.
Had SE just boosted our stats like Enhancing Magic, Enfeebling etc or give higher stats on gear than make us collect so many pieces just to get small stats to add up to reach cap, then this too would have solved a lot of inventory space. Reason I said in other posts why doesnt SE give us higher -PDT on 1 piece or higher Refresh Tick beyond the 1-2 on a single item? If the quest was hard enough to earn it whats the problem? Not asking it to be godly long like Mythic but thats one example...
Really SoA changed everything. We never had to cap every single skill / ability before SoA.
Karbuncle
08-03-2013, 12:46 PM
This is true, I myself have been looking on where to cut down on my sets depending on situations. But, its not always so easy & clear cut, for instance I have these as my sets.
I can try provide some help to that.
Melee
TP
TP Accuracy
TP PDT
Death Blossom
Requiescat
Frontline Cures(Basically Self cures for when fighting up close)
Here, I'd remove Mercy Stroke, Chant, and Knights of Round gear, as they are all tied to now useless weapons. Thanks SE :(, I've stopped using my Mandau all together on THF and RDM as its not worth it anymore, the new weapons are too powerful.
Personally I'd pick a weapon and use it, at this point, You'll want sword since SE Forgot RDM can wield dagger apparently, and the Delve Swords are far better than any dagger we can touch, So if you're bringing a Melee set, There's the narrowed version.
Magic
Backline Cures
Composure Buff(For spells like Haste which Composure duration helps without effecting potency)
Enhancing
Fast Cast
MND Enfeebling Accuracy
MND Enfeebling Potency
INT Enfeebling Accuracy
INT Enfeebling Potency
Nuking
I don't think you can remove much here, However you can likely drop the Potency Sets in Delve, as most NMs you'll want the Accuracy. however if you have GEO buffs/Debuffs, Can ditch the Acc and go with the potency. (So long as your POtency Builds obv have a healthy dose of M.acc, Which most will, and yOU have Capped Enfeebling+Merits)
Other
Physical Damage Taken
Magical Damage Taken
Refresh(Basically has almost all situational Refresh pieces)
Refresh Damage Taken
I'd say you can consolidate Refresh and RefreshDT into one set. Add the 5 Refresh pieces most people use (5 visible slots), and Fill the other slots with the PDT. Personally something like Earth Staff, Twilight Torque, 2x 6% Dark Rings, Umbral Cape, Flume Belt, and a (1) PDT-2% Earring will bring you at 49% PDT at Daytime, and Capped PDT at Night. If you have a Dring You're at 48% Daytime, 50% Night, and you still get to use all 5 Visible Refresh pieces, and Even a slot for a WoTG Earring. If you don't have a WoTG Refresh Earring, You can use 2 PDT-2% Earrings and be at 50% in night or Day, all while keeping your Refresh Set on.
for Visual Reference
No D-ring. 1 PDT Earring.
Earth Staff -20%
Twilight T. -5%
6%Drk Ring x2 - 12%
Umbra cape -6%
Flume Belt -4%
PDT-2%Ear -2% (dur)
*Total - 49% In the Day, Overcapped at night.
Dring.
Earth Staff -20%
Dring - 10%
t.Torque -5%
Umbra/Flume - 10%
PDT-5% Drk Ring -%
*Total = -50%
If you have a Dring, Could even settl for an NQ Umbra Cape (Cheviot) with a PDT-6% Ring and a -2%/-1% Earring. (Colossus' Earring is -1%, Easy from Alexander fight). This is all while leaving your Head, Body, Hands, Legs, and Feet free for Refresh pieces.
So, I've only really managed to Cut off a few pieces of gear for you :(, But I know your pain.
Daemon
08-03-2013, 06:51 PM
BTW thanks Karbuncle =)
Duelle
08-07-2013, 06:52 PM
See the system your talking about seems to complex for them to add it to this anyways. I think a simple KI to give only the unique effects of the gear to you at all times is really need, but that's about all. If I could have a KI that enhanced all enfeebling magic like my AF3 body, while my refresh is aways +1MP/Tick, my Saboteur is always stronger, my enfeebles are a little faster, and my duration on my enhancing is always boosted by the same duration as my feet/cape, as well as my composure bonus, all without wearing it all. That would cut down on 5 spaces I would never need to use, and it would simplify both my inventory, and my job's macros, to a point. It would only be taking 1~2 stats from each piece, some of which are still good & useful, and would not be replaced like my feet, but overall this would allow jobs a little growth from their armor, make AF1 useful for a permanent upgrade to the job, and allow us to do away with carrying around 5~10 AF pieces of gear for nothing more than a single stat or boost to a JA.I can get behind this. Of course, my take on this would require you to trade in the complete sets, if only for the sake of clearing up space. AF1 would be boots, legs, body, hands, hat. AF2 would be belt, boots, legs, body, hands, hat. AF3 would be collar, cape, earring, boots, legs, body, hands, hat.
Key items would contain only the special stats and the +skill from the sets to make up for the *barely-contained glee* loss of macro pieces.
Warlock KI:
Healing magic skill +10
Enhancing magic skill +15
Enfeebling magic skill +15
Elemental magic skill +10
Shield skill +10
Parrying skill +15
Spell interruption rate down 12%
Enhances "Fast Cast" effect
Duelist's KI:
Enfeebling Magic Skill +18
Healing Magic Skill +15
Enhancing Magic Skill +33
Elemental Magic Skill +15
Adds "Refresh" effect
Enhances "Fast Cast" effect
Enhances effect of "Spikes" spells
Estoqueur's KI:
Enhancing Magic Skill +15
Enfeebling Magic skill +15
Enhances "Refresh" Potency
Enfeebling magic casting time -12%
Increases enhancing magic effect duration
Enhances Enhancing Magic duration by 20%
Enhances "Saboteur" effect
Adds "Refresh" effect
Enhances Enfeebling Magic effect
Increases the Potency of Enfeebling Magic by 10%.
Augments "Composure"
---------------------------
On the OP, if SE does make AF4, I want a melee set that focuses on making enspells more powerful. That would at least make up for the melee gear neglect RDM has seen since Adoulin began.
Demon6324236
08-07-2013, 07:56 PM
I can get behind this. Of course, my take on this would require you to trade in the complete sets, if only for the sake of clearing up space. AF1 would be boots, legs, body, hands, hat. AF2 would be belt, boots, legs, body, hands, hat. AF3 would be collar, cape, earring, boots, legs, body, hands, hat.
Key items would contain only the special stats and the +skill from the sets to make up for the *barely-contained glee* loss of macro pieces.
Warlock KI:
Healing magic skill +10
Enhancing magic skill +15
Enfeebling magic skill +15
Elemental magic skill +10
Shield skill +10
Parrying skill +15
Spell interruption rate down 12%
Enhances "Fast Cast" effect
Duelist's KI:
Enfeebling Magic Skill +18
Healing Magic Skill +15
Enhancing Magic Skill +33
Elemental Magic Skill +15
Adds "Refresh" effect
Enhances "Fast Cast" effect
Enhances effect of "Spikes" spells
Estoqueur's KI:
Enhancing Magic Skill +15
Enfeebling Magic skill +15
Enhances "Refresh" Potency
Enfeebling magic casting time -12%
Increases enhancing magic effect duration
Enhances Enhancing Magic duration by 20%
Enhances "Saboteur" effect
Adds "Refresh" effect
Enhances Enfeebling Magic effect
Increases the Potency of Enfeebling Magic by 10%.
Augments "Composure"100% Agree!
On the OP, if SE does make AF4, I want a melee set that focuses on making enspells more powerful. That would at least make up for the melee gear neglect RDM has seen since Adoulin began.Melee, yes, En-Spells, please for the love of god no. They have no idea what they are doing with En-Spells. En-IIs and Sword Enhancement Damage gear prove that to no end. Take for instance our new back piece (http://wiki.bluegartr.com/bg/Ghostfyre_Cape), which has 5 SED on it, worthless next to Atheling or Letalis Mantles. I would rather it have a side bonus for them, but a focus of En-Spells is just asking for it to be worthless and weak in my opinion. We really need an En-Spell overhaul to begin with, but that's another story. So far as a RDM AF4 would go I would love melee focus to counter the magic focus that we had in our Empyrean set, En-Spell stats on the side would be cool, but not nearly worth being the focus of the set itself unless you mean something like a set bonus such as Composure and Esto.
Duelle
08-07-2013, 09:11 PM
Melee, yes, En-Spells, please for the love of god no. They have no idea what they are doing with En-Spells. En-IIs and Sword Enhancement Damage gear prove that to no end. Take for instance our new back piece (http://wiki.bluegartr.com/bg/Ghostfyre_Cape), which has 5 SED on it, worthless next to Atheling or Letalis Mantles. I would rather it have a side bonus for them, but a focus of En-Spells is just asking for it to be worthless and weak in my opinion. We really need an En-Spell overhaul to begin with, but that's another story. So far as a RDM AF4 would go I would love melee focus to counter the magic focus that we had in our Empyrean set, En-Spell stats on the side would be cool, but not nearly worth being the focus of the set itself unless you mean something like a set bonus such as Composure and Esto.Fair enough. That backpiece is indeed pretty damn horrible.
I agree that enspells do need a revamp/redesign. My initial reaction would be to have damage be determined in part by enhancing skill and in part by weapon damage, or go the Flametongue Weapon route and have it scale with Attack Power while using the per swing calculations like Enspell IIs do.
-----
Anyway, since enspells in AF4 would be out of the question, I wouldn't mind something focused on attack power, accuracy and haste.
Demon6324236
08-07-2013, 09:19 PM
Anyway, since enspells in AF4 would be out of the question, I wouldn't mind something focused on attack power, accuracy and haste.That I most definitely agree with, however like I said, En-Spells as a side thing would be cool, I just don't want them as the primary focus of the set due to SE's previous... enhancements... for those kind of spells.
Kimjongil
08-08-2013, 02:32 AM
Well I have been thinking of a AF4 set for all jobs. It is not a combined armors. All jobs would get an AF4 armor set and weapon.
This armor would be part of quest and drops and crafting. We all know for example delve 2.0 is coming out. First off it be nice if all the jobs got one to two quested armor pieces. These could be from killing a delve T1-5 new boss in the new zones. Then the NPC would give say feet or legs. The hands and head could be obtained buy buying them from the delve guy after unlocking from T1-5 new bosses. The body could be a KI win from the new T6 delve bosses. AF weapons could be crafted from high delve bosses items, or maybe trade to a NPC who uses it to craft the weapon.
I don't see them just giving us all new gear in delve and this could mae it quite exciting. But this probably won't happen. I am sure Af4 will come out and be lvl 120-130 and it will be an event after delve. As SE will haveto add some other set for Run/Geo, after they add mythric.
But I do wish they make it tie in with two or three story quest for each job. I think that would add so much likeability by most players and their jobs.
On a side note those REM swords they showed months ago. They wont actually put those stats on those swords. They been outdated by the current wildkeepers reive or the lvl 117-119 weapons by far. And they don't have any +acc +atk stat weapon anymore anyway.
Miiyo
08-08-2013, 07:30 AM
I like the idea. For the sake of less work for the developers, yet, pleasing the players, it'd be awesome if you could CHOOSE out of the 3 original pieces, to keep the look of that piece. E.G. Combine all 3 WHM AF pieces and keep the look of the AF1.
Daemon
08-08-2013, 09:01 AM
I would assume they are using the idea of trading in pieces of gear for another because look at this!!!!
Empyrean footwear may now be exchanged with a new NPC named Lame Deer in Abyssea – Misareaux (K-7).
Adventurers may exchange three pairs of empyrean footwear with him for one of their choice.
Possible footwear to exchange and receive:
Ravager's Calligae / Tantra Gaiters / Orison Duckbills / Goetia Sabots / Estoqueur's Houseaux / Raider's Poulaines / Creed Sabatons / Bale Sollerets / Ferine Ocreae / Aoidos' Cothurnes / Sylvan Bottillons / Unkai Sune-Ate / Iga Kyahan / Lancer's Schynbalds / Caller's Pigaches / Mavi Basmak / Navarch's Bottes / Cirque Scarpe / Charis Toeshoes / Savant's Loafers
* Adventurers may not exchange more than three pairs at a time.
* Adventurers may not receive the same pair of footwear that they exchanged.
* Footwear traded in will be returned if the adventurer cancels the exchange.
* Disconnecting or logging out during the exchange will not jeopardize an adventurer's items as long as he does not change areas.
* Adventurers who change areas before completing an exchange will lose the items and be unable to cancel the exchange afterwards, but may still complete the exchange.
Wonder if they are testing the results? :)
Okipuit
08-08-2013, 09:08 AM
We've seen quite a few requests for ways to enhance artifact armor and other equipment.
You'll be happy to know that the development team is indeed looking into this, but their current priority is content related to the August version update.
As a matter of fact, Producer Matsui Akihiko commented on a couple different occasions already!
We are planning to add high level equipment using graphics of popular existing items as well as revamping job-specific armor.
Full English post here (http://forum.square-enix.com/ffxi/threads/36018-possible-oversight-with-the-new-ilvl-system?p=461098#post461098).
Below is an example of the things we have been discussing:
Addition of battle content that can be undertaken by low-man parties or solo (+NPC)
The idea is something like an Adoulin version of Meeble Burrows.
Expansion of synthesis and other non-battle content
Continued adjustments to reives
Addition of solo-content that focuses on exploration instead of battle
Adjustments so that players’ efforts are more naturally tied to colonization
Revamps and enhancements to equipment
RMEC weapons, job specific equipment, etc.
To start off, we'll be placing a heavy emphasis on increasing the amount of content variety, supplementing the gaps in content, and making it possible to increase your item level solo or low-man, and we are proceeding to prepare for the implementation of a lot of this.
As we are in midst of working on the July version update as well as the August version update, I'll need a bit more time before I can tell you new information, but I’ll be doing my best to deliver it to you as it becomes available.
Full English post here (http://forum.square-enix.com/ffxi/threads/34679-Item-Levels?p=451933&viewfull=1#post451933).
We'll let you know once there is any progress on this! :D
Daemon
08-08-2013, 09:14 AM
This has got to be the best day of my forum life ever. Seriously I thank you community reps and I thank the Devs for listening! You just made my day!
Demon6324236
08-08-2013, 09:28 AM
revamping job-specific armor.The only problem with it is that you keep saying this, we take notice of it, but you are being very vague about it, we have no idea what to expect. Could you please be a little more clear as to what you are planning to do? AF+2? Relic+3? Empyrean+3? A new Adoulin based set? I love the idea, and I hope you allow us to influence the choice of stats on the gear in some ways such as the RDM set as to avoid what we have seen in the past, but really we would like more detail, you are being very cryptic with the information, that is why we are asking a lot of questions. Simply telling us you will be revamping the JSE tells us so very little, and while I understand some details are sure to be in flux, not set in stone, any more detail you could give us would be greatly appreciated.
Daemon
08-08-2013, 10:04 AM
The only problem with it is that you keep saying this, we take notice of it, but you are being very vague about it, we have no idea what to expect. Could you please be a little more clear as to what you are planning to do? AF+2? Relic+3? Empyrean+3? A new Adoulin based set? I love the idea, and I hope you allow us to influence the choice of stats on the gear in some ways such as the RDM set as to avoid what we have seen in the past, but really we would like more detail, you are being very cryptic with the information, that is why we are asking a lot of questions. Simply telling us you will be revamping the JSE tells us so very little, and while I understand some details are sure to be in flux, not set in stone, any more detail you could give us would be greatly appreciated.
Well it shows they are listening. They did implement in this update the ability to trade pieces of gear for something else. To me that says they are considering it and probably testing it.
It's got my attention for sure and my interest in FFXI has gone up. I also read they are trying to figure out ways to improve inventory.
Infidi
08-08-2013, 10:26 AM
I can see it now:SMN Af3+3 Set Effect: Gives the Summon "Cait Sith". /cry ;;
Sekhmet
08-08-2013, 10:53 AM
My two cents: I am greatly interested in revamping job-specific gear, and I personally hope it's the Empyrean Gear sets that they choose to upgrade, although choosing to upgrade the artifact and relic sets would be nice as well. I may be old fashioned, but I prefer using the job-specific armor sets, I like the sense of individuality it gives the different jobs. And to be honest, the Rdm pimp hat is just so stylish! >.>
OmnysValefor
08-08-2013, 10:54 AM
Please please please, if you do this, rather than focus on a new AF set, try to combine the effects of old AF. Make Af4 PLD feet give me +10 (or whatever) shield skill, enhance sentinel, and divine emblem, as an example.
Also, I think most AF3 set bonuses were good, so bring those back.
I'd like if this new gear were worth tping in, etc, I'm not saying *just* make a macro piece set, but make our inventory woes a priority.
Zhronne
08-08-2013, 03:05 PM
The idea of ilevel 109 Artifact Armor and upgraded Relic Armor + Empyreal Armor really excites me.
The idea of new sets with those graphics not so much because of the inventory woes.
SpankWustler
08-08-2013, 05:27 PM
I'm curious if the sets would be as focused piece-by-piece as the Empyrean sets, or a shotgun blast of random base stats along with enhancing a seemingly randomly chosen ability per piece in the post-modern style of Rune Fencer and Geomancer AF.
Stuff like the complete absence of Magic Attack Bonus, Magic Damage, etc. on the the piece of Geomancer AF that enhances "Cardinal Chant" (http://wiki.bluegartr.com/bg/Geomancy_Galero) gives me a case of the costernations. A real bad case. Similarly, I'm sure Rune Fencers often take advantage of Enhancing Magic skill while using Gambit or hitting things with things (http://wiki.bluegartr.com/bg/Runeist_Mitons). It's not like things could have been moved around to put the +skill bonuses on a piece with tons of Haste and Fast Cast on it (http://wiki.bluegartr.com/bg/Runeist_Bandeau).
Contrast this with most Empyrean pieces, on which almost every generic and Job-specific bonus worked together. For example, the Estoqueur's Gantherots +2 (http://wiki.bluegartr.com/bg/Estoqueur%27s_Gantherots_%2B2) that enhance Saboteur have generic bonuses dedicated to enfeebling magic accuracy or potency. The Ferine Quijotes +2 (http://wiki.bluegartr.com/bg/Ferine_Quijotes_%2B2) that enhance Stout Servant have ideal TP set stats for their time, thusly it wouldn't hurt a Beastmaster to well nigh full-time them for the benefit of his or her pet.
That isn't to say that the new sets are bad; they're great. I just can't help but imagine how much better Job-Specific armor of this level could be if more than one or two pieces per set actually seemed to have some sort of direction or purpose.
Zhronne
08-08-2013, 10:30 PM
As long as we're getting job-specific enhancements (new ones and empowerment of the old ones) I don't care about the rest of the stats.
I don't expect to fulltime them for TPing or WSing or anything else, altough if I'll be able to of course I won't turn down such a nice possibility.
It's just that I don't *demand* that or expect that. The main thing I'm interested is in the job specific, unique enhancements. If I want raw stats SoA is already providing a wide array of choices, more than I could ever want.
Rustic
08-09-2013, 01:57 AM
We've seen quite a few requests for ways to enhance artifact armor and other equipment.
You'll be happy to know that the development team is indeed looking into this, but their current priority is content related to the August version update.
As a matter of fact, Producer Matsui Akihiko commented on a couple different occasions already!
We'll let you know once there is any progress on this! :D
Thanks for the response. Inventory and the constant need for gearswap has been a quality of life issue for FFXI that's only gotten worse with expansions. If there's one thing that needs to be known, it's that we don't want to lose the special quirks our AF gives us in the process of upgrades. If we do, then we're often stuck keeping that piece of inventory from an older set around anyway...because otherwise, we sacrifice being able to do something we did before in order to do something else with another. More powerful isn't just it- gear should make more things possible, not merely trade one for another. AF especially, it's literally our "job gear".
Tennotsukai
08-09-2013, 07:40 AM
Af4 could really save many jobs out there being neglected and not invited to end game. Can't imagine if they made an upgrade to all jse's like emp, relic, and af... but I would love to see something like that in the future.
Karbuncle
08-09-2013, 08:02 AM
Af4 could really save many jobs out there being neglected and not invited to end game. Can't imagine if they made an upgrade to all jse's like emp, relic, and af... but I would love to see something like that in the future.
trying my hardest to avoid being a debby downer, but Unless those stats completely redesign the job from the ground up I'm going to lean towards ... it probably wont. BLU, SMN, jobs like those are still going to be neglected unless their AF4 has sh*t like "Blue Magic Damage +800%" or "Avatar Melee and Bloodpact Damage +800%", cause they just have nothing to bring to the table otherwise :x
Daemon
08-09-2013, 08:26 AM
trying my hardest to avoid being a debby downer, but Unless those stats completely redesign the job from the ground up I'm going to lean towards ... it probably wont. BLU, SMN, jobs like those are still going to be neglected unless their AF4 has sh*t like "Blue Magic Damage +800%" or "Avatar Melee and Bloodpact Damage +800%", cause they just have nothing to bring to the table otherwise :x
I just hope they give us something that will replace all other AF in one so we don't have to dig through storage, slips, carry several pieces and have multiple macros etc.
Reason I suggested combining gear so people can't skip getting previous AF making all other content even more irrelevant than it already is.
So yeah I did put thought into my idea before I posted.
Rather than give us Enhancing +15 why not give us stats like the new Nakuul gears? I mean enfeebling +100, Magic Accuracy +120 wouldn't that solve a lot of issues?
Job traits could replace stuff like Enhance Enhancing spells, enhance enfeebling magic.
Point is if we spent all that time getting other AF pieces, combined them, it's a reward well deserved. Not like anyone can cheat their way to AF4.
Motenten
08-09-2013, 10:13 AM
A means of combining the varied and sundry 'Enhances' gear (ie: the bazillion macro-only pieces) would be nice.
Mnk:
Enhance Boost
Enhance Focus
Enhance Dodge
Enhance Counterstance (I and II)
Enhance Chakra (I, II and III)
Enhance Perfect Counter
Enhance Impetus
Enhance Footwork
Enhance Penance
Enhance Mantra
Enhance Formless Strikes
Enhance Hundred Fists
Up to 13 pieces of gear (since Counterstance I/II and Chakra II/III are upgrades on AF2 pieces), each with its own enhancement, almost none of which are used for anything else.
If all the AF enhancements could be combined into one body piece, and all the AF2 enhancements combined into one hands piece (so you can still use both pieces for Chakra), my inventory would thank you. Not sure it's useful to combine the AF3 enhancements, though if you wanted to toss them into another piece I wouldn't argue about it.
A synergy recipe requiring all the individual pieces of AF or augmented AF2, along the lines of the Chatoyant Staff, would be perfectly fine.
Plus, for Karbuncle's objections, there's nothing that says you have to have all of the exact same traits on the gear. You can make a new trait that encompasses the others.
Examples:
Super Mnk body:
Def: xx, Vit: yy, Regen
Enhances the Body (ie: enhances Chakra, Focus, Dodge, Boost, Footwork(?))
Super Mnk hands:
Def: xx, Vit: yy, HP
Enhances the Spirit (ie: enhances Chakra, Penance, Formless Strikes, Mantra, Hundred Fists)
The enhancements would be the same (or higher, if they're generous) 'tier' as the originals, so you couldn't combine enhancements. Enhance Focus from the Temple Crown combined with the body enhancement would produce the same accuracy increase as the body alone. It would be purely about inventory consolidation, so there's little need to preserve most 'normal' stats; can still have a few, like the HP/Vit/Regen for the mnk pieces, or Fast Cast for rdm pieces, etc.
I'll admit I'm not sure how to deal with AF+1 gear in this setup, in terms of a synergy recipe, though. Depends on if they need to be explicit in which pieces can be combined in their code, or if they can do And(Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ)).
Daemon
08-09-2013, 03:24 PM
A means of combining the varied and sundry 'Enhances' gear (ie: the bazillion macro-only pieces) would be nice.
Mnk:
Enhance Boost
Enhance Focus
Enhance Dodge
Enhance Counterstance (I and II)
Enhance Chakra (I, II and III)
Enhance Perfect Counter
Enhance Impetus
Enhance Footwork
Enhance Penance
Enhance Mantra
Enhance Formless Strikes
Enhance Hundred Fists
Up to 13 pieces of gear (since Counterstance I/II and Chakra II/III are upgrades on AF2 pieces), each with its own enhancement, almost none of which are used for anything else.
If all the AF enhancements could be combined into one body piece, and all the AF2 enhancements combined into one hands piece (so you can still use both pieces for Chakra), my inventory would thank you. Not sure it's useful to combine the AF3 enhancements, though if you wanted to toss them into another piece I wouldn't argue about it.
A synergy recipe requiring all the individual pieces of AF or augmented AF2, along the lines of the Chatoyant Staff, would be perfectly fine.
Plus, for Karbuncle's objections, there's nothing that says you have to have all of the exact same traits on the gear. You can make a new trait that encompasses the others.
Examples:
Super Mnk body:
Def: xx, Vit: yy, Regen
Enhances the Body (ie: enhances Chakra, Focus, Dodge, Boost, Footwork(?))
Super Mnk hands:
Def: xx, Vit: yy, HP
Enhances the Spirit (ie: enhances Chakra, Penance, Formless Strikes, Mantra, Hundred Fists)
The enhancements would be the same (or higher, if they're generous) 'tier' as the originals, so you couldn't combine enhancements. Enhance Focus from the Temple Crown combined with the body enhancement would produce the same accuracy increase as the body alone. It would be purely about inventory consolidation, so there's little need to preserve most 'normal' stats; can still have a few, like the HP/Vit/Regen for the mnk pieces, or Fast Cast for rdm pieces, etc.
I'll admit I'm not sure how to deal with AF+1 gear in this setup, in terms of a synergy recipe, though. Depends on if they need to be explicit in which pieces can be combined in their code, or if they can do And(Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ), Or(NQ, HQ)).
Nice to see you Motenten :)
I really hope more people can list more examples like this because this shows the DEV team how bad our inventory is and how they can solve our problems through the next AF.
SpankWustler
08-09-2013, 05:05 PM
A means of combining the varied and sundry 'Enhances' gear (ie: the bazillion macro-only pieces) would be nice.
...
Examples:
Super Mnk body:
Def: xx, Vit: yy, Regen
Enhances the Body (ie: enhances Chakra, Focus, Dodge, Boost, Footwork(?))
Super Mnk hands:
Def: xx, Vit: yy, HP
Enhances the Spirit (ie: enhances Chakra, Penance, Formless Strikes, Mantra, Hundred Fists)
...
http://thepainisalie.files.wordpress.com/2012/06/pinkie_pie.png
Kristal
08-09-2013, 08:31 PM
You must not know what it's like to play Redmage and scholar.
Here I'll give you example of my Redmage gear sets.
Enhancing
Enfeebling
Fast cast
-PDT
-MDT
MDB
MND
INT
Stoneskin
Idle Refresh
Cure Potency
Elemental Magic
Dark Magic
Magic Attack Bonus
Magic Accuracy
AF2 Relic Body max upgrades for Chainspell +20 seconds
AF2 Relic Hat for Dia III and 4 tick refresh when combined with AF3 Body
AF2 Legs for Shock Spikes
AF3 Set for Enhancing, Composure, Refresh
Zamzummin & Kaikias Cape for Gravity & Addle
I don't think I'm carrying way too much gear. I think I'm not carrying enough gear. I don't even have Apamajas II yet for stun. Although I've been doing fine with INT, magic accuracy so far. Also got Chatoyant staff. Still working on AF2 Phalanx piece.
Then there is
Dalmatica +1 with Fastcast +6 Macc +6 Occquickspell +3%.
Blood Cuisses for Walkspeed 12% Fastcast +4, Evasion +7, Mag Evasion +4.
Voidwatch Gear
Hekas Kilasiris Set
Hyaline Hat
Sanus Ensis
SoA Gear
Orvail Set
Bokwus Robe
Bokwus Gloves
Soothsayer Staff
Lol I didn't even mention DD gear.. Haste/Store TP/ Belt & Gorget, Heartseeker Earring, Halachuinic Sword
Mission items like Brutal Earring, Rajas Ring, Suppa...
What room is there for Nakuual gear???
I kind of gave up on RDM during Abyssea, but back then I focussed on gear that could serve multiple roles. Not going to win a nuking contest with a BLM, so why gear for it when all you need is procs (and anything a RDM can proc, another job can proc better). I think my main set consisted of 40 pieces, with another 20 or so for rare occasions.
SoA hasn't done me much good on reinstating RDM either, PUP is miles ahead on pretty much all fields (and I can always sub RDM on the remainder).
Daemon
08-10-2013, 12:37 AM
I kind of gave up on RDM during Abyssea, but back then I focussed on gear that could serve multiple roles. Not going to win a nuking contest with a BLM, so why gear for it when all you need is procs (and anything a RDM can proc, another job can proc better). I think my main set consisted of 40 pieces, with another 20 or so for rare occasions.
SoA hasn't done me much good on reinstating RDM either, PUP is miles ahead on pretty much all fields (and I can always sub RDM on the remainder).
Well I carry nuking set for the end moments of a boss. Kinda like that rush of a few seconds when HP is down to 2%? I try to save convert or a Vile Elixer+1 for this moment.
Also good for Dot spells.
BLM would have to be present for them to out nuke you in which I've never seen one being invited to any SoA events lol.
RDM may be lacking in the terms of being the Jack of all trades but at least i try to make due with what you got and how you can contribute to the alliance :)
Many times I see people say "That skill is useless, or its pointless to even do that." No one can be a one man show, but everything no matter how small the task or how little it can help.. It still helps" and it only adds on to what you can provide for the entire team.
Which is why several have also said know your job, your limits, know every aspect of what you can do.
Don't limit yourself to a couple of things because its the best feature of the job you are playing.
I've unlocked Omniscience (Scholar Mythic weapon skill) for the purpose of tossing it in to reduce magic damage here and there which I've seen a noticeable difference.
A lot of times people don't appreciate small things like this because they simply don't know about it. Or excuses like "Mages are not DD stuck in the back of their minds." Well yeah, I know we are not DD, you don't see me in the front line with my staff out.
I mean you never see any other scholars do it because of listening to poor advice and following what other people tell them. If i have the TP, the -pdt gear with phalanx and stoneskin up, whats the problem of me tossing in something that could help even if its for a few seconds? Which my play skill doesn't follow everyone else's. maybe useless to others but to me I know my job, my skills and and how they help.
Little things like these can add of to greater outcomes if everybody did it.
And I could care less if the occassional person comments saying I'm not playing my job right. Or those who they think its stupid to use Hvelgamir. As long as I'm doing my part and taking the initiative to do more and not bringing down the party to fail then I know what I'm doing. And sometimes people don't see that.
Which I also encourage people to follow what you know works and don't listen to people who tell you how they think you should play your job.
By no means am I giving you attitude in case you get that impression. Just sharing you my opinion :)
Teraniku
08-13-2013, 11:31 PM
If you really want to make old content relevant for AF 4, then really , the only way to do this is if you have to trade:
AF+1
Relic +2 enhanced
Empyrean +2
= AF4 piece
Spectreman
08-14-2013, 01:43 AM
Btw i just saw a Geomancer AF... item level 109. So all other jobs could have this upgrade to reach that item level as well. The idea of an AF4 isn't ridiculous at all.
Byrth
08-14-2013, 02:20 AM
There were a few more tidbits given out recently by SE:
http://www.bluegartr.com/threads/117476-Vana-fest-TV-2013-%28aka-that-secret-JP-video%29
They confirmed that new artifact armor will be level 109 (not just RUN and GEO's).
Daemon
08-14-2013, 04:34 AM
There were a few more tidbits given out recently by SE:
http://www.bluegartr.com/threads/117476-Vana-fest-TV-2013-%28aka-that-secret-JP-video%29
They confirmed that new artifact armor will be level 109 (not just RUN and GEO's).
That looks nice :)
Daemon
08-16-2013, 07:01 AM
If all the AF enhancements could be combined into one body piece, and all the AF2 enhancements combined into one hands piece (so you can still use both pieces for Chakra), my inventory would thank you.
Im wondering why not ditch all enhancing gear and just add another catagory II or III job trait? And just add simple things like combat skills, cure potency, haste, crit, onto new gear?