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View Full Version : If i had the wheel core itemization mechanics(part 5)



Delgear
08-10-2025, 06:50 PM
I have a few more jobs to post on, but this was far fresher in my head.
Again this is designed to be fixes targetted at mechanics that can probably adjustments to variables, copy pastes of other classes, borrowing or sharing mechanics that already exist in the game, i think the most original thing about Final Fantasy 11 is that it emphasizes TEAMWORK, on a scale no other MMO i have ever played does:

Crafting:
Take the entire section in totality rather than individual buffs/nerfs so you understand the whole vision. this may be a simple programming fix but it is a complicated economy fix as well as probably time consuming to reword what formulas are available at what level.

Crafting success: remove the fail chance for crafts, to help balance this reduce the amount gained per successful craft, and require a craft of a higher skill level to increase skill. Players may not attempt recipes exceeding 3-5 of thier current skill.

Crafting items: Greatly increase the droprate of all basic crafting materials(wings, pollens, hides, scraps, ore, etc.) all creatures should guaruntee at least one of each crafting item they would normally drop sometimes 2 for particularly "common" items used in expendables an example would be wings for fletchings.

Move ALL material manipulation to the BOTTOM of each craft, the player should be able to refine and combine all forms of materials for recipes several levels higher than them (10-20ish) even if they cannot use them in equipment or consumable recipes thier current level yet.

Any recipe that currently requires any cross class crafting should allow an alternate craft recipe that does not require that skill but requires you to buy a crafted item from that skills provider to use the alternate recipe.

this will deflate the economy some, no one will really need to pay exorbitant prices for low level equipment, most jobs will be able to craft thier own current equipment as they level thier job if they so choose.

Remove the "Chance" to craft a HQ version of an item and instead have a second formula using the base non HQ item as an ingredient to improve the NQ to a HQ item, a good rule of thumb here might be to use a non exclusive camping NM drop to be extra ingrediants making it into a "Quest" when one wants to build an HQ item. Since at endgame these items should be things like Moonbow cloth or other endgame such materials every crafter will "eventually" need to interact with the community.

so as a low level example maybe the Headgear +1, Gloves +1, Gaiters +1, require materials from different lvl 10 NM's (with the above rules they will always drop one) so maybe one requires a Spiny Spipi silk, Leaping Lizzy SKin, etc.
And make this communal across all crafts so all crafters would want to party up to hunt these monsters, and maybe here is an option for the Steal mechanics to fit in to this gameplay loop. if steal interacts with say the amount of debuffs on a monster the THF accuractely stealing at the parties optimal debuff level makes it a very high chance to put an extra into the pool. (making it easier to farm due to teamwork, rewarding players for teaming up). Hell you could even add drop slots based on the number of claiming players, and have these monsters scale based on the number of claiming players just like endgame limbus zones presently. it would be better if the efficiency of reward was better if you partied up with others example: monster drops 1 if solod drops an additional for the next player, can be stolen from one more time for next player and each player afterwards adds another drop.

So a high level example might be Baayami robe requires currently:
Earth Crystal
Darksteel Sheet
Darksteel Chain
Waktza Rostrum
Plovid Flesh x2
Khoma Thread
Khoma Cloth

So instead all Solo farmable or NPC vendorable MATS are assigned to the Baayami robe:
Earth Crystal
Darksteel Sheet
Khoma Thread
Khoma Cloth
Darksteel Ingot x 2

The cross Crafting discipline MAT should have a separate formula same skill level that does not require leathercrafting if you if you to buy a darksteel chain(craftable only).

Then a new Crafting formula is created with
Earth crystal
Baayami Robe
Waktza Rostrum
Plovid Flesh x 2
to create a Baayami Robe +1
maybe even make the delve/vagary materials unsellable

This change is to help deflate the market on HQ items being way more valuable than they should be and NQ items being mostly investment losses. It's important that if you deflate the market you deflate it across the whole market simutaniously. you do not want high level crafters to feel thier crafting skill is useless and you also want to get crafters out there engaging in the games material in order to turn a profit rather than skalping large quantities of the materials and liquidate non HQ items for large losses since they always recoup by inflating the price of HQ's since they require insane time commitments to even attempt and then still you need a large amount of capitol to try and force that small HQ chance.

Itemization:

So first and foremost, WHEN certain jobs obtain certain types of gear doesnt necessarily make any sense, and in many situations gear is "Prefered" or almost required for you to have before you are allowed to access the content. Some jobs do not have a nice easy transition into ambuscade, lots of ambuscade fights even in the lower difficulty levels still exclude certain jobs freezing new players progress. Also Omen gear does not in a lot of cases make much sense for a lot of jobs (just look at how monk was treated when omen first became available). so a new 99 should be finishing 99-109 quests in adoulin and from a multiplayer perspective(the most important) poking into Omen(cardfarm for +2), and ambuscade. I would personally remove the restriction on entering OMEN Specifically to card farm, maybe na event with a math equation for +2 upgrade materials for the job you enter on to drop when completing objectives(maybe 1/3 cards).

Omen equipment makes almost no sense, post omen almost all content either heavily prefers or is downright GATED by you being able to have enough DT- and accuracy to even engage with the content i would rework every single job's omen gear as follows:

If the Job's MAIN role is a tank:
It should overcap dt- so they can swap pieces for other effects or purposes(ammo, rings, belts, necks), should overcap accuracy at +2 upgrade so they can participate in lots of forms of content, Emphasizes safe stats like High Defense, HP and sustain like refresh, caps equipment haste. favoring defensive ability boosts like rampart duration, rune duration, etc., +enmity

If the Job is on the line between tank and dd (often refered to as heavy DD's or survivable DD's like warrior, dark knight, monk, sam, pup, Ninja etc.):
Have it possible for them to CAP dt- if they commit accessories, or dd if they give up some DT- on thier AF for more offensive peices (rysetsu, ryou, Ambu options, etc.)
Similar to tanks you want to overcap accuracy so they can participate in content whether you can land an ability or consistently hit something greatly affects if content is gated to you or not. also equipment haste cap. Favor defensive job passives and abilities here on these jobs like bonus HP healed by Dread spikes, counter, recovering shadows when shadows are wiped. +enmity but less than Trad tanks.

If the job is primarily a melee DD or a DD and support or DD and enfeebler(THF,RDM,BLU, etc.):
Make it still possible to meet DT cap without sacrificing accuracy and equipment haste, but definitely costs multi-attack/attack/storetp to play the class "Safer" and should require numerous equipment slots to meet DT cap. these classes should make up thier safety with game mechanics like thf using my recommended stance that puts them behind the paladin so the paladin can cover. or attacking in the back since mob only damages in front, maybe on redmage a passive trait that refreshes stoneskin whenever you participate AND magic burst in a skillchain).

Ranged DD's(RNG,BLM, SCH): These classes should be balanced around the idea that they can attack most monsters from out of range as a backup option, they should get some DT there is always content where you cannot escape damage even as a long range DD, These jobs should favor high accuracy and sustaining thier damage and effects, this is a good place for Roll+ and duration+ for COR, high enfeebling and elemental skill. Durability here can be a spectrum based on the jobs range.

Supports that also dd or heal(COR,BRD,SMN,GEO):
Equipment should focus on accuracy/Macc of effect and sustaining while still capping equipment haste. this gear should also have some DT- but not possible to reach DT- cap until higher equipment progress tiers. Great place for Perp- gear, refresh, song duration, Luopan regen, Summoner skill(it would make a lot of sense if the AF was the highest SMN skill set (best in slot for buffing) BP cost reduction, Avatar DT- (should be capped in this set all +3), etc.

current Healers(WHM,SCH):
should be accuracy capped and macc capped for several layers of content, maybe slightly more DT- than DD's but still uncapped DT-, focusing heavily on Cure potency, fast cast, refresh, and more efficiency when removing debuffs Yagrush shouldn't be the only way in the game to purge lots of debuffs and sustain debuff removal for debuff centric fights. This is agreat place for you to implement mechanics related to the peice i wrote on scholar, have the book stance refund things based on removing debuffs allow more access to spells commonly used during the prefight to be able to be accessioned and increase thier duration through equipment options (haste, storms, bar spells) its ok for whm to be better at removing debuffs but it certainly needs to be a touch easier on Scholar than it is presently.

Ambuscade:
Ambuscade is a little harder to step into as a new player, you may need to hunt down specific trusts or skip certain months at present if the ambuscade is too well teched against your jobs(endeath when you have only a Paladin at level cap as an example).
I would move the abilities presently on AF that are "Macro'd in" when you use a job ability or weapon skill and move them here allowing for better equipment managament and to help out new players by moving the Specifics and basics to AF not lock them in place at 99 for a horrible solo grind.

so for instance presently the Sulevia's armor covers mostly DT- but it is assigned to WAR/PLD/DRK/DRG, while it isnt bad that DRG has some access to DT they really arent looking for the same thing tanks are .... its nice if we put the game mechanics in to allow them to tank, but if not they are looking more for dd stats like store tp double attack or pet stats instead Sulevias could be repurposed to have Stance potency + 5% for these jobs and call it military discipline. So it is a great macro peice for when you pick your stance and it functions unilaterally where previously The AF for each of those jobs would be required to buff this statistic. these guys are tanks so they should still have some DT when activating a necesary tanking ability.

Hizamaru:
Used for the "Far east jobs" I would have Martial arts + instead buff the stances(counterstance, yonin, seigan, hasso, etc.) when activated, so they don't affect attack speed directly since reducing delay reduces TP gain and at higher values is actually detrimental. give things like (my version of chackra) Chackra regen potency + or duration or both, cast extra shadows mechanics, bonuses to activating third eye or perfect counter.

etc. if you move the "on use" abilities from AF to multijob peices the AF will become a very good single stop "welcome to endgame" location. It should quickly and effectively give all jobs the ability to interact with tier 2 content listed below should they group up. After a 99 completes thier omen gear people should not be worried they cannot do something vital to thier jobrole in tier 2 (successfully land required debuffs, dispels, heal enough hp, have enough mana efficiency, survive normally tankable hits)

Tier 2
I consider tier 2 to be the intermediate endgame and includes the following activities:
Voidwatch, Delve, Vagary, Dynamis Divergence(wave 1-2), UNMs, Gaes Fete(non helms), High tier battlefields(Diff/VD) The idea with the swapping of itemization here is so that anyone completing thier card farm and filling out thier primary role should be able to interact with this content and at least make meaningful progress. I'm not saying a brand new player with +2 af should be downing wave 3 bosses, but they should be able to at least perform thier job duties up to wave 2 possibly on the higher end of AMbuscade gear and AF. a tank should be able to hold threat if they are doing thir job right and have enmity swappables, they should be able to tank any non tank buster move but still require an active and diligent healer to stay alive. DD's should be able to hit monsters easily that do not have a specific mechanic meant to make them evasive, normal Aoe's without some kind of game mechanic you are supposed to react to shouldn't kill anyone in the party who is positioned well and/or using the appropriate abilities. doesnt mean they wont take serious damage some times. Tanks should start seeing access to DT 2 - and abundance of Phys dt- or mag dt- to help them get to cap.

I think Relic is a good place to add in flexibility, any job that butts up against two roles its relic gear should be very centered around those mechanics examples would be:

Paladin(majesty healing bonuses): Cure potency 2, help removing debuffs, refresh, etc.

Monk(tank): Idle bonuses related to counterstance, guard, regen recieved potency, extra perfect counter Shadows. increased effect of inner strength on self(half of benefit goes to allies) (spharai should probably receive some dt 2 -, some guard, and + enmity)

Scholar(Magical DD): mechanics related to starting or ending skillchans with manifestation, strategem efficiency when bursting, or creating skillchains. Magic burst damage, Helix duration/potency, dark/elemental/int based debuff accuracy and potence.

This is a good tier to start really speeding up the game, many times at this difficulty level players are called upon to solo parts of encounters, or string together very important strings of effects to win encounters, this gear will need store TP, multi attack, Subtle blow mechanics may become necessary in some fights so its good time to have bonuses to that on support equipment at least, bonuses to job ability haste type abilities, buff slots and buff potency (SMN,BRD,COR)

Tier 3 current endgame(Helms, Odyssea, Sortie): the main problem i see here is that game mechanics have made it very difficult for many jobs to slot into this content. What needs to happen here is for those jobs that do not have access to this content they need ways to participate, by twisting thier job to be viable in a fight things like:

Giving Paladin a 119 R15 Club so they have access to bludgeoning damage in a meaningful way(best club skill in the game and can't use any good clubs)

Maybe provide slashing and bludgeoning polearms (Naginata's, PoleHammers, Poleaxes/halberds)

Thief, ninja, monk more viable and useful thrown weapons, thf needs a crossbow, and potentially a gun.

Staffs, particularly DREAM staffs have a distinct lack of int/mnd/magic attack and magic accuracy in a lot of cases.

Summoner needs more ways to become relevant as a DD/support than Nirvana also that do not require deleveling your avatar to use blood pacts, pets need to decouple healing potency from pet max HP and instead use a Ward potency stat. examples might include giving the following staffs +1 to avatar level: Griovolr, Espiritus, Gridarvor. Give Nirvana a strong bonus to which stance you select (ward stance gives pets Cure potency II, and bonus Summoner skill and duration of wards , Rage stance, more BP damage + more Magic burst damage II to avatar)

SCH, RDM, SMN could use some help removing debuffs some i have covered in job ability suggestions for these jobs but items similar to yagrush could be really helpful here.

Delgear
08-10-2025, 07:13 PM
I would also work to remove all of the "Gambling equipment", ESPECIALLY if that gambling equipment can potentially be best in slot. Im looking specifically at Oseem type augments, coalition augments, dark matter augments, I think each of these systems would be better served if the first stone allowed you to pick a slot bonus, and then repeatedly turning in stones like UNM upgrades or eschalixirs work presently.

I think personally this is a legal risk as europe and many other locations have begun to crack down on "lootbox" like reward systems, additionally i would apply this to fights that currently have abysmal drop rates even on VD like Lillith, Peach power, Odin, giving you trophies each clear you can accumulate and buy the gear you want rather than only raw luck being the determining factor on who gets the gear. I know you specifically aren't providing a monetary spending directive for these systems but i don't think anyone out there will dispute that these systems tend to inspire people to buy large quantities of illegal Gil simply due to how random and unfun this system is.

Voidwatch DREAM armor upgrade item drops are INSANELY LOW, i recently went 0/260 on Akvan trying to get a pennion with both relevant lights enhanced by buying the items from VW person (cobalt and rubcant). this is unbelieveable and incredibly frustrating ... its also why all of these items are Million of gil a piece most of the time.