Urat
06-04-2011, 05:38 AM
I was thinking that there's a fundamental issue with lots of the magian trial items for making AF3, and thats that once you have finished a trial, those pieces become completely useless dead drops. I see tonnes of seals, and even +2 items, getting dropped and tossed away because no one needs them.
I propose a new use for these items for players who have finished their trials, Magian Augments!
The system is simple, a player trades a piece of nonEx armor, or a weapon, to the proper moogle to start. The moogle then gives the player an option of one of three trials based on the armor.
Trial type 1: Offensive Augment
Types of augments:
Att+2
Acc+2
Str/Dex+1
Haste+1%
Double Att+2%
Triple Att+1%
Ranged Acc+2
Ranged Att+2
Store TP+2
Dual Wield+1%
Trial Type 2: Defensive Augments
Defense+2
Evasion+2
Physical Dmg-2%
Magical Damage-2%
Damage-1%
Vit/Agi/Chr+1
Subtle Blow+3
Magic Eva+1
Enmity+
Trial Type 3: Magical Augments
Mnd/Chr/Int+1
Magic Att. Bonus+1
Magic Acc+2
Fast Cast+1
Haste+1
Magic Crit dmg+1
Enmity-
Weapon Augments
WS DMG+5%
SC Dmg +5%
Dmg+1
Str/Dex+1
Delay-5
Skill+1 (Of the weapon type)
Store TP+2
The trial consists of collecting n seals of the piece you are augmenting, IE if you are augmenting a pair of gloves, you need a number of any type of hand seals.
Each augment requires a number of seals to apply, the number is based on the piece of armor.
Feet: 2 of any "feet" seal
Hands: 3
Head: 4
Legs: 5
Body: 6
Weapon on the other hand require the +2 items to make armor, though not as many, probably x2 of the item
Coins: Hand-to-Hand, Daggers, Ranged, Swords, Katana
Stones: Great Axes, Great Katana, Great Swords
Jewels: Polearms, Staves, Scythes
Cards: Instruments, Clubs, Axes,
Depending on the level of the piece of gear being augmented, the said gear will have a maximum amount of augments that can be applied to it. You can repeatedly apply the same augment to the piece of gear to make it stack as well.
1-10: 1 Slot
11-30: 2 Slots
31-50: 3 Slots
51-70: 4 Slots
71-98: 5 Slots
Special to be introduced level 99 Piece of gear specifically for this: 10 Slots
(Cause that'd be awesome)
So for example you could take a Verus Knife and put Dmg+5 on it for the low cost of 10 coins of whatever.
Or maybe you want to put Dmg-5% on your Grim Cuirass, well that would only take 30 body seals to make!
Maybe the costs are too low for the effects but I think you can see what I'm getting at.
The key points are:
#1: Non random augments, this stuff is annoying to the player base. Most of us would rather take extra work for guaranteed success over less work for a chance of success.
#2: Using up previously useless seals/+2 items that no one wants, giving the player base an incentive to help out on monsters that drop nothing they need.
I propose a new use for these items for players who have finished their trials, Magian Augments!
The system is simple, a player trades a piece of nonEx armor, or a weapon, to the proper moogle to start. The moogle then gives the player an option of one of three trials based on the armor.
Trial type 1: Offensive Augment
Types of augments:
Att+2
Acc+2
Str/Dex+1
Haste+1%
Double Att+2%
Triple Att+1%
Ranged Acc+2
Ranged Att+2
Store TP+2
Dual Wield+1%
Trial Type 2: Defensive Augments
Defense+2
Evasion+2
Physical Dmg-2%
Magical Damage-2%
Damage-1%
Vit/Agi/Chr+1
Subtle Blow+3
Magic Eva+1
Enmity+
Trial Type 3: Magical Augments
Mnd/Chr/Int+1
Magic Att. Bonus+1
Magic Acc+2
Fast Cast+1
Haste+1
Magic Crit dmg+1
Enmity-
Weapon Augments
WS DMG+5%
SC Dmg +5%
Dmg+1
Str/Dex+1
Delay-5
Skill+1 (Of the weapon type)
Store TP+2
The trial consists of collecting n seals of the piece you are augmenting, IE if you are augmenting a pair of gloves, you need a number of any type of hand seals.
Each augment requires a number of seals to apply, the number is based on the piece of armor.
Feet: 2 of any "feet" seal
Hands: 3
Head: 4
Legs: 5
Body: 6
Weapon on the other hand require the +2 items to make armor, though not as many, probably x2 of the item
Coins: Hand-to-Hand, Daggers, Ranged, Swords, Katana
Stones: Great Axes, Great Katana, Great Swords
Jewels: Polearms, Staves, Scythes
Cards: Instruments, Clubs, Axes,
Depending on the level of the piece of gear being augmented, the said gear will have a maximum amount of augments that can be applied to it. You can repeatedly apply the same augment to the piece of gear to make it stack as well.
1-10: 1 Slot
11-30: 2 Slots
31-50: 3 Slots
51-70: 4 Slots
71-98: 5 Slots
Special to be introduced level 99 Piece of gear specifically for this: 10 Slots
(Cause that'd be awesome)
So for example you could take a Verus Knife and put Dmg+5 on it for the low cost of 10 coins of whatever.
Or maybe you want to put Dmg-5% on your Grim Cuirass, well that would only take 30 body seals to make!
Maybe the costs are too low for the effects but I think you can see what I'm getting at.
The key points are:
#1: Non random augments, this stuff is annoying to the player base. Most of us would rather take extra work for guaranteed success over less work for a chance of success.
#2: Using up previously useless seals/+2 items that no one wants, giving the player base an incentive to help out on monsters that drop nothing they need.