Or make the spells un-dispellable, that said if it were to happen it'd be on the Aeonic Harp.
The buffs are not the problem with going past 90.
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And it appears pets were ignored with aeonic weapons...
Looks like they're out now.
Let the griping begin!
I have to say I'm extremely disappointed. I was hoping for new weaponskills not them just getting aftermath from merit weaponskills. What's even worst is that not every job that can use that merit weaponskill can use the weapon. Would it have killed them to left thf have at least one good ranged weapon?
At least thf got a nice melee weapon? The jury is out on that gun and the bow... apex arrow was never good. Also had high hopes for cor being on the sword but that also did not happen.
Theres a chance the Aeonic weapons we can view arent the finished product, they did say we couldnt finish them until a later update. I was really disappointed about the lack of job diversity on the weapons though.
Guttler and Farsha are also ultimate weapons and they don't have any pet stats either. Besides, they were pretty transparent with Aeonics from the beginning. They said the weapons' purpose would be for high level skillchains and that they would be on par with RME weapons. Nobody said anything about providing job-related boosts like Mythics do.
Looking at their stats, nobody lied to us.
And no one really wants guttler or farsha either. BST needed a weapon that actually boosted the pet for it to be worthwhile. Generic stats are fine for other jobs but BSTs can't really afford to wear an axe without pet stats. Might as well just come on a different job.
Honest question: Is there something wrong with Aymur? Is it weak?
It's not that I support them, but they are what they are. Again, what's wrong with Aymur? Is it not good for BST anymore? The reason I ask is because I'm wondering if the ultimate weapon you're looking for is already in the game.
Other jobs have functional weapons? True. But there are plenty with less useful ones as well. Let's look at some of them:
DRG:
Gungnir - Aftermath: Lolshockspikes. Generally a meh weapon.
Rhongomiant - VIT. Can get Torment elsewhere.
SMN:
Claustrum - Enough said.
Hvergelmir - Dat 120 MP. Myrkr available with other staves.
PUP:
No Relic
Verethragna - Got some STR, I guess? VS available elsewhere.
Just comparing to the other three "pet" jobs (though I don't really count DRG in that list, I see it as a DD with support), you're really no worse off. Mythics are the best for all three (Ryunohige, Nirvana, Kenkoken) for their legendary weapons. Relics, Empyreans, and now Aeonics seem to be more about the player's offense and abilities, while Mythics are focused on enhancing more core aspects of the job along with damage capabilities.
So as he said... what's wrong with Aymur, again? Maintain AM3 and hello Pet: OA2~3.
(edited post after seeing Tri-edge, a shovel seems suiting for BST axe for some reason. Removed my hopeful comment regarding its stats before I had seen it.)
That said, Grekumah said RME are being updated to be something we would use in battle again. I have to be honest, its going to take one heck of a update on my Guttler to be taken out of my moghouse again. So the changes need to be substantial across the board for that kind of statement and I'm cautiously optimistic.
Goblin seems to want 50,000 beads for the Aeonic weapons.... Where would I get that many beads? I practically live in Escha for WHM and MNK job point soloing, and got a few thousand. Not even 10,000 I don't think.
I'm not against working hard for a good thing, but that is just an inconceivable number of beads. Unless there's some effective way of farming them that I never found.
I would assume not either. But there's a difference between "hard" and "impossible". Just farming the Alexandrite via daily Salvage runs would take approximately 300 hours. I can't see getting anything close to 50,000 beads in only 300 hours. Although 50 Domain Invasion fights, as Johnb says, is probably the key.
I have to agree with you on this. I've got just under 7000 beads and I also spend a lot of time in Escha soloing/duoing CP. I know domain invasion is supposed to provide some but tbh on my server the dragons only die during JP hours, when I'm sleeping. Unless SE makes it possible to convert copper vouchers to beads or increases beads from pouches to say 100 minimum per pouch, its going to take an insane amount of time to get just 1 of these weapons.
I've gotten about 6500 in two days or so between a combination of dragons (4-600 a kill, mostly Quetz because it's popular for the server), AoE burning Puks in Zi'Tah (1 pouch per 10) and doing T2s with my linkshell (~93/kill?) in Ru'Aun. It is certainly a slow process. It also makes me regret the 5-6 Eschalixir+2s I bought with beads, as that would have been a nice boost towards that Aeonic. XD
Really, it's no different from making any other legendary weapon. It's just a long process. x.x
The development team is planning to strengthen Relic, Mythic, Empyrean and Ergon weapons once the Aeonic weapons have been implemented.
I ask this entirely for clarification. Do you mean to say that when the update which includes the full version of Aeonic weapons is released that RME will be updated at the same time, or that in a later update after Aeonic weapons are released RME will then be updated?
The "once" leaves me confused as to whether the two will be released simultaneously, or one after the other.
This is good news for RME. I like to make a suggestion if it's not too late. So I hope Akihiko Matsui listen and not make a weapon too powerful that make casual player look bad if they don't own one. Power is fine as long as it's not too powerful.
Empyrean Weapons = good after math but low DMG on weapons. It be cool if this weapon have high DMG, stats+50 and accuracy.
Relic Weapon = these weapon need to all have DMG, accuracy 40 and attack 40 instead of accuracy 40 for 1 weapon and the other get attack +40. It be great if it have at least 20 stats and improvement to hidden affect.
Mythic Weapon = need to have high weapon DMG and their aftermath are good but need improvement. These weapon alienate other player that unlock weapon skills because Mythic get 30% weapon skill damage boost while casual player are left in the dark if they don't have a mythic. I don't think it's fair. Mythic aftermath are already good and I think the 30% weapon skill damage should apply to casual player as well. However, I do not like to see Mythic weapon become useless so it be good with high weapon DMG, stats 20, and longer duration for aftermath.
Don't forget about Mythic Sword for Blue Mage Grekumah. I think it need Blue Magic Skill, stats and magic damage since many sword have magic damage in current update.
so anyone else like to make suggestion on what adjustment they like to see for RME? I already made mine but I don't think they listen to me and if they did than it's good or they might do something better than what I suggested. :/ It is up to Akihiko Matusi...
Please tell me you're not serious when you say that it's unfair for a person who has a mythic weapon to have that mythic weapon's weaponskill do more damage with the mythic weapon equipped?
What I want to see most is making so that the legendary weapons work from the off hand. I have 4 daggers to choose from, why can't I hold all these daggers...
To be less dismissive, there's a very, very good in-universe reason for this to not work with Mythics. Honestly, you shouldn't even be able to equip the mythic as anything but main hand, and not be able to offhand any other relic or empyrean weapon offhand while mainhanding the mythic.
In reality, the way in which things are calculated relies on handedness, as far as I understand it: Aftermath only applies to the main hand, and can only be generated by the main hand. Assuming they have some sort of hook... functionality set up, what would happen is equipping a mythic would create a little note that says "if an attack round happens and this weapon is in the main hand, if there is no DA/TA/QA, check to see if aftermath is up, and if so, apply OAx.
There'd be a similar one for WSes: "If a weapon skill is done, and this weapon is in the main hand, if the weapon skill is the one associated with the weapon, apply a modifier of +X% to the damage total".
Honestly, there's probably not even a "if this weapon is in the main hand" check involved. It could simply be done when the weapon is equipped. "If this weapon is equipped in the main hand, register this event in the list of on-hit events, and this event in the list of on-WS events."
Ultimately, without knowing exactly how they do it, there's nothing I can say other than I wouldn't be surprised if the way it was originally designed, back with relics, was created in such a way as they never intended someone to dual wield them, and then when Mythic and Empyrean were added, they just "copied and pasted" the previous functionality, updated it a bit, and left it like that.
For all we know, this stuff is hard-coded, and would literally require them to go are rewrite sections of code, instead of just modifying some scripts.
And further more, with how the game has been added onto again and again over the years, even with good design documentation, it's very possible that certain sections of the code are a mess, and there could be so much stuff patched together that adjusting "one little thing" like making aftermath work for offhand weapons could screw up other things.
What is the very, very good in-universe reason for not dual wielding mythics? Because they were collected by a king? August collected all the alluvion skirmish weapons but those work just fine in the offhand. Relic weapons were just weapons used in the crystal war, and Empyreans you get out of a box in re'lude gardens. Most one hand jobs dual wield. So what? Even if you have multiple legendary weapons you have to find the next best normal weapon to do half of your hits with? It's ridiculous.
As it stands now I have no intention of using the Aeonic dagger. Having to use extenerator at 3000 tp for an aftermath that wears off after one t4 does not seem worthwhile, especially if the certain weaponskills it works with only includes extenerator. My mythic weapon even before it is upgraded is better than that. However if I could use my mythic with the aeonic it would be a worth while combo.
As previously mentioned, we are planning to make it possible to upgrade your Relic, Mythic, and Empyrean weapons further, and I wanted to share a tidbit of information since we’ve seen a couple of questions about this. Currently we are planning to make it so if you are upgrading a weapon that has an afterglow, it will take less time and energy to create as opposed to those without an afterglow.
Will weapons with afterglow still have an afterglow after they are upgraded?
If you don't upgrade an afterglow weapon will you still be able to afterglow the weapons once it's been upgraded?
Will the afterglowing process take less time and energy if you do it after you upgrade it?
This is kind of important. Currently, there are additional trials to afterglow the weapons after-the-fact, so they need to be sure this option is still available.Quote:
If you don't upgrade an afterglow weapon will you still be able to afterglow the weapons once it's been upgraded?
I'm mainly worried that, since having the afterglow version reduces the difficulty in further upgrading, that upgrading non-afterglow mythics will be insanely tedious and possibly difficult.