Would it be possible to add Relic/Mythic/Empyreon Weapons to the list of storable items on the Porter Moogle Storage Slips?
Printable View
Would it be possible to add Relic/Mythic/Empyreon Weapons to the list of storable items on the Porter Moogle Storage Slips?
increase the damage from 75 mandau to 99 from 39 dmg to 55 at 99look at ragnarock it goes from 83 dmg to 143 dmg
Gungnir
- Adjust Geirskogul so that it can compete with today's top weapon skills in terms of damage. (IE STR modifier, Damage varies with TP + additional attack modifier)
- Change Geirskogul's aftermath to either:
[A] A strong EnThunder effect to keep with Gungnir's lightning theme.
[B] A potent Double attack rate like DNC's Saber Dance.
- Fix Gungnir's added effect Defense down so that it stacks with Angon's defense down instead of overwriting it.
- Extend all relic aftermath duration from 20/40/60 seconds to 60/90/120 seconds. If you're feeling generous, change it to 90/120/180 seconds.
Rhongomiant
http://i901.photobucket.com/albums/a...ps7a80d391.png
- Adjust Camlann's Torment so that Rhongomiant can be as strong as other powerful weapons such as Ragnarok, Ukonvasara, Masamune. (Again, STR modifier, Damage varies with TP + addditional attack modifier)
[EDIT: As someone posted earlier if the VIT is kept, make it so that the VIT modifier on Camlann's Torment is that much more stronger, thus making it a worthwhile weapon skill to use. Unlike the way it is now, totally worthless.]
- Extend all empyrian aftermath duration from 30/60/90 seconds to 60/90/120 seconds. Again, if you're feeling generous, change it to 90/120/180 seconds.
You must remember the off hand weapon doesn't proc hidden 3x relic damage, or in case of using OAT weapon as off hand, OAT doesn't transfer to main weapon. There are also situations where developers themselves said they want you to full time Thief Knife for TH purposes (and take pride in doing so) so it might hinder your DPS even further.
I'd also like to point out, with Ragnarok, Amano etc, you take it to 99, unlock merit weaponskill and are done. With Mandau, you rake it to 99 and then you take Twashtar99 to off hand. This means it costs TWICE as much TIME and GIL to make Mandau99+Twashtar99 compared to just making Ragnarok99. Also, you're forgetting 1-hander weapons have bigger vs. enemy attack/defence ratio penalty compared to 2-handers (and lower ACC/ATK bonuses from DEX/STR).
Since we're comparing against Ragnarok99, it also has constant CritRate+14% effect and another +5% possible from aftermath, whilst Mandau99 has 10/tic poison.
Did I mention Mercy Stroke being only good SA/TA stacked and outside of that Exenterator with it's AGI mod being junk on anything Tough+ ?
So I say Mandau (and other 1-hand weapons as well) were treated harsher on the way to 99 compared to 2-hand weapon stat growth.
I'm grateful you managed to not misspell Mandau or Twashtar, but there is no such thing as ragnarock in this game.
Upgrade DM, CoP and WoTG rewards. Make ToAU ring not suck, then upgrade it. You can start by removing the latent effect. Balance out relic, mythic and empyrean weapons/WS. I'm not saying the corresponding WS should be top dog, but they should be respectable.
Make everything at least stackable to 12, while other things (pet food) should go up to 99 or maybe make pet food bags and jug cartons (like ninja tool bags). Inventory is a major concern with most players this should be a top priority.
Medicines need a major overhaul. If a player has the gil to consume 12 icarus wings and 12 vile elixirs in a row I believe he should be allowed too (a little extreme I know :D).
lol whooo items thread... ok, first Phoenix down = (yes, Please). Second PLEASE DO SOMETHING ABOUT ALEXANDRITE, it's ridiculous at how many drites you need, now I know a bunch of people will say "OMG IT"S THE ONLY ACHIEVEMENT LEFT" but for you... you ever try doing every single assault again, getting 150,000 Nyzul tokens, AND 100,000 Ichor, that in itself is hard enough but scouring the 300~900M (depending on server and desperation) to pay for a bunch of the alex is a little ridiculous in my opinion, especially now since it's cheaper than ever to make a relic weapon, or even an empy if you buy all the stuff. again my opinion take it or leave it.
Remove the drop timer on Kindred Seals/Crests/High Kindred Crests/Beastmen Seals and allow them to drop off higher level (in the case of kindred seals/beastmen seals) content.
There NQ pop items for faf/behe/ada are starting to creep up in price due to most of the content people are engaging being too high of a level to drop Kindred/Beastmen seals. People seeking blackbelt items etc are in an increasingly difficult position with egg being extremely expensive now due to ada/aspid not really providing any other compelling reasons to pop it.
Assuming you manage to get a Kindreds seal to drop as soon as its possible since the last, it will take you over 8hours for a chance at these items and with a 1/10 drop rate on HQ pops you are looking at over 80 hours. That is assuming you only get kindred seals to drop (won't since it will be diluted by Kindred Crests and Beastmen Seals) and that you can get one to drop every 5mins which won't either.
I know this has been said a thousand times. Combine all Magian Staves. Make Laevateinn, Tupsimati, ~FAR~ exceed them THESE WEAPONS ARE EXTREMELY HARD TO GET AND SHOULD BE WORTH GETTING. They are second rate and should not be.
Once mages have access to a staff they can use solely. We may even see some weaponskills being used that were designed for Mages.
Adjust how herald's gaiters are obtained. Whether it's changing Tiamat's and other wyrm's spawn conditions or let the drop from other bcnm type of situations. We have 1 guy on our server who hoards the dragon, "hasn't lost claim since 2011", tells other campers to leave because they won't claim, or leave because we'll 'attract rmt' to compete with his mighty claim abilities and constantly uses them for gil profit. It's very annoying to those who can't play 24/7 and babysit a dragon with such lengthy spawn times.
I'm on-board with medicine adjustments!
Here are a few ideas that would be lovely.
I apologize if they've already been stated:
1. Medicine (Potions, Ethers) stack to 12 (or 99!)
2. Remove medicated effect on Potions, Ethers.
3. Increase amount of HP and MP healed with items.
Potions are wonderful items. I spend a lot of gil on HP and MP restoring items, but I am limited to only a few items out of the plethora of medications out there simply due to the amount of time it takes to use an item as well as the medicated effect that they cause. This limits me mainly to Vile Elixir, Vile Elixir +1, Hi-Potion +3, and Super Ether +3. These are not always in stock and limited. Additionally, they take up a lot of space because I use a lot of medication.
This is a bit far-fetched, but I thought of a creative solution to potions and ethers (excluding elixirs):
Potions
HP Healed = (Max HP / X)*(1+Y)
X = Modifier based on the level of the potion (i.e. Hi-Potion vs Super Potion).
Y = MND based modifier, much like a WSC in WS formulas, also affected by level of the potion.
Potions would be affected by MND and your Max HP, making healing much more efficient.
Additionally, make (certain) potions target party members, and make area of effect potions craftable.
Ethers
MP Healed = (Max MP / X)*(1+Y)
X = Modifier based on the level of the potion (i.e. Hi-Ether vs Super Ether).
Y = INT based modifier, much like a WSC in WS formulas, also affected by level of the potion.
Potions would be affected by INT and your Max MP, making healing much more efficient.
Additionally, make (certain) potions target party members, and make area of effect potions craftable.
Final Adjustment:
Much like Automaton Oils, add minimum level requirements to use them, like the requirements of EXP pages.
This way you don't have low level parties spamming high healing items.
Anyway, that's just my two cents. Hopefully my ideas get those brain cogs turning!
I am sure you have never farmed specifically for them to get HQ pops either. Items like Defending Ring are amazing, but in my opinion they are not worth their current rarity, especially now days when we have so many pieces of gear that do the same thing, their effects are good, but not as amazing as they once were. Farming HQ pops takes a ton of time, as he said, even if you got extremely lucky and got them to drop only KSs every 5 minutes on the dot, you would be looking at an average of 80 hours for a single HQ. For a Dring, its about 800 hours because if I remember correctly the drop rate is roughly 10%. Is a Defending Ring worth what is the equal of a month of non-stop farming?
add what the atmas and atmacites actully do in the ki descriptions
well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.
Crafting Related
- Make all craft recipe items stackable to at least 12
- Revisit recipes for all crafts.
- Phase out rare ingredients or add them to NPC vendors. It doesn't make sense lore wise that you can't obtain ores and ingots from guild merchants specializing in their craft, when you see NPCs throughout the game wearing armor that uses them as an ingredient...
- Remove certain skillup ingredient items from the game. Their only purpose is to be ingredients for skillup items, and thus they are only inventory -1
- Re-examine the pricing of all NPC items. Taking into consideration how NPCs view gil vs players - a jar of distilled water costs 9~11 gil.. why are some crafting ingredients 30,000+ gil..? Unless these NPCs are "cooking their books", they couldn't even afford to pay taxes on those types of transactions!
- Remove the guild vendor daily replenishment system or revamp it to allow much greater numbers of daily replenishment
Currency/Gil Related
- Partially undo the cruor to gil conversion nerf - gear that is only available through a dimensional rift should have SOME resale value to normal merchants - strike a balance between exploitation and uselessness..
- Implement a guild vendor type system for all types of upgrade currency and items - Dynamis currency, Alexandrite, Heavy Metal plates etc. Items that are low on stack will sell to the NPC for a tidy sum, while items with large quantity will be purchasable at clearance prices - with some type of reasonable daily buying/selling limit to prevent exploitation. This will greatly reduce the stress of buying and selling upgrade items.
Equipment Related
- Add all jobs to Dynamis relic weapons
- Add PUP to most types of light armor - as has been pointed out, PUP has (erroneously?) been added to many mage-type gear despite their lack of a natural magic pool.. they are a physical damage dealer and need more diversity in damage dealing gear
- Addition or enhancement of pet related abilities, attributes and traits on equipment - on a large scale
- Combining elemental obis and belts into a single item
- Scaling the bonuses of equipment rewards for storyline/expansion completion to reflect level 99 stats
- Revisit the types of swords BLU can use - they are excluded from a fair number of weapons that share a design/form factor of other swords that BLU can equip
- Broad and sweeping additions to the number and types of jobs that are listed on Magian weapons
- Re-examine the stats and effects of Empyrean/Relic/Mythic staves and clubs to reflect something.. I can't even say MORE beneficial in some cases.. but beneficial at ALL to healing/support/magic damage dealing jobs..
Put White Mage on some Attack gear.
Sanus Ensis and Plenitas virga being switched to non elemental dmg like twlight scyth, i mean come on there ethereal weapons from the realm of creation >.>/
salvage new +1 gear needs a boost , its still hard to get more work then many neo nyzul equips by the looks of town
make a ultimate weapon out of the 3 legendary weapons , like merge relic empy and mythic to one .
give that a trait like weapons master ( be able to use all 3 ws of the previous weapons one ) a tiny bit more damage and one or 2 stats of each and it would be worth it
More appropriately, have those big staves be combined by pairs. Sure, you have to do all 8 to get the all-elements one. But let people combine two of them to make a staff. Then combine a pair of the "twos" to make a staff for four elements. Then combine the two "fours" to make the final "all eight" staff.
People already said it but it's good to insist: elemental obi/gorgets/belts reduced to a single item each for all elements.
1. Something with movement speed 12% or higher that's rare/ex for mages that they are able to get on their own! tiamat is always botted ><
2. Upgrade to thf knife ( its our signature weapon and it is horrible!) make some nice trials to put it on par with high dmg daggers.
3. Treasure hunter gear... Would love to see thf seen as something other than a wasted spot for th.. make us some good DD!
4. Fix pld!
1) Change that "Magic Accuracy" stat on Tizona to Blue Magic Skill.
2) Fix the Magic Accuracy on the spell Tourbillion so the Defense Down actually lands.
3) Extend the Magian trials for all relics/mythics/emps in line with SOA release and newer weapons.
Make all rings/necks/earrings all jobs, besides empy stuff, and the old JSE stuff.
This would alleviate so many inventory woes.
update brutal earring and suppanami please
Make animator upgrades actual upgrades, either to maneuver duration, maneuver capacity, overload suppression, all of the above, or anything really. 86 levels of difference between an animator and the deluxe animator and the only improvement is +6 dex...really?
Always wodnered why there was no trials for the Artifact gear and weapons, i know they are really low level but honestly unless you are in the range of 40-50 they are worthless. Would love if we could have AF+2 and trials for the AF weapons, even if it's hard.
Also, please... let us do Magician Trials with Thief Knife. Is vital for THF class to use that weapon but our DPS is awful, let us do trials to upgrade the weapon.
This seems silly. Why should corsairs be singled out for their choice of ammunition when it comes to buying more of it?
Let's compare rangers and corsairs as one of many examples. Rangers only need weapons, ammunition, and equipment. Like any other physical damage-dealing job, a ranger will wear equipment that helps them gain TP faster while also making their shots both more powerful and more accurate. When using a weapon skill, rangers will switch to equipment that adds to the main attributes the chosen weapon skill draws from for its damage. Just about the only two reasons a ranger would even need to use an axe or a dagger are if they're out of ammunition (arrows or bolts, because rangers don't use typically use guns) or if they gained too much enmity.
And that's just a party situation.
A corsair has to buy similar equipment, weapons, and ammunition. But in addition to that, corsairs have to buy the dice needed to learn Phantom Rolls, and bullets for guns are much harder to come by compared to arrows and bolts for bows (which corsairs can't use) and crossbows (which are very uncommon for corsairs).
Bullets are more expensive than arrows or bolts because of their scarcity. Making bullets a reward on the Walk of Echoes or something you get in exchange for specific content points is ridiculous when every merchant NPC and their mothers sell arrows and bolts. This imbalance lets anyone who takes up smithing make a fortune from just bullets, even compared to arrows and bolts.
There needs to be a balance between all of this, and making bullets a special reward of any kind won't do that. You need to have more merchant NPCs sell bullets, or you need to have less merchant NPCs sell arrows/bolts. It's as simple as that.
Heck, guns in general tend to be rare birds in early FFXI.
I can get a crossbow at level 1. Good luck finding a vendor-available firearm until 22nd. Likewise ammo. Ironically, the lowest level gun available drops in caskets near Windurst, on the other side of the world- and again, good luck finding ammo for it! Ditto the next lowest...which is off of orcs in Fort Ghelsba.
This from the proud owner of a dinky lil' Firefly, who didn't find level appropriate ammo for sale...until picking up a bronze bandoleer in ANOTHER casket near Bastok. Seriously? I know gunpowder is the in thing for Bastokians, but at least it'd be nice to see them selling stuff like musketoons along with the bigger guns. And lower-level ammo. Y'know, for the non-rangers.
i think the effects of souleater and last resort enhancements you get from relic and af1 should stay on when swapping out the gear, cause both just sit in storage and never get used.
true, but relic drk feet don't seem like they'd be over powered, all they add is reduce defense penalty by 10% (about 70% defense for me). at the minimum i'd like to see these being useful for macros.
This is what I had in mind regarding upgraded rewards:
Note - The following stats are geared towards what stats on gear would unlikely be post-Seekers of Adoulin.
______________________________
Divine Might II earrings
`
Beastly earring II
[Ear]All Races
STR+4 DEX+4 Axe skill +10
Pet: Occasionally attacks twice
TP Bonus +150
Lv.99 All Jobs
`
Abyssal earring II
[Ear]All Races
STR+4 INT+4 Scythe skill +10
Dark magic skill +10
Increases "Last Resort" duration and
reduces recast time
Lv.99 All Jobs
`
Bushinomimi II
[Ear]All Races
STR+4 DEX+4 Great Katana skill +10
"Store TP"+4
Augments "Hasso"
Lv.99 All Jobs
`
Knight's earring II
[Ear]All Races
DEF:20 STR+4 VIT+4 Shield skill +10
Divine magic skill +10
Reduces damage taken against special attacks
Lv.99 All Jobs
`
Suppanomimi II
[Ear]All Races
STR+4 DEX+4 Sword skill +10
Critical hit rate +8%
Enhances "Dual Wield" effect II
Lv.99 All Jobs
___________________________________
Apocalypse Nigh II earrings
`
Static earring II
[Ear]All Races
MND+4 INT+4 CHR+4
Magic Accuracy+8
"Magic Atk. Bonus"+8
"Magic Def. Bonus"+8
Lv.99 All Jobs
`
Magnetic earring II
[Ear]All Races
MP+70
Converts 5% of magic damage dealt to MP
Spell interruption rate down 25%
Physical damage: "Curse" effect on opponent
Lv.99 All Jobs
`
Hollow earring II
[Ear]All Races
STR+4 DEX+4 AGI+4
Accuracy+8 Ranged Accuracy+8
Critical hit damage +8%
Sword enhancement spell damage +20
Lv.99 All Jobs
`
Ethereal earring II
[Ear]All Races
HP+60 Attack+25
Converts 5% of damage taken to MP
Potency of "Cure" effect received +10%
Physical damage: "Spikes" effect
Element of "Spikes" effect depending on day
Lv.99 All Jobs
___________________________________
CoP Rings
Rajas ring
[Ring]All Races
STR+2~8 DEX+2~8
"Store TP"+5~8
"Subtle Blow"+5~8
Critical hit rate +2%~8%
Lv.30 All Jobs
Sattva ring
[Ring]All Races
HP+15~75 VIT+2~8 AGI+2~8
Enmity+3~10
Damage taken -2%~8%
Lv.30 All Jobs
Tamas ring
[Ring]All Races
MP+15~75 INT+2~8 MND+2~8
Enmity-3~10
"Magic Atk. Bonus"+2~8
Lv.30 All Jobs
_____________________________________
The item I would like most changed is my inventory. It needs to hold more than 80 pieces at this point, because I have too many macros on RDM and not enough inventory to keep it all, much less drops.
It is probably the thing that gets in the way of my enjoying my days on FFXI more than anything else.
If I could fill up 80 Inventory with nothing but gear, I'd probably have enough. We either need 90-99(100) inventory, or we need a new bag that holds drops. You can sell to vendors directly out of it and everything you pick up goes directly to it.
A bag for consumables such as food and potions would be nice as well.