Meh, regardless, the Limule is a level 80 mob not weak against anything. Spectator is an Arcana Spheroid, not weak to slashing/wind either.
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Oh i remeber that mob too now, that mob is just plan weak.
Limule i am not too sure about those are like elements of abyssea, some are hard on melee and some arnt. I oneshoted some types on blu sc.
my point is, they are not good exmaples, when i mean normal mob even when abyssea, i mean even ground.
There is some confilt of information, some people are saying oh i seen scythe 90 do 2-3k ws.
soo... it might be weak to slash though I do not know but I am intrigued what ws and where hes talking about doing 5k less
I know scythe can use improvement but you cant use his numbers when he might be doing a strong type of mob when your posting pics on weak types ( mob level does not matter)
and one was even weak to the weapon type you are using, I can go on here saying BLU is op because it oneshots 15 mobs at once, its not the job's fault its more of the OP atmas.
Remember my original question was how do other jobs do 5k more then you on ws, not that you are doing 5k with a ws. I was interested in his damage numbers.
First of all...I don't understand why we are still sticking to the point that old content is not to be replaced by new. EVEN if it was SE's "way of doing" things pre-abyssea (which I don't think it's fully true).. it needs to be changed and is SE direct intention to have it changed b/c of all the issue the community has reflected on SE about waste of time (time grinding) in 1-3 camps.....
so you need example of here fully replace then here it is:
Sarutobi Kyahan (Haste +3%).. once thought to be the best TP piece for MNK/SAM/NIN is fully replaced by Fuma Sune-Ate (Haste +3% HP+12 AGI+3)
so there you have it.. to counter what you say about there isn't a single piece replaced... if your argument is there are still useful gear pre-75 (pre-abyssea we talking about) that is still good @ 75, then of course, any player should knows that already.. but your argument is SE never intent to replace old gear.. that is totally false
in case you say not enough example and that you want something about relic replaced
Healer's Cap fully replaced by Yigit Turban and/or Goliard Chapeau
Wizard's Petasos replaced by Demon's Helm or +1
Myochin Sune-Ate (for evasion in case you need it) fully replace a few feet evasion gear ( one comes to mind is one that offer +6 evasion and parry skill, can think of name at the moment)
Again there are many more, but I'm not gonna waste more time looking.. and more over, stop contradicting yourselves with 5/5 set have to replace 5/5 of another set, and then go and say not using 5/5 but mixing in is better most of the time, b/c yes it's true that mixing gear mostly is best for any given job, which is exactly why we look at individual piece being replaced, not a full 5/5 set being replaced by another 5/5 set.
SE thank you for changing your way of doing things (more time grinder = better geared player) such that we no longer need to grind time everyday to get that 1 or 2 great pieces, b/c now we have better piece of gear to get that isn't a time sink anymore.. ignore the good-old-day-er that just can't take changes.. changes for the better!
I understand where relic players are coming from. Relics took a lot of time to accomplish and now they are overshadowed by better weapons (Empyereans) that takes less time to upgrade. Relics were supposed to be the top tier in weapons, however, there are some issues with it.
First, you have a high damage weapon, but for the most part, a weaponskill tied to it with less damage than other choices/weapons. They do need to buff the weaponskills by allowing them to auto-crit (Or auto super-crit not stackable with Sneak Attack) or apply a damage modification that is larger than what they currently have on the level 90 verisons. +25% damage or whatever it may be isn't equal across all damage types (1H vs 2H).
Second, they need to increase the super critical rate to be on par with the ODD from empyreans. This shouldn't be too hard for them to do.
And lastly, give players a reason to USE the weaponskills. Some of the aftermath effects on the relics are ok, but why not add a second effect. With Final Heaven not only give enhanced Subtle Blow, why not also add Enhanced Kick Attack Rate? Geirskogul could add a second effect of Haste, Onslaught enhancing Killer Effects, etc.
that is like saying ohh leaping boots was replaced to disprove what you where saying...
but you know what ill use your exmaples anyway.
that 3 % haste vs (Haste +3% HP+12 AGI+3)
that is not thousands of damage difference. Why bring up yiget when there is Mahatma gear?
and guess what? with regards of af for WHM , the af +1 ( omg old gear upgrade) stops on the other gear you listed.
DH+1 is old gear and so is maats cap. the AF upgraded to AF+1 was a good balance of power and -enm, same with the Mahatma hat.
All that gear can be argued what is best in y situation thus goes back to my statement how new gear made new macros.
I find it funny you brought up yiget in the first place, that was mainly for a resting set for all the jobs that used it and an alt body for brd that costs lots of money.
your comparisons is right up there with the guy saying asking relics to compare to emp weapons in abyssea is jsut like trying to get an onion sword buffed.
all you did was prove my point more.
The only change I see that you want is to laugh at people that took the time to upgrade these relic weapons. That is not a good change.
SE had allowed to upgrade gear before ( look what i said about af) why should relic weapons be any different?
Not sure if this was mentioned, what about adding occasionally reflects magic damage taken to aegis.
bump for SE
I also have a relic (aegis) and the emperium shield out classes my relic but this constant arguing over silly little points that dont even effect most people posting needs to stopQuote:
They outclass my relic by 5k in WS damage per
This is a forum for feed back not argueing and constant one ups man ship over the previous post please treat it as such or SE will start ignoring these forums due to the crap that litters these forums
Relic / Mythic adjustments .. hmmmm
They should make them into furniture items you can place in your moghouse ;o
/thread
>< creepy i ment opps i hope i did not offend him.
everytime i see it i stare at it.
I think the spell check changed my word, im so sorry ><
Bumping this for Returner1
And that SE doesn't forgot to add this for Monday.
Just some things I've had on my mind for a while now; as discussed on Episode 250 of Pet Food Alpha. The following are some of the things I feel could/should be adjusted to balance the playing field for obtaining a Mythic vs. Empyrean:
1. ZNMs - If there are no plans to change the current format of ZNMs (i.e. maintain them as they are now, farming Zeni, purchasing pop items, etc.) then at the very least, the ZNM kings need to have a drastically higher drop rate for the trophies (I don't think I'm unreasonable in saying they could/should very well even be 100%). This alone would make it more comparable to what you see with Empyrean NM farming (that the drop items have at least 1 that is 100%, the second is 50% or what have you). Personally, I'm not directly opposed to the idea of revamping ZNMs to adopt the VNM format, like VNMs or hate them, either way they provide a much better system overall than the Zeni system.
2. Balrahn's Eyepatch - This is the first of the real tedious items required for advancement in the Mythic quest, personally, my thought process here is it either needs to be a drop from all Einherjar bosses (including Odin) or the cost for this must simply be reduced (assuming the same structure is to be maintained for Einherjar as we know it now). The other suggestion I could present here is a revamp of Einherjar to a similar system of the new Dynamis (i.e. Key Item instead of Lantern, enter once daily, etc.). Either way you look at it, this is one aspect of the quest that does need to be looked at in one shape or another, not that obtaining 100k Therion Ichor is impossible, it is just dauntingly time consuming in comparison to the time one would spend killing NMs for an Empyrean and basically stems back to the limitations on entry conditions.
3. 30,000 Alexandrite - This is seemingly where people focus the most of their attention when they think of the current problems in building a Mythic weapon. It appears the basic consensus on the forums is that Salvage is dead. There was some mention a while back about adjusting it, here is what I believe should/could be done: It all stems back to the tags that are required for both Nyzul and Assault missions. The stones system is quite flawless at the end of the day in comparison. Perhaps what should be done for starters, is allow tags to re-accumulate at par with the rate of stones; consequently, this would allow players to eliminate the issue of choosing Salvage vs. Nyzul Isle vs. Assault missions and having to conserve tags. The main principle behind this idea is that it would allow for more of everything, plain and simple. This way, players could enter multiple versions of these events daily, and allow more flexibility and variety in the activities required for obtaining Mythic weapons.
With regards to the aforementioned Alexandrite, it either needs to become available outside of Salvage (via mobs such as the gears in Abyssea-Uleguerand), or the drop rates need to be increased and added to all mobs inside of Salvage. One thing I had discussed on the Podcast was that it would be quite appropriate for the Salvage chariots to drop a guaranteed amount (be it 100, 200, 1000, etc.) this would allow for people to accumulate more, and in a more streamlined fashion with what we see in Abyssea and Dynamis "2.0".
4. Assault Missions - Personally, I believe the current system of obtaining Captain is an excellent and worthwhile aspect of the quest as a whole. What I do have an issue with is the things highlighted above (limitations to the amount of assaults per day/week) and most importantly, the fact that they need to be done a second time afterwards. My suggestion here is that the second round of these quests should just be removed, entirely.
In conclusion, I think there is still a great deal of players who share a great interest in creating an empyrean; however, the current system in place is neither fun or effective (in terms of a small group focus building one). Many improvements could be done be it through the suggestions I have made; or further, through removing some of the conditions entirely (although I think that personally many of these should remain untouched, such as: The killing of all of the major Aht Urghan beastmen leaders, ZNM kings, and Odin. My hopes are that in the weeks to come the development will shed some light on what they are currently working on in regards to adjustments for the Mythic weapons and other Aht Urghan content (Salvage, Einherjar, Nyzul Isle, etc.).
~B