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  1. #431
    Player Matayo's Avatar
    Join Date
    Mar 2011
    Posts
    14
    Character
    Matayo
    World
    Valefor
    Main Class
    SAM Lv 90
    I really do hope they look at all the factors when it comes to giving the 99's a bonus. I favor the Emps I have upgraded mine to 99 and it was costly just to upgrade it to Lv 95. But I was thinking of the ways they could buff the 99's rather it be every weapon gets something different, all weapons get the same bonus, or will it be different based on type of 99. Well whatever they do Emps better get a hell of an adjustment. The reason I say this is from lvl 90-99 the weapon gets nothing and on top of that the attributes don’t even keep the same increment increase.

    Ok quick example take the Mythic, Relic, Emp Great Katana Upgraded from 90-99

    Mythic: Lv 95 gets +9 dmg base, same Increment increase on weapon state/enhancement, upgrade aftermath to OAT 2-3 and its said that it goes into weapon skills, and weapon skill dmg +15%>>> Lv 99 +8 damage base, same Increment increase on weapon state/enhancement, +15% weapon skill dmg……..

    Relic: Lv 95 gets +9 dmg base, same Increment increase on weapon state/enhancement, weapon skill dmg +25%>>>Lv 99 +8 dmg base , same Increment increase on weapon state/enhancement, +15% weapon skill dmg….

    Emp: lv 95 gets +9 dmg base, +2 Str >>> Lv 99 +9 dmg base, +3 str. (WTF It gets no special additional bonus at all give it OD double or triple dmg weapon skill dmg and etc. C’mon!)
    (1)

  2. #432
    Player Triffle's Avatar
    Join Date
    Jan 2012
    Posts
    74
    Character
    Triffle
    World
    Asura
    Main Class
    DRG Lv 99
    I thought that these new weapons would completely make certain relics/mythics/empyreans worthless. I just recently got the katana from skirmish and found that this is not the case. To get some of those perfect augments that people have shown possible (like the 170 base damage, 12 strength and 10% weaponskill damage on the greatsword) is pure freaking luck.

    First you actually need to get the base weapon to drop which isn't too bad but then welcome back to synergy based luck on augments. Unless you feel like spending millions on high tier parts, you won't get anything too good. My group spent 2.2m each for T2 Head, Body and Feet for one run. I was the only one who got a +1 stone and +2 ones are rare as hell unless you do the high tier parts.

    Sure it's possible to buy the stones with currency from skirmish, but it takes around 9.8k of the obsidian fragments for a +2 ghastly stone. I got around 300 fragments from the one run. You do the math. If you think getting perfect augments on an Armada Hauberk or Valkyrie Body is costly, have fun with these weapons.

    Just as an example of possible augments. For a +1 stone on my Katana I got +14 damage and 3 dexterity.
    (5)

  3. #433
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    LMAO, thanks for the information and clarification. I am so glad we finally able to uncover their ridiculous scheme on halting our progression. If people hate the RNG random of Voidwatch, which can take 100-300 or more to get one of those armors... then they surely will love this new way of "augmenting" your gears.

    It would be a different case if you can just do skirmish every 24 hours or even 72 hours and hope you get lucky without having to deal with all the stupid parts just to even try one. But noooooo, we are looking at a very looooooong climb. These new contents are designed to hold us off for a good year minimum, or even longer. Forget about updates to make it easier... you are in it for the long haul.
    (1)

  4. #434
    Player Areayea's Avatar
    Join Date
    Jul 2012
    Location
    Windurst (Denver, CO)
    Posts
    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Matayo View Post
    I really do hope they look at all the factors when it comes to giving the 99's a bonus. I favor the Emps I have upgraded mine to 99 and it was costly just to upgrade it to Lv 95. But I was thinking of the ways they could buff the 99's rather it be every weapon gets something different, all weapons get the same bonus, or will it be different based on type of 99. Well whatever they do Emps better get a hell of an adjustment. The reason I say this is from lvl 90-99 the weapon gets nothing and on top of that the attributes don’t even keep the same increment increase.

    Ok quick example take the Mythic, Relic, Emp Great Katana Upgraded from 90-99

    Mythic: Lv 95 gets +9 dmg base, same Increment increase on weapon state/enhancement, upgrade aftermath to OAT 2-3 and its said that it goes into weapon skills, and weapon skill dmg +15%>>> Lv 99 +8 damage base, same Increment increase on weapon state/enhancement, +15% weapon skill dmg……..

    Relic: Lv 95 gets +9 dmg base, same Increment increase on weapon state/enhancement, weapon skill dmg +25%>>>Lv 99 +8 dmg base , same Increment increase on weapon state/enhancement, +15% weapon skill dmg….

    Emp: lv 95 gets +9 dmg base, +2 Str >>> Lv 99 +9 dmg base, +3 str. (WTF It gets no special additional bonus at all give it OD double or triple dmg weapon skill dmg and etc. C’mon!)
    just a couple of things on this...


    First let me explain why people get each one, Mythic: Mythics are ONLY made for the JSE special augments, which some of the skirmish weapons blow out of the water... so, they need to readjust the job enhancements, and on a couple of jobs they should completely redo some of the augments for mythic weapons;

    Relic: Relics of course are made because of their very advantageous fSTR values so they will do consistent good damage because of the +attack, and the other various special effects from the weaponskills, for this one, they just need to add more base damage IMO, increase the damage, you increase the ws anyway, they didn't take away the damage from the ws, which is why they are still somewhat useful even with the skirmish weapons, however they need to have damage upgraded to at least match the skirmish weapons (I'd hope for them to surpass, but only SE has the answer)

    Empyrean:THESE ARE BUILT FOR THE STATS AND THE WS (Only real exception I can think of is Masamune since that is made for Tachi: Shoha which has the same stat Modifiers as Tachi: Fudo), it's just cold hard weaponskill damage, usually in the form of crits, or MAB, so + to damage would be great, but they already do sort of self sooth when it comes to aftermaths and stuff, now the best way to make sure these still surpass the skirmish IMO would be they increased the damage, and added stats such as Crit hit +5% or MAB on the magic based ones...

    all in summary the best thing that the outline could include would be to A) Give more/better Job specific augments on Mythics (and probably damage since it's embarrasing something that has taken people years to get at least be able to do the same kind of damage as the other 2/skirmish weapons) B) Increase Damage/ws damage on relics to continue to make them more potent; ANDDDDDDDD C) Increase critical hit rate on empys and damage; and maybe even an OAT (althrough the double damage does help... having that proc with double or triple attack or somethign would be awesome lol) would be nice.
    (0)
    Last edited by Areayea; 04-27-2013 at 05:27 PM.

  5. #435
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Triffle View Post
    I was the only one who got a +1 stone and +2 ones are rare as hell unless you do the high tier parts.
    Actually it is not the case, at least far from 100%. I personnally did 2 runs with head III, body III, feet I and we got a signle f**ing +1 stone between all chars. I think the higher tiers just give more chance at ores/ingots/spells. Alos it's worth noting that there is a chest level up system in the zone.
    (0)

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  6. #436
    Player Lotto's Avatar
    Join Date
    Mar 2011
    Posts
    76
    Character
    Lottto
    World
    Bismarck
    Main Class
    RNG Lv 99
    It's quite ironic, for years they nerfed jobs/weapon skills or job abilities as fast as they could for the almighty "balance" and now that the players are asking for some balance with R/E/Ms and Naakual weapons they're planning to take their time.
    (8)

  7. #437
    Player Monchat's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Triffle View Post
    I thought that these new weapons would completely make certain relics/mythics/empyreans worthless. I just recently got the katana from skirmish and found that this is not the case. To get some of those perfect augments that people have shown possible (like the 170 base damage, 12 strength and 10% weaponskill damage on the greatsword) is pure freaking luck.
    this augment system is not that random. Its well thought I think, but they should reduce the variance on ghasty stones +2 augments because that's a freaking rare drop.

    The NQ stone augments are garbage sure, but again, ghasty stones can be bought for almost nothing at an NPC in inventor's coalitions.

    The Ghasty stones +1 augments are really good on some weapons ( at least club, dagger, H2H,SMN staff, and many more). the maximum augments with +1 stone is quite superior to the minimum augments on +2 stones. Examples:

    hand-to-hand: ninzas+0 is DMG +38; ninzas+1 is DMG 38+9~27, ninzas +2 is DMG 38+21~33.

    dagger: lesinolu+0 is DMG 52; lesinolu+1 is DMG 52+4~10, lesinolu +2 is DMG 52+8~14.


    Now about the Wildskiper reive weapons. Those are not that easy to get. you get at least 1 drop from the reive, more if you do well in the fight, but it's 1 rare/ex drop out of 5-6, so it could take a very long time to get what you want. Also you cannot spam them as it's a server wide event, requires some organisation and takes 1~2hours to complete with ~50% colonization rate. It's basically the besiege of Adoulin, and if you hated besieged like me...
    (0)
    Last edited by Monchat; 04-28-2013 at 12:46 AM.

  8. #438
    Player Triffle's Avatar
    Join Date
    Jan 2012
    Posts
    74
    Character
    Triffle
    World
    Asura
    Main Class
    DRG Lv 99
    Quote Originally Posted by MarkovChain View Post
    Actually it is not the case, at least far from 100%. I personnally did 2 runs with head III, body III, feet I and we got a signle f**ing +1 stone between all chars. I think the higher tiers just give more chance at ores/ingots/spells. Alos it's worth noting that there is a chest level up system in the zone.
    It is the case. Each part influences a different aspect of the run. Head influences quality of drops, such as what kind of stones you get. Body influences how many objectives you have, how much time you have and how many drops you will get. Legs influence the number of buff points there are what what buffs you will get. If you want a better crack at +2 stones, I'm going to guess you need tier 4 or higher heads.
    (0)

  9. #439
    Player Elphy's Avatar
    Join Date
    Jul 2011
    Posts
    235
    Character
    Lynsara
    World
    Bahamut
    Main Class
    WHM Lv 99
    Quote Originally Posted by Areayea View Post
    (that's why abyssea got done so quickly; FFXIV failed, and they needed to hook players back to XI)
    Abyssea actually already made its debut and follow ups, with the exception of heroes, were rolling out prior to ffxiv v1 going live sept 30 2010 and even heroes was already slated for a quick release so abyssea was by no means a fix it.

    I still believe that the removal of level restrictions, the ease of leveling and getting top of the line gear was to rush the playerbase through and move them quickly to xiv and after its failure they had to slap together tons of time syncs (ie 1500 plates from a slapped together content like vw, 3060 cinders, + rediculous relic/mythic upgrades) to counterbalance what they had done and keep subs rolling in as long as possible.

    Now with ARR on the horizon they are admitting they are short handed in ffxi and making vague promises about something that may or may not happen in the distant future and again creating even better weapons/armor aquired with even less effort. The list of things to do in ffxi is quickly dwindling for a large amount of people since so much content can be breezed through and low manned quite easily or rendered worthless and if the new lolcontent is only meant for the top of the top players they are alienating most of their audience just in time to usher them to Eorzea again.

    I'm not dogging on arr by any means, almost every report I have read on mmo and gaming sites have given glowing reviews of its progress so far so I am hopeful for the future, but tbh just not that of vana'diel. I can guarantee my sub will likely go to either arr or eso this year unless they fix this game fast. And since that seems unlikely until I get a new toy I will keep playing with my broken one, but by no means do I take it seriously anymore.
    (1)
    Last edited by Elphy; 04-28-2013 at 01:30 PM.

  10. #440
    Player Monchat's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    you guys need to stop this ff14 argument, it's been used for 3 years. If people dont like 11 they will just unsub, not go to 14. 3 years after , XIV 1.xx was still bad. The 2.0 version is still not released and they stoped all form of communication since christmas. Anything points out to it being yet another american mmo clone. 3years to make a wow clone? k nothnx. Just give up.
    (4)

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