Well in general, Byrth summed it up pretty nicely
A good place to start is fixing what's currently wrong w/ them.Currently 2H Empyreans get the same ODD% as 1H Empyreans, though ODD can proc on all of their swings compared to 50% of a dual wielded empyrean's swings. Monk counts as a 1H Empyrean in this case, as ODD can only proc on their second fist. The obvious solution here is to give ODD to both hands for 1H users instead of confining it to the main hand. The same should be done for Mythic 1H Aftermath level 3s, as it is a similar problem.
The second big issues with Empyreans (and Mythics, I think) are that 300TP Aftermaths do not overwrite themselves. 100TP overwrites 100TP. 200TP overwrites 100TP. 300TP overwrites 100 or 200TP, but 300TP doesn't overwrite 300TP. Assuming someone wants to keep an activated level 3 Aftermath, they need to start TPing up to 300TP before their aftermath wears off. One or two lucky Triple Attacks with a 2H Empyrean or Mythic can put you at 300TP early and waiting for your aftermath to wear off so you can reapply it. It would be easier if you could just WS as soon as you get 300TP and reset the timer like you can for 100TP. I can't imagine this would be hard to fix, and would allow for smoother gameplay.
My final issue is with multiple aftermaths at once. There's about one (quasi-)practical application of this, and that's Mythic GKT with Relic bow. I know someone with both, and he can't have both Aftermaths active at once despite being able to equip both weapons at once and use both weaponskills. Why limit it?
After that, I'm not asking for anything specific. It seems vague because it's open ended. Each relic, mythic, and emp have an aftermath. Mythics enhance JAs and/or job traits etc and have stats. Relics enhance things (like crit hit rate, or counter) and some have stats (or just multiple things they enhance). Emps just have stats. They should get something extra, just as relics and mythics have.
Last edited by Cream_Soda; 03-20-2011 at 01:34 AM.
It is when you're avoiding ruby lightsnot like it is hard to get tp every 30 seconds to keep it up
5% is an exaggeration. It's more like 3-4%. It's also a different type of triple damage. Mandau triple damage seems to triple the base damage of your weapon or something along those lines. Emp ODD is a direct 2x multiplier of the damage you would have done. Also the Relic damage increase can only proc on the first swing of any attack round. For example the 2nd and 3rd attacks of a triple attack can not gain the mandau damage bonus while an emp could proc on all 3 swings.
The unfortunate thing about this discussion is that very few players have both a relic and an empyrean. Being one of those people I feel I have a certain understanding and I'm more trying to enlighten than I am trying to debate.
I was told the ODD doesn't proc on jumps at all in a drg thread and I know personally they can't proc on mnk's kick attacks.
I disagree with changing Emp's at all.
In effect currently the power order goes like this:-
Empyrean > Relic > Mythic
Augments / aftermath etc
Empyrean > Relic >=< Mythic (depending on the weapon, some mythics have better augs then their relic counterparts)
Attainability (From easiest to hardest)
Empyrean > Relic > Mythic.
The proper power order based on difficulty to get should essentially be:
Relic > Mythic > Empyrean
Empyreans do not need to be adjusted at all. Relics and Mythics do, drastically. Overpowered or not - I believe some people are forgetting that proud relic owners have essentially spent ~200Mil gil on their weapons. Empyreans have been obtained *practically* overnight.
My vote - buff up relics and mythics for the proud owners out there. Leave us less fortunate people that havnt had the time or patience with the lesser of the 3x ultimate weapons.
Last edited by Alderin; 03-20-2011 at 02:19 AM. Reason: *Attainability - Relic > Mythic
Empyrean > Relic > Mythic*
There is a ton of other work involved in finishing a mythic even if you buy all the alexandrites. Mythics however were supposed to be about utility and not raw damage. SE failed to realize when designing them that for DDs Raw Damage trumps utility every time. Then on top of that they didn't even make the utility that great on most of the weapons.
Boost Relic damage. MEGA-BOOST Mythic utility and every reasonable person will be happy.
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