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  1. #11
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Tanama View Post
    At first I thought of only one earring being able to be made but your reply made me realize being able to make as many as you'd like would make more sense. I realized only having one would be as limiting as our merit point system is today, especially with only being able to max three merit weapon skills.
    Well, if the intent is to let players repeat the fight repeatably for more and more earrings, then this fight has moved from the "incredibly stupid idea" category into the "idea SE will probably never implement" category for me, which means I not longer feel like replying would be a bad idea.

    One argument I've had against upgrading the stats of certain items, beyond perhaps just scaling them up (like making Rajas, Tamas, and Sattva Ring scale up to +7 of their stat), is that you can only have one of them. For example, your non-augmented Divine Might II earrings would force players to choose between jobs because of how good the stats are. When you have to choose between options, you either find yourself losing the versatility of the job system or having a clearly best option.

    Moving more back to the idea of being able to get multiples of these, you'd quickly clog your inventory with them, because you'd want as many of them for various macros as possible. This is more true of mage jobs then melee jobs, since stats tend to be situational, and your currently listed ones are no exception.

    On this point, I feel that you have too many stat options, and some of them are somewhat overpowered, while others are just redundant.

    One example that comes to mind is going as a Black Mage, and getting two of these earrings, and augmenting them as follows:
    • Earring 1
      • Magic Attack Bonus +10
      • Magic Accuracy +10
      • Fast Cast +10%
      • Elemental magic casting time -8%
      • Enhances "Elemental Seal" and reduces recast time
    • Earring 2
      • Magic Attack Bonus +10
      • Magic Accuracy +10
      • Fast Cast +10%
      • Elemental magic casting time -8%
      • Enhances "Light Arts" and "Dark Arts" effect

    Wear both full time, BLM/SCH, pop Dark Arts, wear something that gives 4% Fast Cast, and enjoy capped casting speeds, better Magic Attack Bonus then Novio/Hectate's combo, with a super buffed nuke every three minutes (or less with merits), and massive amounts of magic accuracy all the time.

    Sound broken yet?

    Let's go through this list by list:

    Quote Originally Posted by Tanama View Post
    Attributes List
    HP+60
    MP+60

    STR+5
    DEX+5
    VIT+5
    AGI+5
    INT+5
    MND+5
    CHR+5

    Accuracy+15
    Attack+15
    Ranged Accuracy+15
    Ranged Attack+15
    Evasion+15
    Magic Accuracy+10
    "Magic Atk. Bonus"+10
    The most STR/DEX/AGI/VIT/INT/MND/CHR you see on any earring is currently +4. The most Attack you see on earrings currently is about +10, the most Ranged Attack you see is about +4, or +10 based on a latent that is up half the time, and the most Magic Attack Bonus you see is about +7. Accuracy, Ranged Accuracy, or Magic Accuracy you see on any one Earring currently is at +4. The most Evasion seen on an earring is +8.

    Breaking these current maximums is a big deal, especially on an earring that will have other stats in one slot, that you can hold multiple of.

    Keep in mind that SE still wants people to do other content, such as still fighting Jailer of Love for the Novio Earring, or at least occasionally support crafters, such as on the Ghillie Earring +1. Even the Moonshade Earring which you could only have one of didn't have as much Magic Attack Bonus as a Novio or even a Moldivite, and it is a level 90 earring. You also have people picking two of these stats as well, making it even more threatening to other content, and perhaps even balance.

    If you want this earring to ever be a possibility, you'll have to cut these stats down to size.

    Ever onward:

    Quote Originally Posted by Tanama View Post
    Stats List
    "Double Attack"+3%
    "Triple Attack"+2%
    "Quadruple Attack"+1%
    Increases "Double Attack" damage
    Increases "Triple Attack" damage
    Increases "Quadruple Attack" damage

    Enhances "Martial Arts" effect
    "Kick Attacks"+10
    "Kick Attacks" damage +20
    "Counter"+10

    "Store TP"+4
    "Subtle Blow"+10
    "Jump" TP Bonus
    Enhances "Jump" attacks
    Haste+3%
    Enmity+30
    Enmity-30
    "Conserve TP" +20
    "Conserve MP" +20
    "Blood Boon" +20

    "Fast Cast"+10
    Sword enhancement spell damage +15
    Sword enhancement spell duration +30
    Increases enhancing magic effect duration

    "Cure" casting time -8%
    Divine magic casting time -8%
    Healing magic casting time -8%
    Enhancing magic casting time -8%
    Enfeebling magic casting time -8%
    Elemental magic casting time -8%
    Dark magic casting time -8%
    Summoning magic casting time -8%
    Ninjutsu casting time -8%
    Blue magic casting time -8%
    Song spellcasting time -8%

    Increases "Barrage" accuracy
    "Snapshot"+5
    "Recycle"+30
    "Ninja tool expertise"+30
    Song recast delay -5
    Increases song effect duration +20%

    Enhances "Dual Wield" effect +7
    Enhances "Avatar's Favor" effect
    Augments "Blood Pact" effect
    "Blood Pact" ability delay -5
    Avatar perpetuation cost -5
    Enhances "Elemental Siphon" effect

    "Quick Draw" ability delay -5
    Enhances "Quick Draw" damage
    Inc. "Phantom Roll" effect duration +20%
    "Waltz" ability delay-5
    Treasure Hunter +3

    Pet: Haste+10%
    Pet: Occasionally attacks twice
    Pet: Occ. quickens spellcasting
    Pet: TP Bonus +150

    Critical hit rate +5%
    Critical hit damage +5%
    Magic critical hit rate +5%
    Magic critical hit damage +5%
    Weapon skill damage +5%
    Weapon skill accuracy +10

    "Cure" potency +10%
    "Waltz" potency +10%
    Potency of "Cure" effect received +10%
    Physcal damage taken -4%
    Magic damage taken -4%
    Reduces damage taken against special attacks

    Hand-to-Hand skill +10
    Dagger skill +10
    Sword skill +10
    Great Sword skill +10
    Axe skill +10
    Great Axe skill +10
    Scythe skill +10
    Polearm skill +10
    Katana skill +10
    Great Katana skill +10
    Club skill +10
    Staff skill +10
    Archery skill +10
    Marksmanship skill +10
    Throwing skill +10

    Guarding skill +10
    Evasion skill +10
    Shield skill +10
    Parrying skill +10

    Divine magic skill +10
    Healing magic skill +10
    Enhancing magic skill +10
    Enfeebling magic skill +10
    Elemental magic skill +10
    Dark magic skill +10
    Summoning magic skill +10
    Ninjutsu skill +10
    Singing skill +10
    String instrument skill +10
    Wind instrument skill +10
    Blue magic skill +10
    The same idea comes up here, and then some, but we also have to consider how these augments mash with the previous ones. Additionally, many of the stats are redundant, which will just lead to stacking for more and more oddly specific and inventory clogging combinations.

    This list is really just way too long.

    There are just so many of these stats that looking them all up for what their current maximums as the first step would be a waste of my time as well. Let's start with cutting a few of them out by eliminating redundancy.

    The most obvious redundancy is that of Fast Cast +10% and "X magic casting time -8%". There is no reason to have any of the specific magic casting time reductions as long as Fast Cast is there, and considering they'd stack, that would lead to a dangerously high amount, especially for something that can be on both ears (see the example above).

    Next comes combat skills. With the previous Attack/Accuracy stats, you'd just be stacking for the extra attack and accuracy, and +25 Accuracy and Attack in one ear slot seems pretty overpowered, and then you double it. You'd have to pick between one stat set or the other honestly, and given the assumption that they'd both be cut down to size, the Accuracy/Attack options seem more inventory friendly, whereas the cases to be made for skill boosts lie with H2H users and jobs trying to /SUB for a proc WS in Abyssea.

    Magic skill has much the same problem when combined with Magic Accuracy, with some exceptions for skills that just need boosted for some effect, much like the situation with H2H.

    I could really go on, but really, this just needs to be rewritten from scratch to be less redundant, and less overpowered.

    Quote Originally Posted by Tanama View Post
    Job Specific Bonus
    Increases "Berserk" duration and reduces recast time
    Enhances "Boost" effect
    Enhances "Divine Seal" and reduces recast time
    Enhances "Elemental Seal" and reduces recast time
    Augments "Convert" and reduces recast time
    Enhances "Sneak Attack" and "Trick Attack" effect
    Increases "Cover" duration and reduces recast time
    Increases "Last Resort" duration and reduces recast time
    Augments "Call Beast"
    Grants an additional song effect
    Enhances "Barrage" effect and reduces recast time
    Augments "Hasso"
    Enhances Ninjutsu magic accuracy, enfeebling effect and damage
    Enhances "Jump" and "High Jump" damage
    Enhances "Blood Pact: Rage" damage and "Blood Pact: Ward" duration
    Enhances Blue magic damage and increases support blue magic duration
    Grants an additional "Phantom Roll" effect
    Enhances "Maneuver" effects and reduces "Overload" rate
    Enhances "Samba" effect and increases duration
    Enhances "Light Arts" and "Dark Arts" effect


    The Job Specific Bonus also affects subjobs. The idea behind this is to gain a lot more out of your SJ and to empower it even more on your main job.

    Below is a list of the Job Specific Augments
    • "Berserk" = Duration: 00:03:00 → 00:04:00 | Recast 00:05:00 → 00:04:00
    • "Boost" = Increases Attack by 50%
    • "Divine Seal" = Increases "Cure" potency by 2.5x | Recast 00:10:00 → 00:03:00
    • "Elemental Seal" = Grants "Magic Atk. Bonus" +30 | Recast 00:10:00 → 00:03:00
    • "Convert" = Exchanges HP ↔ MP at a 1:2 ratio instead of 1:1 | Recast 00:10:00 → 00:03:00
    • "Sneak Attack" "Trick Attack" = Damage +40%
    • "Cover" = Duration 00:00:15 → 00:01:00 | Recast 00:03:00 → 00:02:00
    • "Last Resort" = Duration 00:03:00 → 00:04:00 | Recast 00:05:00 → 00:04:00
    • "Call Beast" = Allows BST or /BST to call greater fiends and some uncharmable mobs.
    Roc
    Cockatrice
    Morbol
    Manticore
    Hecteye
    Buffalo
    Scorpion
    Gnat
    Buggard
    Peiste
    Wivre
    Wamoura
    Goobue
    Treant
    Raflessia
    Orobon
    Ruszor
    Uragnite
    Apkallu
    These fiends can be called if Call Beast is activated without a jug pet in your ammo slot
    • Grants an additional song effect
    • "Barrage" = Adds three extra shots. | Recast 00:05:00 → 00:03:00
    • "Hasso" = Increases STR by +12 and +5% JA Haste for a total of +15% JA Haste
    • Ninjutsu = Grants Elemental Seal like magic accuracy and damage + 50%
    • "Jump" "High Jump" = Causes Jumps to critical hit and damage +40%
    • "Blood Pact: Rage" "Blood Pact: Ward" = Rage damage +40% | Ward duration is doubled
    • Blue magic = damage increased by x1.75 and buff duration is tripled
    • Grants an additional "Phantom Roll" effect
    • "Maneuver""Overload" = Maneuver bonus doubled | Overload rate is reduced by 3/4
    • "Samba" = Haste samba adds an additional 5% JA haste | Samba duration is doubled
    • "Light Arts" "Dark Arts" = All magic skills +50
    Many of these are overpowered, with Cover, Overload, and Divine Seal looking like the only remotely reasonable ones. For example, one of the less powerful examples, moving Divine Seal to a three minute cast timer (and lol at the curing buff, but I suppose /WHM might need it since they don't get Divine Veil), would mean a White Mage could do AoE debuff removal every three minutes, which would be a pretty big deal for non-Yagrush owners. This isn't even remotely as big a deal as the big guns, Berserk, Hasso, Last Resort. I'd also like to point out that the BST one of being able to call pets from thin air is not very likely since SE views jug pet costs as part of playing BST.

    Almost as important, adding this to the list just clogs inventory much, much more, especially when combining with the previous examples. Easiest way to remedy this would be to just make it be an effect that works on all jobs, and buffs the player. You can only have two of these be useful at any given time regardless, so why not just respect inventory space and have the buffs be always present?

    -

    TL;DR: Only being able to make one of these would be a crime against the job system of FFXI. If multiples of these are able to be made, there are still many issues. Many of these buffs are absurdly overpowered, many are redundant, and the job buffs should be universal so less of these earrings are clogging inventory spaces everywhere.
    (2)
    Last edited by Economizer; 01-31-2013 at 09:19 AM.

  2. #12
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    I like it but its absurdly overpowered, being able to make as many as we want is even more overpowered and unbalanced because some jobs need less inventory than other and they will be able to get more situational (but still broken) earrings
    (0)

  3. #13
    Player
    Join Date
    Jul 2012
    Posts
    131
    @Economizer

    Thank you for the comprehensive post. Condensing the job ability enhancements into more universal effects is a great idea and yes, a lot of the stats I wrote down are ridiculously high for an earring.

    @Hiko

    Thanks for your feedback. The absurdity of the stats were done on purpose. I'm thinking about lowering them to today's standards when I have time sometime later.
    (0)
    Last edited by Tanama; 02-08-2013 at 04:58 AM.
    Tanama - Monstrosity Enthusiast

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