Because I was dealing in two different things with regards to options.
Weapons and other gear are completely separate in this regard. You can have TP sets, WS sets, JA sets on you and actively switch between them -- different gear has different uses and purposes so options are a useful and important thing as long as one piece isn't just a direct upgrade of another piece.
Meanwhile, Weapons are a completely different monster. Outside of mages, who's casting isn't effected by switching weapons (and still, it isn't really necessary anymore with the fused HQ staff, unless you build magian elemental staves),
With regards to the DRG thing -- I don't know (looking it up now) I'm just going by what I remember reading, the specifics are largely irrelevant to the point of what I was saying though. With weapons, it is almost always a case of direct upgrading as opposed to lateral usefulness:
This clearly better than this and a roughly lateral move from this -- yet the comparative difficulty of building a Gungnir compared to a Ryunohige or Rhongomiant is pretty ridiculous.
When you're dealing with slots where you can actively change swap gear around during combat, options make a ton of sense and become great. But as I specified before -- Weapons are a completely different thing and if you look at most of the weapons in the game, there's a clear hierarchy of potency that makes it redundant to hassle over adding new jobs to older ones -- like the dynamis relic weapons...


Reply With Quote