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  1. #1
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99

    Relic Weapon Update

    First off, I'd like to take a moment to say congrats on the designs of the 119REMs...
    A special note goes to Nivana.
    (If that +BPdmg% is greater than 10%... If it's 40% or even just 30%... Dear. Mother. Of. God. Nirvana received a SERIOUS upgrade in power... TuT SMN never gets love... don't ever stop...)

    But as the topic suggests, this is not about the REMs in their entirety..
    This is just about the Relics... (and three of the Empyrean weapons, but more on that later)

    For the longest time... Relic weapons have been the domain of the jobs included in RotZ and the base game only.
    While the other jobs: BLU, PUP, COR, SCH and DNC might have gotten access to the "functional reprints" (to borrow a Magic term) in the Empyrean weapons, why were the Relics never updated to allow the new jobs?

    This is made even more distressing with the REM revival... because the two newest jobs: RUN and GEO are left sorely out in the cold.
    This is especially painful for RUN, because... GS are supposed to be the trademark of the job.

    Seeing the HUGE amount of content created in this last update... I am sure the only reason such an addition to all the stages of the Relics (and three Empyreans) was due to manpower limitations.
    This is more than understandable.

    And in the light of the announcement that updates will no longer be 1/3mo... but now be every month.
    Perhaps this longstanding issue can be remedied soon?
    Please?? ^w^

    Obviously, not every Relic needs to be adjusted:






    And

    Each of these Relics are fine as is.
    I say this because the weapon types are ultimately only associated with the jobs that can currently equip them. (polearms and DRG for example)
    I am using the functional Relics: the Empyrean weapons as a comparison for the jobs available... Obviously there are some unusual things like the Empy bow not being usable by SAM and the Relic axe not being usable by WAR like their respective counterparts are... And by all means... add more jobs to make them all more matchy...

    But that kind of addition isn't a pressing concern...

    Unlike these Relics, which desperately need additional jobs:

    MNK/PUP

    RDM/THF/BRD/DNC

    RDM/PLD/BLU

    WAR/PLD/DRK/RUN

    BLM/SMN/SCH(/GEO?)

    WHM/GEO

    RNG/COR

    The jobs listed below these pretty images are the ones that I would add were I in charge.
    Which are basically the jobs that utilize these weapon types and match the Empyrean weapons.

    Obviously RUN and GEO are double boned, as they don't even have a Mythic... yet. (dunno if those are still happening... but I haven't heard "no mythics for them" so... it's still happening to my knowledge.)

    And with the advent of 119 REMs...
    Adding the appropriate jobs to the various Relics and Empyreans should be a medium level priority... if not a high one for simply having not done so as new jobs came out.

    (The argument can be made "Relics existed before those jobs, so that's why they can't use them" is not only asinine... but ridiculous... Using that logic, no lv1 weapon should exist in the game for any job that isn't in the base game that wasn't added in the expansion that added that job... And yet Onion Daggers have GEO on it... the argument is invalid.)

    And while you use your slaves interns for the menial task of adding these jobs, I present the three Empyrean Weapons that should be adjusted for RUN and GEO:

    PLD/DRK/RUN

    BLM/SMN/SCH(/GEO?)

    WHM/GEO


    I have included GEO as a tentative add to the staves because... I'm not really sure what to do with that.
    WHM used to be the only one with Hexastrike... but GEO has that... the GEO AF weapon is a club...
    And I'm pretty sure that GEO's mythic will be a second Mythic club...
    BUT GEO is also on Atinian... so...
    Add it to both the staves and the clubs for all I care.
    But add it and RUN to both the appropriate Relic and Empyrean weapons.
    And add the older jobs to the missing Relics...

    This update has been years in need and want.
    (1)

  2. #2
    Player dragmagi's Avatar
    Join Date
    Feb 2012
    Posts
    88
    Character
    Dragmagi
    World
    Leviathan
    Main Class
    DRG Lv 99
    Why do the straight melee relics have mag acc on them?
    (0)

  3. #3
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by dragmagi View Post
    Why do the straight melee relics have mag acc on them?
    *facepalm*

    It's because they streamlined the Macc formula for iLvs.

    When you have an iLv weapon equipped, your Macc is determined by the "fake" skill of the weapon, in part.

    Before this update, there was not a "help text" for this... And on many iLv staves that had +X Macc before the streamlining of the formula... upon the update that streamlined the formula, they "loss" their Macc bonuses...
    In reality they either maintained or gained a substantial Macc bonus.

    So in THIS update....
    They added another "fake" skill stat to ALL iLv gear.

    How you are to determine the exact Macc from the "Magic Accuracy Skill" is to use your normal Macc formulas:
    M=Magic skill + M1 + M2

    Where M2 is your total magic accuracy from gear/merits and M1 is the contribution of your stats to magic accuracy:

    δstat=(caster's stat)-(target's stat) M1
    δstat ≤ 10 M1 = δstat
    δstat≥10 M1=10+(δstat-10)/2

    And increase w/e skill by the listed amount.

    So for Macc for an elemental spell... you use:
    Macc = elemental skill + "Magic Accuracy Skill" + dINTmod + Macc from gear/merits/wherever else

    This was streamlined because "hybrid" jobs like DRK, RDM, or BLU were having Macc problems at iLvs...
    So their "fake skill" was used in some unknown fashion...
    And the Devs just got tired of dumping massive ammounts of Macc stats on iLv staves and clubs... so they merged it all together and now all jobs use the "fake" skill stats...
    And then in this update they added the "fake" Macc skill stat so we wouldn't have to figure out what X "fake" combat skill translated to for "fake" Macc skill.
    /history lesson.
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
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    1,401
    In short they 'added' it because hybrid jobs like BLU could not land Sudden Lunge's Stun or many other physical spell additional effects because swords don't normally have magic accuracy, and a level 99 player fighting a levl 110 mob with their lv110 magic evasion is very hard. Additional Effects from grips or relic weapons weren't procing because the proc rate is modified by magic accuracy skill.

    Let's take Polearm for example.

    Leg Sweet is a WS which adds Stun. The chances of this stun landing are based on "magic accuracy skill". This value is increased at the same time as weapon skill. That's why a SAM with 0 Polearm Skill will probably not land Stun on a EP/DC mob while a DRG with 400+ polearm skill will easily. Since we're capped at 99 and weapon skill level isn't increasing, they added m.acc skill+ to weapons. This will allow additional effects from weapons, grips, weaponskills and secondary effects from physical blu spells proc on mobs that are level 100 and above when being hit by players capped at 99.
    (4)

  5. #5
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Ophannus View Post
    In short they 'added' it because hybrid jobs like BLU could not land Sudden Lunge's Stun or many other physical spell additional effects because swords don't normally have magic accuracy, and a level 99 player fighting a levl 110 mob with their lv110 magic evasion is very hard. Additional Effects from grips or relic weapons weren't procing because the proc rate is modified by magic accuracy skill.

    Let's take Polearm for example.

    Leg Sweet is a WS which adds Stun. The chances of this stun landing are based on "magic accuracy skill". This value is increased at the same time as weapon skill. That's why a SAM with 0 Polearm Skill will probably not land Stun on a EP/DC mob while a DRG with 400+ polearm skill will easily. Since we're capped at 99 and weapon skill level isn't increasing, they added m.acc skill+ to weapons. This will allow additional effects from weapons, grips, weaponskills and secondary effects from physical blu spells proc on mobs that are level 100 and above when being hit by players capped at 99.
    BLUH!
    I had totes forgot about the WS thing too!!
    Good job pointing that out.
    (0)