Bst and Drg with their weapons yeah. Although a melee job would very rarely ever have a use for a lower ilvl weapon, WKR OAT is all that comes to mind. Smn and Pup are both tied to their ranged slots, neither being useful as far as ilvl is concerned, it could lack that 119 in the corner and do the exact same thing. As far as gear is concerned, as that was what was being talked about, it has no bearing on anything beyond the average item lvl affecting your trusts lvl, and the stats that come with it.
Think of ilvl in this game as a rough guide, at best. Defensive stat wise, it's almost universally better to use higher ilvl, although not always. The past few updates have brought along many ilvl items that simply have higher than normal stats in one area, while forgoing a lot of the stat vomit. ilvl still means nothing, as it pretty much always has. Look at the gear and use what's best for a given situation. They could of skipped the ilvl step as some of you wish, but then done the exact same thing anyways. Would it not be weird if lvl 99 gear had all these stats? Then you'd have "why is this 99 gear so much better than the old 99 gear that we've been able to grind for the past 2 years?"
7/10/14
A lot of the content that was "made useless" was subsequently updated with new versions suitably designed for the current power of our characters, which kind of negates that issue (And in fact is better than either changing the content or leaving it alone because people can still play the original versions at their original parameters for old time's sake if they wish)I dunno, the difference is that never before did they make most content utterly entirely useless in one fell swoop.
The "statvomit" is directly calculated based on the ilvl. As previously mentioned, the stats are configured to bring yours to what they would be if your character was level 119 (or whatever level your gear is)ILevel itself doesn't do anything, it's the statvomit that raises your stats to that comparable to a level 119 player which is mainly helpful for defense, evasion and magic evasion.
It should be noted that for SMNs, the only item that determines your pet's level is the sachet. Some of the 119's (like AF pants) have no gains for your avatar compared to the 109 (the "Pet:" stats are exactly the same on this piece). The increased stat vomit, however, increases the player's stats as usual.
Hmmm... I was wrong here on that part then.
I was under the assumption that Beastmaster's pet levels had a similar system to Puppetmasters and Summoners, on which the pet levels are determined by the actual stat being on the gear. (Sachet/etc.)
They do. As a few said (and more seemed to disagree) it functions off of the ilvl of the main hand weapon.
Quote from the version update in July of 2013 to put this ignorance to rest.
Beastmaster
New pets that can be summoned via the Call Beast job ability have been added. (Rabbit, Chapuli, Dark Shelled Crab)
Reference attributes when calling pets over level 99 have been changed.
If at or below level 99: PC’s Level + the pet’s maximum level
If over level 99: Main weapon item level + the pet’s maximum level
The internal level will still be level 99, but the pet's stats will be raised.
If the main weapon is switched out when a pet is active, the increased stats will change based on the new main weapon.
Last edited by Malithar; 11-13-2014 at 08:52 PM.
7/10/14
So, what you are saying (and what I am reading from the quote) is that ilevel itself doesn't raise the pet's level but the ilevel of the main weapon merely raises the pet's stats.
Correct?
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