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Thread: 119 relics:

  1. #11
    Player Ulth's Avatar
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    Andrewviii
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    Valefor
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    THF Lv 99
    I don't actually have pld even unlocked. I do have Vajra though. It's special bonus does put it head and tails above other 119 daggers even with its low base damage. I just don't like that these weapons of myth and legend have to come with draw backs when their special bonuses should just be icing on the cake for all the hard work you put into it.
    (0)

  2. #12
    Player kaerin's Avatar
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    All relics outside aegis and g horn are bad. They all need updated. And aegis needs to be 119.
    (3)

  3. #13
    Player machini's Avatar
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    Ivlilla
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    Asura
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    DNC Lv 99
    Quote Originally Posted by kaerin View Post
    All relics outside aegis and g horn are bad. They all need updated. And aegis needs to be 119.
    This is gonna be extremely unpopular to say it, and I'm probably gonna get mass reported again for saying it, but at this point I think people need to accept that relics are nothing special anymore.

    In a typical two hour dynamis session I can come out with 500 to 600 currency via doing Dreamland Dynamis as DNC/nosub, sticking to JA procs, and using a Chaac Belt to give everything TH1. Between the TH1, the white procs, and the sheer high speed at which I can kill things, 500 is pretty easy. Personal high is just over 700 currency.

    Assuming 500 as a lower bound, that's 250 currency per hour. It takes 18,000 currency, roughly, to make a relic. That's 72 hours of Dynamis as a lower bound. So in somewhere between 60 to 72 hours, I can make any relic in the game.

    Compare the requirements to making a relic, versus making a mythic or an empyrean weapon. Mythics have much, much, much higher requirements to even start, and both mythics and empyreans have much, much, much higher requirements to get to 119.

    I do think that it is wrong that all the relics but Aegis and Gjallarhorn are so crappy compared to things a fresh 99 in sparks gear can get in an hour or two. Sure, they have their own special WSes, but how good are those WSes actually in use when very few people even bother chaining? Or when the Empyrean WSes are unlockable.

    Relics should be buffed. Relic should be the weakest of the three, and, in my biased, personal opinion, mythics should be the strongest since their very name is mythic. But mythic and empyrean should still be significantly stronger than relic, and, again, in my not unbiased opinion, mythics should be the best weapons in the game. For the amount of time and effort that goes into making a mythic, seeing it be outperformed by something that is not RME is extremely frustrating.
    (3)

  4. #14
    Player Ulth's Avatar
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    Andrewviii
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    Valefor
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    Agreed, Mythic weapons should be indisputably the best hand tailored to the one job that can use them. However it is worth mentioning that there is no mythic bow, shield, or instrument. Which possibly explains why instruments and shields are the only relics and empyrean weapons worth making. Also while mythic weapons should be the best there is no reason why relic and empyrean can't be the best off hand. Even though it would probably only help nin, blu, dnc, and thf.
    (2)

  5. #15
    Player Bluestar2kx's Avatar
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    Quote Originally Posted by ValronXI View Post
    Any chance these are going to be re-visited in upcoming patches?

    mainly, Gun relic, could say bow too but... lets not go there right now

    im open to debate on this too. i just feel that relics are now becoming jokes with the new skirmish weapons augments available...
    In some peoples eyes (maybe more), I think your right. But not everyone.

    One thought I had to fix this was, have an upgrade path that links to a new weapon ID in FFXI's system, so it doesn't use the old relic codes and ID's.
    (I'm just going off my experience with skyrims creator since I know nothing about FFXIs, so a shot in the dark on some assumptions here^^)

    You do a small quest to gather upgrade items, much like the current one, and trade in your old weapon.
    That weapon is technically "destroyed" as it uses old code lines and ID, and in return, you get a new skirmish grade weapon with the same name (maybe with II at the end for differentiating it?) thats augmentable with skirmish code lines, and a new weapon ID, the new weapon has slightly upgraded base stats (slightly better dmg/atk/acc) that we see on the older ones, and of course, the same augment slots as the alluvions, and links to the same texture files as the old relics so it looks the same, but functions better.

    What that quest gathering should involve, idk. Knowing SE, something annoying to get, maybe HP balyd and some type of skirmish item, a KI from mellidopt wings maybe that you get from lorissa (I think thats her name), take that item to the taru in adoulin, and you got a new weapon.

    Let's say for example, 300 HP balyd, thats roughly 10.5m, the average price of getting it to 119 now.
    And let's say 8 mellidopt wings get you the KI from the NPC.

    One note however, is assuming, the weapon effects are linked from a separate ID line that can be given to a different weapon, it would obviously keep the extra/hidden effects such as stat boosts, dmg, and additional effects. If that isn't possible however, either a new effect of the same type with new Id's could be created and given to the new weapons, or they could be compensated in other manners, such as higher base stats then average and/or modifiers to the underlying damage calculations (weapon rank/fstr/pdif) to increase dps to be similar scale to the older weapons.

    This would also allow the weapons to finally be used in offhand at full power, as if I'm not mistaken, skirmish weapons can be used off hand and give the bonus effects from their augmentations no? (I think some other weapons can as well even if it only applies to that hand)
    (1)
    Last edited by Bluestar2kx; 08-03-2015 at 02:50 AM. Reason: Found a few spelling errors^^

  6. #16
    Player ValronXI's Avatar
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    Valron
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    Sylph
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    DRG Lv 99
    Quote Originally Posted by Bluestar2kx View Post
    In some peoples eyes (maybe more), I think your right. But not everyone.

    One thought I had to fix this was, have an upgrade path that links to a new weapon ID in FFXI's system, so it doesn't use the old relic codes and ID's.
    (I'm just going off my experience with skyrims creator since I know nothing about FFXIs, so a shot in the dark on some assumptions here^^)

    You do a small quest to gather upgrade items, much like the current one, and trade in your old weapon.
    That weapon is technically "destroyed" as it uses old code lines and ID, and in return, you get a new skirmish grade weapon with the same name (maybe with II at the end for differentiating it?) thats augmentable with skirmish code lines, and a new weapon ID, the new weapon has slightly upgraded base stats (slightly better dmg/atk/acc) that we see on the older ones, and of course, the same augment slows as the alluvions, and links to the same texture files as the old relics so it looks the same, but functions better.

    What that quest gathering should involve, idk. Knowing SE, something annoying to get, maybe HP balyd and some type of skirmish item, a KI from mellidopt wings maybe that you get from lorissa (I think thats her name), take that item to the taru in adoulin, and you got a new weapon.

    Let's say for example, 300 HP balyd, thats roughly 10.5m, the average price of getting it to 119 now.
    And let's say 8 mellidopt wings get you the KI from the NPC.

    One note however, is assuming, the weapon effects are linked from a separate ID line that can be given to a different weapon, it would obviously keep the extra/hidden effects such as stat boosts, dmg, and additional effects. If that isn't possible however, either a new effect of the same type with new Id's could be created and given to the new weapons, or they could be compensated in other manners, such as higher base stats then average and/or modifiers to the underlying damage calculations (weapon rank/fstr/pdif) to increase dps to be similar scale to the older weapons.

    This would also allow the weapons to finally be used in offhand at full power, as if I'm not mistaken, skirmish weapons can be used off hand and give the bonus effects from their augmentations no? (I think some other weapons can as well even if it only applies to that hand)
    this is an amazing idea
    (1)

  7. #17
    Player machini's Avatar
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    Ivlilla
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    Asura
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    That's a horrible idea. I put a considerable amount of time, effort, and gil getting a 119 mythic, and I don't want to turn around and have to throw another 100 million gil into it for augments.

    A better solution would be simply to increase the item levels of RME above all other items in the game, with stats to match. Maybe relics 122, Empyrean 123, and mythic 124, for example. That would affect the average ilvl of the user, which would affect hit rate, evasion rate, and a bunch of other things, and put them ahead of other weapons. The problem there then becomes people lose interest in new content because RME is clearly better. They'd also need a boost to their WS DMG modifier. Probably bring it up to +40% at least.
    (0)

  8. #18
    Player Bluestar2kx's Avatar
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    Quote Originally Posted by machini View Post
    That's a horrible idea. I put a considerable amount of time, effort, and gil getting a 119 mythic, and I don't want to turn around and have to throw another 100 million gil into it for augments.

    A better solution would be simply to increase the item levels of RME above all other items in the game, with stats to match. Maybe relics 122, Empyrean 123, and mythic 124, for example. That would affect the average ilvl of the user, which would affect hit rate, evasion rate, and a bunch of other things, and put them ahead of other weapons. The problem there then becomes people lose interest in new content because RME is clearly better. They'd also need a boost to their WS DMG modifier. Probably bring it up to +40% at least.
    I think thats a much worse idea honestly, it would create an imbalance and would nullify skirmish weapons, as well as change the balance of a lot of events. I want a balance.
    There's no obligation to augment your weapons. It would be no different then augmenting your standard skirmish weapons that a lot of people use anyway. It uses the same system so it's quite fair.

    SE has already stated they won't increase the item level (less they change their mind at some point, or already have and i didn't catch the post^^), so I don't see that happening.

    I think this is a very balanced method, it benefits both sides equally, by using the same systems already in place to augment other weapons that people commonly use. But I do agree, the slight boost to the base stats should include a WS dmg enhancement boost over what they already do, 40% seems a very fair enhancement, though 35% would likely be the realistic point SE would do. But I don't think it would matter in terms of function if SE left it at the current 30%.
    (0)

  9. #19
    Player machini's Avatar
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    Ivlilla
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    Asura
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    You say "there's no obligation to augment your weapons". Isn't the whole point of adding the augmentation to allow RME to reclaim their rightful place at the top of the weapon foodchain?

    God almighty.
    (0)

  10. #20
    Player Ulth's Avatar
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    Andrewviii
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    Valefor
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    THF Lv 99
    Random augments on R/M/E weapons is a horrible idea. The reason it works for the skirmish weapons is because they are not rare. R/M/E weapons are rare so any possible augments to them should be absolute. That being said I think they should just change the stats for the 119 versions. 119 was still pretty new when they made R/M/E 119, and they set the bar too low. Although I wouldn't be opposed to doing some sort of Adoulin quests to keep my dagger the best of the best. However it should be more epic then just talking to the taru at the inventor's coalition. It should involve more dead people like in the previous quests. Running all over the wilds of Ulbuka to have your weapon imbued with the powers of the original 12 house founders. I doubt the developers want to do all that work though. It's a lot easier to just change some numbers on the current 119 weapons to increase base damage, attack, accuracy, and main attribute of its relevant weaponskill.

    I should add that upgrading them with HP-Bayld is also a bad idea. People making Ergon weapons are already have a hard time with the lack of supply.

    Increasing their item level is also a bad idea. Then people will ask for other gear to be that item level and then that item level becomes the new norm and R/M/E weapons are weak for that item level now. Increasing the weaponskill damage for their specific weaponskill is a good idea though. Relic weapons were already at 40%, so were you saying they should be 40% across the board for each weapon? That would be a 10% boost for mythic and a 40% boost for empy. I know I'd make a Twashtar if that WSD worked from the offhand.

    Certain mythic weaponskill could also use an adjustment. Blade: Kamu comes to mind, but they also shouldn't have nerfed Mandalic stab when they nerfed Rudra's storm. The attack penalty on Drakesbane is unnecessary too. There are probably more, but I don't know the ins and outs of every job.
    (1)

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