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  1. #81
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Dew View Post
    They said they are creating a new set of the most powerful weapons in the game, aka Relic, Mythic, and Empyrean weapons at Lv.99. It won't be just one set of ether Empyreans, Relics, or Mythics. Most likely it will be all three sets. Never did they say they were making Relics alone the most powerful weapons.
    They said when they added mythics that mythics where intended to be second best to relics and be quest based. I really don't know about empyreans, those came to a shock to me
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  2. #82
    Player
    Join Date
    Mar 2011
    Posts
    4
    Just some random ideas.

    Relic weapon
    1) remove aftermath.
    2) remove attack or accuracy bonus.
    3) remove 5% chance of doing double or triple damage.
    5) the lv require to equip relic should be 75 instead of scaling with magian quests.
    6) ws modifier 3.0 should scale with character lv. Each Lv after 75 will give you addition of 0.1
    lv99 ws modifier will be 5.4
    7) when doing any type of damage with relic weapon, an additional percentage of damage will be added.
    It will also scale with character lv.
    @Lv75 additional damage is +10%
    @Lv99 additional damage is +34% (including magic damage and pet damage).
    8) magian quest will increase the D base of the weapon.
    9) every job should be able to use at least 1 relic weapon.

    Mystic weapon :
    1) all 3 types of aftermath effect will be trigger on mystic ws.
    2) aftermath effect will scale with character lv.
    3) magian quest will increase the D base of the weapon and potency of the jt/ja.
    4) ws damage should scale with character lv.
    (0)
    Last edited by Rawr; 03-14-2011 at 11:28 PM.

  3. #83
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    that sounds like a nurf but idoono melee formulas well to say
    the 90 version already has more ws power
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  4. #84
    Player Runespider's Avatar
    Join Date
    Mar 2011
    Posts
    1,361
    Character
    Snickerrz
    World
    Asura
    Main Class
    MNK Lv 12
    I'm hoping that the idea with Empy weapons being so powereful was to make people do them and that now that abyssea is over and people have beeing working on empy weapons they will now slowly start boosting relics more to put them back at the top again. As an MMO you want to constantly keep players working on things and putting relics back at the top makes mroe sense than keeping empy weapons which are very east to get at the top.
    (0)

  5. #85
    Player Riko's Avatar
    Join Date
    Mar 2011
    Posts
    5
    Character
    Rikoriko
    World
    Cerberus
    Main Class
    RDM Lv 99
    When you look at most Empyrean weapons they look as if they've been taken from some other game and dropped into FFXI. In my opinion most of them don't fit in with FFXIs style like Relics and Mythics do. If you look at the group pictures of Relics, Mythics and Empyreans on wiki you can see the difference, they look flashy but something's a little off. Relics and Mythics not only look better designed for FFXI, but have statistical benefits unique to their own weapon type, not just "Occasionally deals double damage." on them all; although they do have that hidden effect. Relics and Mythics can dramatically change how you play a job, Empyreans can dramatically change your damage output for that job and that's about it.

    Good examples of job changing weapons would be:

    Yagrush - Permanent AoE on all -na spells including Erase is unbelievably helpful at making you more efficient on White Mage.

    Laevateinn - The Lv.90 version of this has +50 MAB, that's a jump of +10 MAB every 5 levels from Lv.75. While this might still be out done by Magian trial staves, it's still only Lv.90 and I suspect at Lv.95~99 this will have at least +70 MAB and will be the best staff for Black Mage, not only dealing the most damage but saving inventory space.

    Carnwenhan and Gjallarhorn - Increased song duration can free up a lot of time for a Bard to help support in other ways such as curing and removing status effects. This can take a lot of stress off of a White Mage or whoever you have healing at the time. Also paired with Gjallarhorn, you can extend the duration at Lv.90 to around 5 minutes or more without the help of Troubadour. Of course Gjallarhorn, before everyone was brainwashed by Abysseas' massive MP Boosts and Refresh Atmas was essential at keeping your White Mage and other mages MP pools filled over long duration battles. Let's just hope fights like we've had at Lv.75 are back at Lv.99, very preferably outside of Abyssea.

    Apocalypse - Probably the best Aftermath any Melee could wish for, HP drain and Haste. The weapon skill Catastrophe itself drains HP from the target based on damage dealt, which at Lv.90 gets at least a +25% damage boost. This for Dark Knight makes it possible to stay alive easily and Dark Knight can also become a possible "Tanking" option, even when using the Job Ability Souleater. Of course the HP drain from Catastrophe and its Aftermath healing yourself for 1000 HP+ over a few seconds relieves a lot of stress on a White Mage or again whoever is curing at the time.

    Annihilator - Coronach might not be the most powerful weapon skill at the moment for Ranger but it's aftermath is very helpful, even at dealing more damage. The weapon skill itself has reduced enmity to the equivalent of having fired a single shot instead of blasting out 1500+ damage weapon skill at the target, which you are likely to do on the Lv.90 version anyway. This makes it so a Ranger can almost continuously fire shots at the target without getting its attention, making it easier on whoever has "Hate" at the time and even less stress on other support jobs.

    Also in future I think that these Empyrean weapon skills will be available to all weapons, just like Mythic weapon skills are obtainable via quests, these might be obtainable via Magian trials to come or more quests. One last thing I'd like to point out is that most Relic and Mythic weapon skills have unique animations, where as most Empyrean weapon skills are older weapon skill animations with new flashy effects.
    (0)

  6. #86
    Player Dew's Avatar
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    Mar 2011
    Location
    MolaMola Enterprises
    Posts
    115
    Character
    Dew
    World
    Bismarck
    Main Class
    RDM Lv 99
    Each set of weapons was created with different aspects.

    Relics focus on Raw damage, Acc, Atk, Racc, Ratk, and each has a unique aftermath.
    Relics have the highest base damage in all three of the sets.

    Mythics focus on Job specific areas. Many of the aftermaths are simular.
    Mythics have the lowest base damage of all three sets.

    Empyreans focus on status modifiers. All of the aftermaths are the same.
    Empyreans are in the middle base damage wise.

    The problem now is that Mythic and Relic ws's have weak modifiers. The weapons bases are fine. The weapons aren't the part that would need any adjustment to even them out, it would be the ws modifiers.

    Each set of weapons has a unique set of properties. Damage output isn't the only thing based on the weapons. Effects, Aftermaths, Added effects, etc also come into play.
    (0)

  7. #87
    Player Denabond's Avatar
    Join Date
    Mar 2011
    Posts
    109
    Character
    Denabond
    World
    Lakshmi
    Main Class
    MNK Lv 90
    Unfortunately to most ppl in this game, damage is everything to them. This is why most Relic users are so adamant about fixing their weapons so that they are on top again. But as Dew has said, best way for SE to fix it is to make Mythic and Relic WSs better. Not just a straight up increase in damage like they did at lvl 90 since certain WSs were crap before then, and that extra 25% didn't make them do much to make ppl want to use them.
    (0)

  8. #88
    Player Rambus's Avatar
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    Mar 2011
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    Windurst
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    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    I want to know why emp weapon's base is higher then mythic then..

    Really like to hear what SE intends to have like relic > mythic > emp so we can start properly comment to SE how to go around doing that.

    Mythics really needs the most adjusments, like some are under other weapons for some jobs + costing too much money to be quesed based.

    I also do not understand why emp weapons where givin level 3 properties when mythics are suck on a level 1 and a level 2.

    when mythics first came out I thought having the real mythic weapon would unlock a level 3 property for the mythic ws.

    Hmm since there are new normal ws comming out and the best ws is always chainging, would it be ok to give mythics and relics access the emp ws?

    lest two of the mythic issues is fixed ( having a level 3 property), then you fix the issue of having to use a weak ws ( like trueflight for the rng mythic, cor mythic, have really weak ws)
    if both those ws had acess to wildfire, it would pad thier tatical vaule. (and letting the emp ws trigger aftermaths on mythics).

    mythics need ths most fixing, it would be nice to see more of them due to having more vaule in combat.

    relics is a bit easier to fix, pad ws damage, change aftermath effect and your gold, mythics has a lot more issues then that
    (0)
    Last edited by Rambus; 03-15-2011 at 11:51 PM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  9. #89
    Player Fetus's Avatar
    Join Date
    Mar 2011
    Location
    Eh...
    Posts
    85
    Character
    Fetus
    World
    Asura
    Main Class
    WAR Lv 57
    It's been said a dozen times over, so I'm not going to beat a dead horse (too much), but Mythics were stated to be artifacts that improved job specificity. Yagrush is a perfect example. They're not meant to, nor were they ever intended, to be supreme damage-dealing weapons. The only thing that's completely bogus about Mythics is that they're impossible to get. Nobody does Nyzule Isle, ZNM, Einherjar or Salvage anymore with any frequency. You couldn't pay people to help you with that crap for as long as it would take to finish a Mythic. SE did an exemplary job of killing that off indefinitely with the introduction of Abyssea. If anyone is to "fix" Mythics, the requirements to obtain them must first be examined and reworked to fit in the current metagame. The weapons themselves are fine. If you built a Mythic to deal damage only, you made a serious mistake. Dealing tremendous damage is solely the purview of Empyreans. It should also be within the range of Relic weapons, but until notable adjustments are made, Relics will just be squatting on middle ground in terms of usefulness and overall damage capability.
    (0)

  10. #90
    Player
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    Mar 2011
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    206
    I'll tell you one thing; If they make relics more attainable they lose any credibility they had with me, and many other loyal players.
    I bit my tongue when after 4 years of grinding 5 jobs to 75 they made it easier to exp. All that time and effort I spent to get ahead and the status I attained inside the community could now be replicated with less than half the effort.

    I bit my tongue when they released toAU tp burns and made the mobs a lot easier to tank and kill. All those years of actually learning party dynamics, and being forced to adapt to different types of mobs, out the window. WS>WS>SC>MB dynamics disappeared forever.

    I bit my tongue when they made ridiculously easy to level in Abyssea, and released gear that made everything I had spent the previous decade attaining worthless.

    The final nail in the coffer is them making the most prestigious class of weapons in a game obsolete, and then pissing on them and all the hard work that went into attaining them by furthering the insult by making them easy to obtain.

    Relics, especially the early ones, represent so much more than just a weapon.
    No true FFXI player will ever regard empyreans as anything close in novelty or sentiment to relics.
    SE is parting ways with the player base that has kept this game floating for so long, in hopes of appealing to a more casual market player base.

    I for one, just haven't really been trying to do anything in game since the relic blows started coming. I just don't see the point. Its not a worthy trade off in my opinion to invest in anything in game anymore. Where SE is demonstrating that everything they had previously said was out the window, and there was weight given to "normalcy" in vana'diel.

    They have done the same thing with the FF series. They turned their backs on their customer base, people like me who enjoyed FF1-FF10, and bought every one of them several times over.

    SE is really telling me it doesn't like me as a customer. And that our relationship is coming to an end.
    Good luck SE! you're about to see that the grass on the other side isn't any greener.
    (0)

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