I don't think they "Dethroned", they are good, and yes even strong (borderline OP) but anyone who has made multiple REMAs know they all have their own place.
Look at the Guns, Earp is good and might beat out Fomalhaut as a physical damage WS gun, but "Store TP"+10 "TP Bonus"+500 is still strong, and good when you need quick strong skill chains. Death Penalty will still be top tier for Leaden, and I'm sure Armageddon will be best for Wildfire spam.
No REMA even comes close to Yagrush and what it can do for a whm.
Player
Average is far from 90k.
A high end group runs 55-60k, in my experience consisting of running 8 floor bosses or aminon +2/3 lower bosses.
A mid-tier group is 35-45k, depending on experience and risk
a casual or pick-up is around 20-35k, depending on route and strategies used.
Then there is Mischief's group, who could do 90k prior to being nerfed by T4. I would not call this close to average.
There is some misconception that these weapons are powerful. From what we have seen so far they aren't anything special. Unless stage 5 is massive improvement over stage 4 a lot of them will just be situationally good but not manditory. The weaponskills tied to the weapons preform poorly at low tp values and a lot of the one hand weaponskills damage is underperforming compare to old options. The new song will be great in many situations but still isn't game breaking.
The scythe has extra utility (hp / mp drain) which adds a lot of value to it but the other weapons simply don't. I was hoping these weapon's would offering something special but most seem to miss the mark. The club seems like the weapon the missed the mark the most. Geo have problems using it because geomancy potency and swapping weapons is a hassle. Whm lose a weapon to wake themselves up when they upgrade to stage 3. Whm also like to use yagrush a lot for area status removal and would often lose prime aftermath. Maybe if geo got a prime bell instead of the weapon also matched idris geomancy potency it could good.
The weaponskills have so many properties which makes them incredibly difficult to use in sortie when these bosses have changing weaknesses and could cause group wipes just from using these weapons.
Personally, i think mostly of sortie concept is completly wrong.
- 1 hour content is way too much for the time you need to complete 1 (one weapon). 1 hour means if you have a static and dont need to shout and all are punctual. So never 1 hour.
1 hour per day, * 40k gally (if you able to do to that) = 40000 / 8.500.000 = 213 runs means 213 days behind sortie to make 1 weapon
- Excessive running left and right ..... content it self, shard key bosses is 30/40 mins, why should i run/rush/stress all the event running and keep my pace up for 1 entire hour.
- rewards : no gil no exp , very ridicoulus +1/+2 drop rate, only gally and you need experienced players to make good runs and be consistent over and over.
This for me is too much, not sure if i wanna keep going.
I would suggest to SE to make an amplifier boost like they did for odyssey. To buy said amplifier it would be X amount of the items, IE sapphires, starstones, eikondrites, octahedrites, hexahedrites. Up to SE on the conversion amounts but I would think it would be in relation to the rarity of the drops.
Or they could implement the conversion of earrings, ie X amount of nq can convert to a +1, x amount of +1 would convert to a +2. Augments would still be random.
This would at least give other incentives to go on runs, other than gallimaufry.
Sheol: Gaol was added 1/12/21 and amps were added 5 months later on 5/10/21.
Sortie was added 8/2022 so in that respect it has been longer than it was released for them to add some kindof boost, unless they are going by when they added the last change to sortie on 5/24/23, which would indicate October at earliest for somekind of boost item if they follow same 5 month schedule.
Last edited by VoiceMemo; 07-27-2023 at 07:32 PM.
As has been mentioned before, this comment is NOT true. Many of the Prime weapons (mostly the one-handed weapons) are quite weak. The Naegling, which can be obtained by a relatively new player from a single day of farming Ambuscade, is stronger than an "ultimate" Prime weapon that takes almost a year of daily Sortie. If SE is going to make us work this hard, the reward should be worth it.
Right now, many of the Prime weapons are merely useless trophies. This, combined with the unreasonable requirements for obtaining a Prime weapon will surely drive players away from Sortie, and the game as a whole.
I've reached the point where I'm now stacking sapphires & eikondrites (over 99). We also need gal for empyrean+3 gear too, being 70k per slot. The players available for sortie varies per server & time of day. I solo/duo sortie most of the time getting 5-7k per run so I'm now feeling there's no point for me with the prime weapons at all, until SE does something about this.
Why SE focuses on the elite players & not the rest of the community, I don't know. From looking at Fujito's response, he doesn't have sight of at what stage of the game a lot of players are at. Luckily, i have a load of old quests outstanding, while the elites have completed most of them. He's also forgotten we're now 30-40 year olds. We're no longer kids & our gaming time is now very limited (family, work, etc.)
hi everyone
Im a JP player in Odin.
Thanks to one EN player dropping two bombs, the JP forum is revitalizing.
>Please disclose the rate of getting chance and the percentage of each job earring.
Thanks for the interesting data.
I'm a little concerned about you said this in factor 4.
"4. HQケースを50個開けると、+1イヤリングを入手する確率は約90%、+2イヤリングを入手する確率は約9%となります。"
the literal translation is,
”4. if you open 50 HQ cases, you have about a 90% chance of getting a +1 earring and about a 9% chance of getting a +2 earring."
however, if 4. is "expected value of if we open 50 HQ cases"
we get about a 10% chance of getting only +1 earrings and about a 90% chance of getting at least one +2 earring, correct?
0.956^50=0.1054... and 1-0.1054=about 90%
as for the disparity per job, I was curious too, so I did some estimating and found that if the denominator is 1,024...
22*2 HQ earrings for 2 slots each job
44/1024 = 0.0429... about under 4.3% get some kind of HQ earring
2/1024 = 0.0195... Individually, about 0.2% each.
Assuming the remaining 980 slots are allocated to NQ earrings
54/1024 = 0.0527... About 5.3% are NQ earrings for standard jobs
41/1024 = 0.0400... About 4% are NQ earrings for extra jobs
44+54*6+41*16=1024
I'm just guessing, what do you think?
>Warning: When making a stage 4 Primal weapon, the bosses are irreversibly stronger. "and there are no maufry bonuses."
Looking at the EN forum, the same discussion is going on in the JP forum.
Many ppl have demanded something improvements from producer.
P.S. I’m not fluent in English, so I apologize if my expression is wrong.
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