Melding is dumb as-is. Happy they're changing it to become far more cost-effective.
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Melding is dumb as-is. Happy they're changing it to become far more cost-effective.
I understand that INT doesn't cap in the same way as other Job main stats. And we also can expect this to change in ARR along with primary stat bonuses, and job adjustments overall.
Also +10 atk magic pot is better than +12 Lightning magic potency (unless you ONLY cast Thunder spells).
So yeah, Stardust rod might be the one exception (in 1.0) and a +100 INT lightning brand might give you a slight edge in damage.
Still, good luck getting one~
People have been complaining about the "luck" in the game a lot, not sure who you've been talking to.
As for the system, it makes it much, MUCH easier to store, also makes it a bit easier to balance aswell on their end.
I haven't heard a whole lot about the new Melding System. Just what was on the Q&A.
So less variety on the Tier'd Materia (sweet!!! more stacking)
A better % for Multimelds (20% is going to be much better than 16%) -j/k who knows what it'll be
i wish they would implement something into the melding system where the owner of the gear is expected to have their own crafts lvled. Tire of seeing ppl act like they are Elite and yet are extremely lazy and neglect their DoL/DoH and just spam for someone to meld for them.
Glad to see the Materia Tiers only having one value, took up alot of unneccessary space in your inventory and the Markets. I doubt the % adjustment is going from insane to easy, it's still going to be time consuming, and may open up ppl being willing to attempt things like quad melds.
They already stated that the caps are being adjusted up; how much in consideration of ur stats also being more potent is unknown.
ooooh? exactly how much will it be then?
Im thinkin around 65% double, 35% tripple, 15% quad, 5% all 5 for T4
Each drop in grade increase by 5% for the next melds
So double meld IV and III would be 70%. Double meld III and III would be 75%.
Double I's would be 95%, then 85% for the next I, then 85% for the next I, then 80% for a 5 meld of all Tier I's.
Double IV 65, then a III for third would be 40%, then another IV would be 20%, then last IV would be 10%.
They could of course have some other values in the curve, but these numbers are better to assume for a casual level, which is what they are making it in to.
They aren't going to have stat fluctiuations for materia anymore, so it would be safe to assume they wont change anymore because of that(lower values on t4 increasing chances over higher value t4 for ex)
This is basically the presumption thread, and then when ARR comes out there will be the reactionary thread where ppl are omplaining, "YOU PROMISED MELDING WOULD BE MORE CASUAL BUT I KEEP FAILING ATTEMPTS! I HATE THIS GAME!"
lol
Actually, an experianced group spamming dungeons takes much more skill than melding, which takes 0 skill because it is all probability based. You dont have to move, attack, heal others, or keep agro with melding, and you can fail speed run objectives if your party doesnt do everything right. You cant mess up pressing that meld button.
Good think speed runs are going bye bye tho. now we have to find out what new thing there will be to mess up on inside a dungeon.