When I was making the original post. I wondered what would be the best thing to request, the most realistic thing. And for me it was a small buff. There's not going to throw this at us, but I'd take a potion or a food that can be HQ'd over nothing.
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When I was making the original post. I wondered what would be the best thing to request, the most realistic thing. And for me it was a small buff. There's not going to throw this at us, but I'd take a potion or a food that can be HQ'd over nothing.
How about, if we were able to use up more than 1 of the same materia at a time, in order to increase the success rate, say by 50% per extra materia?
For example, if you wanted to meld a Craftsman's Command IV materia with a 29% chance, you could use a 2nd CCIV to increase the chance to 44%, a 3rd to 66%, and a 4th to 99% (decimals rounded up!)
It would still be expensive to guarantee melds in the last few slots, but would reduce the pain of RNG considerably.
But gambling should always have a lower expected cost, to reward the risk-taking.
So if your proposal was to increase it by, say, 66% of the base chance each time, I'd support it.
Examples:
- 44% base, +30% per add, progression of 44% -> 74% -> 104% [3 materia = 100%],
- 19% base, +12% per add, progression of 19%, 31%, 43%, 65%, 77%, 89%, 101% [7 materia = 100%])
- 9% base, +6% per add, progression of 9%, 15%, 21%, 27%, 33% .... [16 materia = 99%])
- 4% base, +2.4% per add, progression of 4%, 6%, 9%, 11%, 14% .... [41 materia = 100%])
@above post, that's not how probability works :p
Cost can indeed be a factor and a way to link materia prices to something else. What if it is a 5 minute potion that requires 2x skyspring waters (2 crafter token+40 favor mats) to craft and gives +5% chance?
After giving the idea some thought, I agree that maybe some help can be given to deny that "1% worse luck case" of something like 80 failed melds, but at the same time, as some others have mentioned, the boost should come at a premium - a significantly higher cost than a 90% meld chance.
For example if it takes 25 melds for a 9% meld to succeed 90% of the time, a person can possibly pay 38 materias for a guaranteed meld.
This goes back to 2.0, I had over a stack of Cracked Materia IV carried over from 1.o, and proceeded to consume it pentamelding my Vanya Healing Gear.
Every left side was pentamelded tier IV materia. Then came 2.1 and I unsubscribed for til 2.3-2.4 cause I felt so griefed over my gear set becoming obsolete (I had imagined SE was going to provide a way for us to 'convert' our overmelded gear and transfer the overmeld set to the next item of same gear-slot and higher iLVL).
While a system like that^ is probably too cheese, I do think something to that effect could be done. A new set of Carbonized Matter that has a secondary tier in addition to Grade (ie: Grade IV Carbonized Matter alpha, beta, gamma, etc)
These Catalyst can be used instead of the regular CarbMatters, and they increase the success rate of an overmeld (alpha +5%, subsequent tiers increasing that even higher).
I think the best way to gather these new catalyst is if we could choose to convert spiritbonded gear into these catalyst instead of into materia. And like spirit-bonding gear into materia, spirit-bonding to catalyst will also have RNG. The item's iLVL determines the output Catalyst's Grade (tier IV and V catalyst yields requiring higher iLVL item conversion), and the second tier - the alpha, beta, etc tier, influenced by the amount of materia over-melded to that item and that materia's tiers.
So if I could per say been able to convert that Vanya body piece (penta melded tier IVs) into a catalyst, it would have likely converted into a Grade IV CarbMatter zeta, which is a catalyst I could use on a later piece of gear to overmeld the 4th or 5th slot, giving a +25% to the success rate or something.
I feel like that would be rewarding and a lucrative addition to the economy. Though it means more spiritbonding to an even higher degree
It also creates a sense of long-term returns to overmelded gear, as it'll help max meld the next set of gear as content progress. Anyway that's a small dream I've been holding on to for a long time.
It would be wonderful to be able to improve the success rate for melding. I'm sort of afraid, though, that being able to meld more easily would mean a huge increase of price in the materia economy.
Easier to meld > more people buy materias > price inflates badly.
I remember the days when CRIT/DET IV and gathering/perception were worth respectively 650k and 400k each. I'd rather not live those days again ^^
( <offtopic> And I pray that the next relic won't make any use of materias, eh </offtopic> )
No buffs. I hate how this game doesn't offer any rare gear that old school mmorpgs had. Ya know, stuff that was actually rare to see.
That would be fantastic imo! something similar to the collectable node minigame with skills at various levels. having said that I imagine that would push the general price for most materia up more.
side note, I've personally found having a friend or random doing a harvest dance while overmelding appeases the RNGesus. ( I pentamelded 150 earrings with 20 materia :P haha)
Add a +3 advanced melding stat to gamblers crown, an achievement reward gaind through pentamelding. Makes sense right?
What bothers me about melding is that it is gear independent. A naked level 60 crafter with their level 1 weathered tool has the same meld chance as a crafter with fully melded 2-star gear. IMO, make meld chance gear-dependent and it would open up a market for crafters to meld again to earn some extra gil.
Players can either go to Walmart and do their meld chance at the usual meld chance or save a few materia and toss a portion of those presumed savings as a tip to crafters. Oh, and while they are it... make the request meld system better. I won't meld anything bound to a player unless it is for my wife. The system is too annoying.
You should be able to select the number of attempts to try a certain materia in that slot. Set it. Forget it. It stops on its own after you fail every one (which I've come to expect) or it stops on success. The current system is too clunky.
Excellent point ! I, neither, would never dare ask for a crafter's attention when my gear is bound. It could be taking 1 minute to fully pentameld it, just like it could take 3 hours. I would never ask this, even from my best friends.
On the other hand, it's difficult to imagine another system in which it would requiere "hand the mats over to the crafter". Sometimes you pick random crafters for the melds, and some are not trustworthy. Some would certainly abuse their privileges and leave with the mats.
If SE is to find a solution about this melding issue, they should really put some throrough thoughts into it..
Wouldn't using 40 materia to meld one be the same thing we got now? I mean. Your still gonna waste 39 materia at 100,000gil each...
I was a super duper mega crafter in XI and I did tons of crafting in version 1 as well.
However with vertical progression in this game and the speed in which it moves I have a hard time getting any gear, esp at 100k-1m+ a piece and then spending 1m-20m to meld it just to get a few months use out of it, esp when there are 10-13 pieces you need to do that to. If I would get more use out of it, sure, its an investment and worth the time/gil. But knowing that the next patch a few months down the line could possibly bring something that completely outdates the gear I just spent 100m gil to make and meld, esp when you have to do it on a job to job basis in some cases makes me put my tools down.
Also there are no real raids right now, Alex is a joke so why even bother with DoW/M crafted gear, even if fully melded its superior?
The whole system they have going of over catering to the uber casual raiding and over catering to the super hardcore crafters is just ridiculous.
I don't mind grindy things, after all I have played some very grindy games, like Ragnarok Online (0.01% drop rates, etc...). But the meld system is the worst ever, it's literally a system made for botters and gilbuyers/sellers.
I wonder how many 2** crafters are actually honest (haha). Well, whatever.
1) For a first-mover advantage on new recipes thta may come out in 3.1. Getting enough Tier V materia could take a while and a ton of gil, and if penta-melded Tier IV is enough to do the new recipes, a crafter might be able to make a ton of money while everyone else is trying to get and meld in Tier V. Add to that that it may be a while before most people are willing to risk a Tier V materia on an overmeld, and it may not be much of a stat boost to wait, if the Tier V are only going in the one or two guaranteed meld slots in each item. Of course, it's a gamble, but life often is.
2) That gils not going to spend itself, you know. And it doesn't earn interest. So what else is a gil-billionaire going to do?
Sorry, pal, but this logic is completely wrong. The biggest consumption of materia comes from meld failures. When some people keep failing, they buy like 30 materia in a row, and that's how inflation works - high demand, low supply. When melds are secure, the materia demand will decrease by a lot. Materia prices will drop.
We already have the Solution! SE intends Airship explorations to aid with not only Materia Melding but with Materia markets/inflation as well.
A large FC with 4 maxed out airships (properly customized) can yield anywhere from x100-200 tier 3 and IV crafting/gathering/battle materia per 30-40 hour voyage! Seriously! This is not only huge for the crafting/gathering world, but it also serves as a new means of income for small casual FC's.
Spiritbonding is still a viable option and should not be abandoned, but its clear to me that this is SE's solution for all of the issues being discussed here. Yes RNG and Melding sucks, but with this much materia yield, there is no longer any reason to complain.
I will not be purchasing materia ever again! Thank you SE!
- Your friendly neighborhood 2star omnicrafter
I agree this is definitely a good innovation, but you can still blow through all that materia on one item, because RNG.
While it does alleviate some of the strain, there are a lot of FCs with a large number of members. If we use the example above 100 melds per item with one set of full 2 star gear = 12 items = 1200 materia/200 per voyage * 30 hours = 180 hours or 7.5 days = per full set, per member (obviously belt and acc only need melds once)
But we can see how the system is a bit punishing,keep in mind you could meld one piece with five materia if Rngesus is on your side. :)
Whelp, I just failed melding CP IV at 10% chance FIFTY FIVE times in a row. I just want the 4 friggin cp that i had melded on my previous belt.
Imo they need to sort this melding business. They either implement an easier way to get materia IV so people stop abusing the mb so prices can be cheaper OR add more slots into the gear . 3 slots for each accessory and gear then we have 2 overmelds to do for each one of them of 70% chance for 1st one then 50% for second one.
It would be great of they allow alchemists have materias recipes to craft. Farm mats for materias.
Huh... 1.0 I think everyone was in agreement that 1.0 was a terrible failure that was remade... I guess you forgot. c:
A game doesn't have to be hard to be enjoyable. I think people forget that and spending money does not count as difficulty.
Materia is a Gilsink, not a difficulty check. It should not be required to craft.
The fact that you lost your item in 1.0 over an overmeld failure isn't even relevant as far as I know. From what I've read, it was balanced with only regular melds in mind. The fact that overmelds were considered bonuses meant that few would attempt a large number of melds.
In ARR and HW, you'll have to penta-meld some of your crafting gear at one point or another to meet minimum requirements for master recipes. Using the 1.0 system, try calculating how many pieces of gear on average that you would need for a failure free grade 3 or grade 4 penta-meld. I highly doubt that kind of melding was required in 1.0.
Agree with op
Melding needs some adjusting. Either buff the chance with food or have current gear stats somehow affect the success, even add a fc perk if need be, but something....anything would be a good idea.
I'm really concerned about overmelding Materia IV into forbidden slots in order to meet certain caps. I know for a fact if I want to over meld with materia IV on ilvl170 accessories I gonna have to be at least a millionaire (10million+). UNLESS they make an easier way to get materia other than SB to ease the MB prices.
Blew over 120 materia to get my accessories and belt fully melded. ;____; Now I am hiding in my house in the mist with all my stuffed tonberries crying quietly.