This is basically the answer. When I wanted Enkidu or wind up ex death: Made a minion farm in PF.
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I have to disagree re: crafted vs OxN gear.
Some items have garbage secondary stats (e.g. no crit on bard, no tenacity on tank, etc). So, a mix of the two is required for optimal 350 gear.
RNG is RNG, always has been, always is, and always will be. Some get along fine with RNG, but others, like myself, are on quite the opposing terms. However, regardless of where you stand with RNG it is always necessary because it makes the game give you goals instead of something you do once and are done with it. Think about how any RPG would go if everything happened first try. There would be absolutely no chance of not getting what you are after and that would take away a ton of gameplay time. Sure farming can get tedious, especially when RNG doesn't cooperate, but that doesn't mean it should be removed just because things aren't going your way.
Also, this is coming from a guy that has been using two airships to try to unlock sector 24 for weeks now with no luck. Both are maxed out in stats too, and they go to and come back from sector 21 every 2 days or so. The failures of discovering the sector make me question whether or not it really unlocks that way, but testimony online says it does so I know it's all RNG, and I just have to keep trying until I get it. I'm not gonna ask SE to remove RNG from discovering sectors just because of how long it's taking.
No, sir, you're mistaken. The stats are different, but the value of the secondaries and the primaries (whatever they may be) are identical between the crafted and the normal raid gear. Except the normal raid gear accepts only 1 materia, whereas crafted gear accepts 5 - and 2 of them can be of Grade 6. Take what I'm wearing right now as an example/proof:
https://i.imgur.com/Ulfly04.jpg
Tank accessories are actually usually better than the upgraded Tomestone/Savage ones, even. And healers probably shouldn't be trying to meld Direct Hit since it doesn't affect their heals.
:thinking:
I'm not sure anyone cares about "optimal" sub-item capped gear, but I will grant that going and doing one full set of anything without mixing and matching is never a terribly great idea.
If they remove randomness from the rolls, itll just be run 10x more. theres either RNG on rolls, RNG on drop, or extended grind.
Make them cost 2000 Omega tomes each piece
RNG killed, grind saved
I am proven wrong. I didn't realize that, I thought they'd account for materia melding considering that's what they did with the Relic/Anima, seeing as they don't have meld slots, or overmeld slots in this case.
As for the Direct Hit notion, most raiding healers meld Direct Hit due to the nature of how overpowered healing is in this game, so they meld it to be able to deal more damage, thus killing the content quicker. I personally meld a little bit of Direct Hit, but not a whole lot.
I need 2 bolts and I'm done. 0/20 this week. Seen more single digits rolls this week than I have all the years I've played this game. Rolled one 94 and still lost.
I can relate. I was farming Zurvan for his bird some time ago, which was my last one. Bird after bird dropped, and my rolls were never enough. Finally, after 30 or so runs, one dropped and I rolled a 97. Another person rolled a 98. To say I was salty would be an understatement. In the end it took me around 70 runs to finally win one.
But as to the topic at hand, RNG is RNG. Welcome to every MMO ever. You will learn to pray to the RNGesus soon enough. Or you won't, it's totally up to you. We're lucky to have some bad luck protection in the form of books and totems. Most games don't have that. It can be frustrating, yeah, but that's just how things work.