I hope they put in a throwback FFXI ability occasionally attacks 2-3 times. To make them different then other weapons.
I hope they put in a throwback FFXI ability occasionally attacks 2-3 times. To make them different then other weapons.
Fat chance. Not only would that be so abnormal based on the way this game has handled any piece of equipment and stats, but it would certainly increase their DPS far beyond anything obtained through raiding.
You must not have played 1.x (there have been special effects before) nor realize that the fact relic weapon line is already weaker than raid weapons, 2-3x attack for example won't make it superior because the stats are lower, the base damage is lower, the attack damage is lower, the weaponskill damage is lower, the sustained damage is lower and your spike damage will be lower. It's like saying an ilvl 90 weapon is superior to an ilvl 135 weapon because it has skill speed on it.
If you add an attacks 2-3x effect to a weapon whose iLvl is also going to be raised through progressive upgrades it's going to be better than Dreadwyrm equipment. Would it be better than the next tier of raid equipment? No, but it would be better than the existing tier by a significant margin once the iLvl raise went through, not just a sidegrade like Nexus was to HA in the final month. Also this isn't 1.0, it's also not XI. Unless they were to break course and steer away from sub-stats just being progressively bigger numbers slapped onto gear I wouldn't hold my breath.You must not have played 1.x (there have been special effects before) nor realize that the fact relic weapon line is already weaker than raid weapons, 2-3x attack for example won't make it superior because the stats are lower, the base damage is lower, the attack damage is lower, the weaponskill damage is lower, the sustained damage is lower and your spike damage will be lower. It's like saying an ilvl 90 weapon is superior to an ilvl 135 weapon because it has skill speed on it.
That would be in line though, since unless they significantly change the itemization of the next set of primals, the relic line was already eventually better than previous cap weapons and they seem to take large leaps forward when it comes to raid gear since the only thing SE cares for is the next top, not the previous (hence vertical progression). It all depends really on what they do come 3.x since we know they're redoing a lot of the game's systems in some capacity.If you add an attacks 2-3x effect to a weapon whose iLvl is also going to be raised through progressive upgrades it's going to be better than Dreadwyrm equipment. Would it be better than the next tier of raid equipment? No, but it would be better than the existing tier by a significant margin once the iLvl raise went through, not just a sidegrade like Nexus was to HA in the final month.
Considering what a grind mythic weapons were in FFXI SE did put occasionally attacks 2-4 times once you got them upgraded them up to lv99. In a sense the relics are pretty much a huge grind similar to mythics were I could see SE giving the people who spent the time on the huge grind something special for their time.. You had to grind salvage every day for like 3-4 months straight to get a mythic back in FFXI.
The grind for a relic in this game isn't even a fraction of what you had to do in XI, it's not even comparable in terms of a time sink let alone difficulty. Nothing about the "effort" anyone puts in for a relic weapon ugprade in this game comes close to what raiding rewards should be, a sidegrade is all it should ever be, and at the end of content lifespan. Unless they rework the content to involve something other than going into lowbie instances and dungeons for the sake of not allowing content to die off when it would otherwise be wholly irrelevant, that's how I'm going to think of it.Considering what a grind mythic weapons were in FFXI SE did put occasionally attacks 2-4 times once you got them upgraded them up to lv99. In a sense the relics are pretty much a huge grind similar to mythics were I could see SE giving the people who spent the time on the huge grind something special for their time.. You had to grind salvage every day for like 3-4 months straight to get a mythic back in FFXI.
Don't worry.
Relic final will be IL135 at the very least.
And customization would make it the best choice over Dreadwyrm again.
Yoship already said it would be the best weap once it is in its final form.
What exactly was difficult about XI's Relics? I found Titan infinitely more challenging, heck Chimera was harder than anything XI threw at me... Dynamis was effectively just a bigger dungeon with more trash mobs, I wouldn't exactly call it harder, same for Salvage really... XI's took longer, sure, though a large part of that was just because of lockouts (which are purely artificial)... Imagine finishing an Animus weapon when you can only do a dungeon once every 3 days; even ignoring purchasing the books, that's over 80 days. Farming Alexandrite would take nearly a year... The only difference then is that Dynamis takes an hour or so, and a dungeon takes no more than 30 minutes (guess we could also throw in "You cannot do a specific dungeon if anyone else on your server is currently doing that dungeon"). The events you had to do in XI were longer, sure, but most of the time sink came from lockouts and there really wasn't any difficulty outside event planning... XI in general was only challenging if you wanted it to be, since you didn't have strict event requirements and could solo/lowman if you wanted.
Last edited by Nalien; 11-14-2014 at 12:48 PM.
At their peak Relics in XI required a few difficult fights and even DD (DPS) checks for certain NM fights, e.g the Ram, Yin/Yang (and by extension, Dynamis Lord) and your respective Animated Weapon/Shield fight. Remember XI also had a significantly different battle system (less face roll same 1/2/3 rotation) I'll just assume you did relics long after they became the norm when SE nerfed every step outside of reducing the currency needed.
This is why I make assumption. Especially if you take into consideration how Mythics required you to master many of the ground kings in ToAU and Einherjar content. Especially at their peaks before SE made the game much easier. Empyreans as well has pretty challenging fights at the peak of their introduction that later became cake walk.heck Chimera was harder than anything XI threw at me...
Welcome to FFXIV's end-game structure - It's easy to try to downplay FFXI when XIV isn't any better.though a large part of that was just because of lockouts (which are purely artificial)..
This is incorrect if we're talking about the same FFXI. The XI you're probably talking about is 80-99 cap XI, when they made so many adjustments that allowed lowman/solo of most end-game content because back at 75 cap, the most you could 'solo/lowman' was Salvage, and that was if you were at the top of your game.XI in general was only challenging if you wanted it to be, since you didn't have strict event requirements and could solo/lowman if you wanted.
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