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.
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.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.
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%])
Last edited by Silverbane; 10-02-2015 at 12:10 AM.
@above post, that's not how probability works
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.
Last edited by Xenosan; 10-04-2015 at 10:21 AM.
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.
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