No, but an 18.95% chance on adding a second tier four on a tier four slotted item is ridiculous. With that math, it should tell you 0% when you try to add five tier 4! How is it possible to succeed on a zero percent chance? K
Originally Posted by GreatLeviathan
Prolly live in their mommy's basement playing the game 23/7.
But it isn't a zero percent chance. It's just very very low. It falls at an exponential rate.
A higher risk will yield a higher reward and a weapon with +140 Strength will be one of unequal value.
My XIVPad: http://xivpads.com?2031148
Actually, this gives me an idea.
Allow us to title weapons with at least 4 Materia attached.
Have you seen how much stats high level materia gives you? Holy hell I can't imagine having 5 on even 1 piece of gear.
Another option that doesn't make it quite such a painful and pointless endeavour (I say pointless because I don't expect even a small percentage of the most elite to bother when it goes down to 2%) is to reduce the power of individual materia as well as the ridiculous failure rate, but increase the number that can be added. That way, not only would people be more willing to risk putting in materia (and it would still be very unlikely to max out the materia of the item because there'd be more opportunities for it to fail), but materia-socketed items wouldn't totally dominate non-socketed dungeon rewards etc without any kind of risk to it at all.
Lower the risk and reward? How boring. No thank you.Another option that doesn't make it quite such a painful and pointless endeavor (I say pointless because I don't expect even a small percentage of the most elite to bother when it goes down to 2%) is to reduce the power of individual materia as well as the ridiculous failure rate, but increase the number that can be added. That way, not only would people be more willing to risk putting in materia (and it would still be very unlikely to max out the materia of the item because there'd be more opportunities for it to fail), but materia-socketed items wouldn't totally dominate non-socketed dungeon rewards etc without any kind of risk to it at all.
Materia is there to give core players something to commit to, something for them to get excited about. Something that will require countless hours of high risk dedication where the rewards are far greater than anything else the game has yet to offer.
I think this is about right, you can make crafted items many times more powerful then the best rare/exclusive gear in the game... the issue is it could cost you 100s of millions of gil to do it and months of work.
It is exactly how it should be. 100% success on a item the first 1, try to make it even more power you have a high chance of blowing it up, want to make it godly well yea good luck. Risk vs rewards... I think this is exactly how it should be.
if you are lucky enough to get three pieces of materia on to one piece of gear. but then stupid enough to try and add a fourth, when you already know the success rate. then i think you deserve to lose it you greedy greedy oik. if i get gear with two pieces of materia i will be over the moon
What I have shown you is reality. What you remember, that is the illusion.
There's a difference between high risk and totally ridiculous 2% chance of achieving the desired result. All my suggestion did was spread it out into smaller increments so that you don't have such a drop off between one materia and any more at all. The point being that very, very few people will even bother trying to get any more than one socketed, especially if we have verticle development in gear in the future as opposed to horizontal.Lower the risk and reward? How boring. No thank you.
Materia is there to give core players something to commit to, something for them to get excited about. Something that will require countless hours of high risk dedication where the rewards are far greater than anything else the game has yet to offer.
I don't see how that's more boring? If anything for the 'elite' it would provide opportunity to more accutely control your stats, as opposed to simply picking basic hard hitting materia being as the risk of losing something for the sake of some customisation is so high.
Your romanticised version is lovely, but the reality is VERY few people (as in, a fraction of even the elite) are going to bother even trying to invest so much time and effort to get to the final materia because it relies so heavily on RNG and the chances of succeeding are ridiculous.
Edit: AND my point was a suggestion to help keep gear coming from adventuring in dungeons relevant despite the fact that craftable gear is more powerful now (and I like that craftable gear is good, I don't think materia should be socketed to dungeon gear, it just needs balancing imo, it should be at a point where some risk is required to make materia gear match it), but adventuring and getting rewards when you could be grinding materia is sooo boring right?
Last edited by Sephr; 10-10-2011 at 04:13 AM.
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