I have been told by many people its best to do it all in one hit. Not going to name anyone because clearly people think otherwise. Does Moonphase even do anything for Meld rate? My chances doesn't change no matter what phase its at.
I have been told by many people its best to do it all in one hit. Not going to name anyone because clearly people think otherwise. Does Moonphase even do anything for Meld rate? My chances doesn't change no matter what phase its at.
Isn't the Materia system wonderful?
It's great having stuff like this happen to you and then some random guy triple-melds on their first try. Thanks for rewarding effort and skill SE!
Oh wait.
This is the very reason they should never make U/U meldable.
Personally I would have sold the sentinel gauntlets and gone with gloves+1 which already had some offensive stats; Besides the Epeen factor I don't see the point of doing this meld.
(>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ
I blew up 10 melds in a row at 40-45% working on Gambler's Crown. A week later an LS mate got the achievement with only three tries... The absurdity of it! Luck kicked me while I was down.
That was too much effort. Its so much easier to use someone else's, but I'll keep that in mind for the future. =p
Player
Everyone has the exact same percentage to make a sucessful meld. EVERYONE. If you are going to have issues with someone having better luck then you, don't take the risk. Epsecially if the rest of us have to deal with you crying about it.
I disagree, I feel this is the very reason U/U gear should be meldable. Risk vs. Reward. If someone wants to take the risk of losing the item for mulitple melds, thats there business.
And this right here is the problem.
Having how good your gear is be entirely based upon luck is terrible design.
I understand the whole risk vs reward thing, and it has its place in games (and can be pretty fun when implemented properly) but its place is not as a core mechanic that determines how good your gear is. That should be left to something that requires effort, skill and a little bit of luck, like dungeons and other endgame content.
Yes, allowing U/U gear to be meldable would make it so to get the absolute best gear you'd have to multi-slot the U/U gear. But realistically, is anyone going to weigh their options of either:
A) Defeating the very difficult content for a chance to get a good U/U item then risking it exploding with a double-meld, let alone a triple+.
or
B) Crafting a bunch of pieces of gear that aren't as good as the U/U piece but are cheap and mass-producible, then double or triple-slotting them with Materia.
and choose A over B? Arguably, triple-slotting a piece of crafted gear makes it better than a single (or possibly even double) slotted U/U piece. I think that most people will decide that their time is better spent mass-producing crafted pieces of gear and going for a triple-slot, because honestly when looking at time vs risk vs reward, option B wins out by a longshot. And I really don't want crafted gear to be the best gear.
Or maybe you'd like the content to remain as it is? Easy and uneventful once people understand the fights? Spamming them for a chance to get your item so you can blow it up, but it's not a big deal because you can go back and clear it again easily? Well I don't want that. I want challenging content that's very difficult to complete, and rewards that reflect that challenge. And I don't want these rewards to be obsolete on release because of how easy it is to multi-slot gear which will be comparable or even better than said rewards.
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