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  1. #41
    Player
    Amherst's Avatar
    Join Date
    Mar 2011
    Posts
    300
    Character
    Moon Sider
    World
    Cactuar
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Hiruke View Post
    I'm unclear why the designers thought it was a good idea to have "tiers within tiers". So, I have this level 41+ or whatever piece of equipment that's fully spiritbonded. When I break it down, it can be anything (it could even be a boat! ...no, that would be better, too good, even), such as:

    - A tier III whatever. Junk to me, maybe cool for other people.
    First of all, +1 for the Family Guy reference. I really do miss how the show used to be before it came back.

    I don't have much to add other than stating "I agree" (except for the bit about play time, I won't get into that), but I do feel the need to comment on tier III stuff. While sometimes it isn't useful, other times it serves to allow for lower risk double/triple meld attempts. As soon as the relic quest was patched in Touch of Rage IV prices jumped through the roof on Gungnir. Went from roughly 200k to 1-1.3 mil. On a standard plate belt a double meld of two ToR III was around 24% iirc, then was about the same as a double of IV for a triple of III. A triple III is usually 4-7 emnity more than a double IV, with each materia costing 75k-110k.

    So it does have its uses. One attempt at a double IV amounts to six triple III attempts on Gugnir, even if you factor in the cost of the belt. It's just a matter of if people with the issue you mentioned can get over trying for "perfect" melds because honestly, I don't think anyone will get that IV x5 item we're all dreaming of.
    (0)
    Last edited by Amherst; 08-15-2012 at 10:22 AM.

  2. #42
    Player
    TaalAzura's Avatar
    Join Date
    Jul 2012
    Posts
    420
    Character
    Taal Kheru
    World
    Gilgamesh
    Main Class
    Carpenter Lv 60
    Honestly, i really like the learning spells from materia idea; I'm big into character progression.
    (0)

  3. #43
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Niqote View Post
    inventory.
    Many different types of materia are a waste of space and time. This is significantly influenced by trends such as the 'Gambler's crown boom', the 'Garuda BLM burn boom' and most recently the 'Relic boom'.

    Many materia are ignored because it is far more effective to stack raw stats (STR,PIE etc) instead. Many other materia are ignored because they are simply useless at this time (Chocobo down, Trent Root etc)
    Agreed. Personally, I think this is just another instance of SE wanting variety for variety's sake, and it has had a less-than-positive effect on materia because of the way stats currently work. I'm still scratching my head over why developer time was wasted creating the status resistance materia, for example.

    The system needs changes and to be less random. Problem is, if it's less random it becomes easier to control and manipulate. I don't care for in-game economies, it'd be fine by me, but some enjoy that aspect of the game. SE is between the rock and the hard place when it comes to materia.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #44
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I don't really mind Materia exploding Gear and spirit bonding brining materia in. The econemy does need a life and death cycle, and stats are a good way to make it desireable. If it was all slotting then once you got good materia you'd be done. And you'd basiclly remove yourself from the econemy.

    The exploding gear is part of what keeps folks returning for more gear. However i think the drop in percentage chance after the 1st meld is too steep, but i also think the amount of stat points the base stat materia gives is too high. Added with 4 tiers and four per tier, makes it a mess. And by having stat counts on so many matreria, the stats jump extreamly high with high end materia.

    When AF gives you +7 st plus a small skill bonus, and with a single Tier 3 double meld you can get +30 st on top of the item, there is no real question which you want.

    So my solution within the current system:
    Keep the exploding chance for gear.
    Percent chance per meld not such a drop after first meld: (what percent people think is fair or not is subject to opinion, this is probably the fairest middle ground i could imagine. Not sure if this would be the best percentages to use, but in essence less of a cliff drop to percentage and more of a sliding scale)
    -!st meld: 100%
    -2nd meld: 60% +5% for tier 1
    -3rd meld: 40% +5% for tier 1
    -4th meld 20% +5% for tier 1
    -5th meld 10% +5% for tier 1

    Reduce stat bonus from Materia especially base stat materia. Condence tiers:
    For instance: Two Tiers of materia.
    Gear 38+ = Tier "2" Materia
    Gear 28-38= Tier 1 Materia
    Gear 1-28= Random Catalyst Or Crafting Shards (This means You can SB some lower items for some catalyst to use on your melds, or sell it. Shards to use to make more, or sell it. Also a means for newer players who are just starting to get Catalysts, get crafting shards or make some extra gil

    Tier 1 Materia for base stats: +2 +3 +4 +5 (These are for Stats like STR, VIT,MND,INT and PIE)
    Tier 2 Materia for base stats: +6 +7 +8 +10 (again for base stats like line above ^ )

    For non base stats, like Crit Hit, Magic Potency etc some of them accumulate effectiveness at differing rates. So they would need adjustment. But i would like the non base stats to have higher totals than stats ones, even if the non base stats stay as they are, but are congenced into 8 total point values.

    WHat you gain, better overall chances for melds, but not an obcene amount of stats because of it. +50 in a base stats would still be alot, but thats chancing a fail 4 times. Each attempt more expencive. a double meld becomes more available on average, However the stat jump for even the best available materia is not so high.

    By closing the huge gap between Tier 1 and tier 4 we currently have future content doesn't have to have such a jump in Boss stats to keep the challenge for such huge stat gaps.

    The final change i'd like to see is two fold. Since they kind of go hand in hand. Not sure many would agree with this, but i belive it would make more use of some un-used materia. Not all the materia is useless, it is just useless compared to base stat materia. Some are not as effective currently (orange!) but could be in 2.0 (i hope so)

    Firstly Add some additional places each materia can be added. Maybe STR can go on Hands, (class) weapons, Chest and Legs.

    And secondly, Cap the amount of a single materia per Item. Personaly i'd like to see no more then 1 of each on any single gear pice.

    -So if you have some Hands, you can put a single STR materia on them. Then, 1 Crit hit materia, then maybe 1 Piety Materia etc.

    This entire package does a few things:

    -Keeps gear in use and being spirit bonded for new materia.
    --Thus keeping crafting as a gear outputter
    -Keeps some risk in futher adding more materia.
    --But removes the steep dropoff after the first meld.
    -This adds more double and possibly triple melds to the general populace.
    -This keeps 4 and 5 melds risky but doable.
    -Lowers the gigantic stat jumps per meld due to the amount of stats on a single materia piece.
    -Lowers the stat stacking per single item
    --Which would encourage use of non stat materia
    --And add use to lesser used materia
    ---And put at risk more different slotgear when searching for large amount of base stats, thus spreading the gil to multiple crafts. And possibly making the markets a little more inter-dependant.
    -Lower the amount of materia carried by tier, but still give an amount of options for gear
    --And also keep some less then perfect Materia in the system, so not every Spirit bond is an awesome materia stat count.


    Thats how i would optimize the current materia system. A little friendlyer, but still risky for the best, a little more inclusive of multiple types of materia, thus easing some presure on single materia types, but also bringing up some prices for other materia (in essence you may spend the same for multiple materias, but not all of it on one type)

    Stats are still a good bonus, but not so high as to not make dungeon drops still desireable.

    P.S (You have to give a little to get a little, don't expect SE to give you higher chances with Stats on Tier 4 so high. And you can't expect folks to be happy with hugely low chances on just a second materia.)
    (1)

  5. #45
    Player
    Cynthis's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    576
    Character
    Cynthis Ravenbrook
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Molly_Millions View Post
    two hours of mining + some spritibonding per week isn't bad. You can't expect good gear without working for it. So stop complaining and play the game.
    Plus, the mining alone spiritbonds one set of gear. I spiritbond at least one set of gear per day solely through crafting and gathering. Spiritbonding shouldn't really be a separate extra exercise you are forced into, it should come through regular gameplay and for me it certainly does.

    However, one of the things it does highlight to me is how "inefficient" dungeons are. You get nice spiritbonding for each mob you kill because of the high level of the mobs but since you spend so much time just waiting to get parties started and between runs, spiritbonding seems really slow which leads to Natalan sprirtbonding parties.
    (1)

  6. #46
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    I agree the system could be simplified somehow but for me it seems there's nothing wrong with the chances. First melds are always 100% and you don't really need anything more than that for any content. AF + GC gear + single melds = pretty decent and cheap gear set for any job.

    If you want to go for double (tier III-IV) the chances are usually around 15-25% (those are from what I've personally done, not sure about highest IV+IV). That's really not too bad for that powerful stat increase. You can count the average risks and costs: if you have a 25% chance to succeed, you should be prepared for around 4 tries and not expect to succeed on first try.

    I haven't done any extensive testing on melding, but I've done several double melds for myself and some LS mates and I just recently did a triple melded piece for myself. When I started the process I checked that the chance for first meld is 24% and for the second one it's 9,39%. I calculated that approximately every 4th of the double melds would succeed (in the end 15/43 = 34,8% did) and 11th triple meld could succeed (in reality 15th did). The combined success rate should have been around 2,25% so I prepared for 45 tries. I succeeded on my 43th. In the end, a triple melded III+III+IV piece ended up costing me 5,3M which is definitely not too expensive for such a huge upgrade. And no, I'm not super rich, I just don't feel like this game should be throwing amazing gear at me for free either.
    (0)

  7. #47
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Sure, it takes time to get good gear, but I don't want you to get better gear than I, when I'm willing to put in work for it and you're not. It's that simple.

    If you want easy to obtain gear, use single melded stuff, or AF. There's nothing wrong with that. I tanked Ifrit successfully last night in a reindeer suit, you don't NEED uber-gear to get things done. But you bet you're ass that those of us willing to put in hours of work for awesome gear should have MUCH better gear than those who are not willing. The materia system is currently balanced as such.
    (3)
    Last edited by Molly_Millions; 08-15-2012 at 08:06 PM.

  8. #48
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Taika View Post
    I agree the system could be simplified somehow but for me it seems there's nothing wrong with the chances. First melds are always 100% and you don't really need anything more than that for any content. AF + GC gear + single melds = pretty decent and cheap gear set for any job.

    If you want to go for double (tier III-IV) the chances are usually around 15-25% (those are from what I've personally done, not sure about highest IV+IV). That's really not too bad for that powerful stat increase. You can count the average risks and costs: if you have a 25% chance to succeed, you should be prepared for around 4 tries and not expect to succeed on first try.

    I haven't done any extensive testing on melding, but I've done several double melds for myself and some LS mates and I just recently did a triple melded piece for myself. When I started the process I checked that the chance for first meld is 24% and for the second one it's 9,39%. I calculated that approximately every 4th of the double melds would succeed (in the end 15/43 = 34,8% did) and 11th triple meld could succeed (in reality 15th did). The combined success rate should have been around 2,25% so I prepared for 45 tries. I succeeded on my 43th. In the end, a triple melded III+III+IV piece ended up costing me 5,3M which is definitely not too expensive for such a huge upgrade. And no, I'm not super rich, I just don't feel like this game should be throwing amazing gear at me for free either.
    I can't really discuss the later part of your post, since numbers are numbers and for every early success theres likely someone who burned twice the gil. Even if the %chances didnt drop to 1/4th of the first meld at the second meld, randomness will happen. But if theres up to 10 less of a stat per materia, then a double meld is basiclly what is currently a single meld (assuming the best materia is +10 instead of +20).

    As far as the first point, while that may be all you "need" for the current hardest fights. Thats certainly unlikely to get you into say, Garuda for some LS'es. And certainly not likely via PUG. The AF most people are going pass on is the ones that there is no real quality replacement for. (DRG - Boots for example) Experiences differ, this may be one of those times.

    If 5.3 mil was the price to obtain your triple. Perhaps look at the price for the double, and look at the amount of slots you need to double. Then As the X amount of Jobs you'd be asked/needed to take. If you have a static where you are X job only, thats great. If not, you need to be whats needed at the time. Which is even more double melds.

    The issue i think is for the amount of stat gain that can theoreticlly be had (+100 stat) And the most likely found max (+60) and any amount among that needs to be taken into account when they make a Bossfight. If the Theoretical Max was (+50 Stat and the likely was more around (+30 or +40 since odds are slightly higher) then i think stat gap, and the amount of better outfitted Jobs the entire playerbase could bring would be in a better spot.

    Not to mention with a tighter spread of stats, Even a skilled group who may lack the resources (or luck) for better melds could still pull out a win by the skin of their teeth. Since the High point for top end melds would be a little closer to the AF "Average"

    My opinion is a single meld with +9 or +10 Should be a repectable bonus, but up to +20 should be risk. Less risk then 24%, but +20 in a stat should equal some risk.
    (0)

  9. #49
    Player
    Taika's Avatar
    Join Date
    Mar 2011
    Posts
    2,237
    Character
    Purple Rain
    World
    Sophia
    Main Class
    Arcanist Lv 32
    Quote Originally Posted by Viritess View Post
    As far as the first point, while that may be all you "need" for the current hardest fights. Thats certainly unlikely to get you into say, Garuda for some LS'es.
    You can do Garuda just fine without any double melds, and same goes to pretty much all the other content in the game. If people aren't accepting you to a party because you have "only" single melds, the fault is in the people, not the meld system.

    Quote Originally Posted by Viritess View Post
    If 5.3 mil was the price to obtain your triple. Perhaps look at the price for the double, and look at the amount of slots you need to double. Then As the X amount of Jobs you'd be asked/needed to take.
    I'm not sure if I understand what you're saying. As I previously stated, single melds + GC gear + AF should be enough to clear most of the content in the game well (speed runs and some relic fights might be a different matter, can't comment on those as I haven't done them). You definitely do not need several double+ melds for all of your jobs.

    I love gear planning (yes I know, it's a bit silly and all my LS mates laugh at me and my spreadsheets ) and have done gear plans for several jobs, both my own and for my friends. What I've noticed is that for most of the jobs (at least those I have experience with) you don't really have to even meld any more than 1-3 slots to have a really good gear. On BRD for example you can even reach stat caps for your two main stats with only two double melded (2xIII or III+IV) pieces and have enough ACC for anything.

    Quote Originally Posted by Viritess View Post
    The issue i think is for the amount of stat gain that can theoreticlly be had (+100 stat)
    Personally, I've never even seen any quadmelded piece in use. That's why I don't find this theoretical possibility as an issue.

    Quote Originally Posted by Viritess View Post
    And the most likely found max (+60) and any amount among that needs to be taken into account when they make a Bossfight.
    I remember reading that fights are balanced for single melds, and that's what they seem to me. I will try to find a source for this, don't believe it's just my imagination.

    I don't know, I just don't see the issue. I feel that it's really easy and cheap to gear your job decently at the moment, especially after all the free GC gear with good set / sanction bonuses. Personally, I have three jobs geared (BRD, WHM, MNK) and at the moment I have only two (double) melded pieces on BRD, one (double melded) on WHM and one (triple melded) on MNK. For now I haven't faced anything in this game that I couldn't beat because of my gear.
    (1)

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