
Yeah, same. Relic is the "Catch up" weapon, but for Novus, it's just insane. Most of us people won't touch High Allagan drops, in ever... so playing catchup for novus alone may take until 3.0. 2.4 will have another relic step alone.


You don't "need" to min max your Novus, it really doesn't change that much in terms of dps due to them being secondary stats. The whole reason why the fail chance exists is to make it so that it's a better idea to spread out your stats unless you've got holes in your pockets. There's also a high chance that once we enter into the expansion that the Novus melds will stop being relevant after we upgrade the relic weapon past Nexus.
Personally I try and meld Alexandrite as soon as I get them so that I don't get footed with a large Materia bill just because the market is booming that day.





Or people who love to be hurt. .
Although there would be cases where RNG is nice, for example imagine critical hits running on a cycle rather than being random. 10% -> every 10 hits is a critical. People would load up criticals and you would create a really weird meta game. However, in a pure %/RNG system you could get someone hitting all 10 critical hits in a row and owning someone only due to luck, that is were you could introduce weight %s that feel random but also reliable (will drop % as too many happen, boost % as too few happen - this system may be in place already for criticals as I haven't cared to check, but it is an example you can apply to loot too).
Of course there are a lot of ways to tighten the band or at minimum lower the crappier end of the stick. My example for novus without changing the system to much was that each failed materia leaves behind a dust/powder of that materia type and grade you can use to help affix the next materia (so you're limiting the break to a chance that if happens you won't likely see again thanks to the dust of the previous materia).
Last edited by Shougun; 09-25-2014 at 01:37 AM.


Please don't compare crits in fights with a system like this.Although there would be cases where RNG is nice, for example imagine critical hits running on a cycle rather than being random. 10% -> every 10 hits is a critical. People would load up criticals and you would create a really weird meta game. However, in a pure %/RNG system you could get someone hitting all 10 critical hits in a row and owning someone only due to luck, that is were you could introduce weight %s that feel random but also reliable (will drop % as too many happen, boost % as too few happen - this system may be in place already for criticals as I haven't cared to check, but it is an example you can apply to loot too).
Failure systems like this have one purpose and one purpose only: Creation of a Time/Gil sink with the least dev effort possible.





:P, RNG is an encompassing unit - when I read you said only people who are lucky like RNG I read it as the whole unit not just relating to items (my bad). Definitely the whole purpose of RNG in items it to create time sink (and gil sink in materia's case).
I see you started around Sep 2014, at least for this account.. You'd love the old system, when the materia meld failed the whole item was destroyed (including previous materia melds).. lol. It was so painful XD.
Last edited by Shougun; 09-25-2014 at 01:49 AM.


I think if they are going to have failure on T4 materia's then the stat boost they give should have a much bigger impact. You would think that with such minimal increase, that everyone would be avoiding T4s, sense it makes little difference. But the prices show that it matters to a LOT of people. So I say, give T4 a bigger impact on the weapon, OR remove/reduce the fail rate. I know if they made it more useful to put T4 then their would be a bigger demand on the stuff. Maybe they need to institute a RNG chance of getting a 2nd materia when you SB or something to help with the huge demand, then the prices wouldn't be so bad. Heaven forbid they add more materia to quests.. or have a RNG chance of getting materia from all leve's or something. I'd say they don't really want to do that, but hey they put tons of T4 in the main storyline so... But I guess if they did that, who would SB at all?

Start of my day... broke my 2nd T4 Det...
An asinine game design that comes from the east, I think. Usually used to coerce players into using the store mall/cash shop, etc. Also used to keep players playing. Example: Darkeden
Unfortunately, I think players from the east love that type of gameplay, hence it is so recurring in those games.
Last edited by Gextiv; 09-25-2014 at 08:59 AM.
PS3 limitations



We players from the east hate RNG as much as any other player.
Back on topic, I feel that most RNG in games should have a cap, in the form that the more times one fails the same action, the higher the success rate becomes for that particular one action. So on a 60% chance meld, the probability becomes say 65% after one fail, 70% after two fails, 80% after 4 fails, and at worst will guarantee a success on the 8th time.
With regards to having both Alexandrite farming and the melding, I feel the former is the effort put into the relic, the latter is that "extra mile" for the portion of the population who likes to customize and/or min-max their stats. The intent is clear when we consider that the Alexandrites aren't consumed on failures.
The game had attracted a lot of criticism from the so-called "hardcore" population, asking for more difficult content for the few, and this expensive bit of customization seems to fit that category. For the rest of us who really have no use for that extra mile of gear power, there are much cheaper alternatives in completing our Novus.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
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