SE not gonna do any of that lol. Lv 60 gear will pick off from iLv 140 and up lol.
SE not gonna do any of that lol. Lv 60 gear will pick off from iLv 140 and up lol.
The whole reason other games like wow did it after several expansions is the numbers get so big it takes cpus longer times to process the damage and healing done. But its not until you are doing like 1 million dps that you actually need to do it. Because in a expansion people want to see bigger numbers, not to be set back down to a lower ilvl just to get back to where they previously where.Actually that was not why the item squish happened. It's no surprise that Word of Warcraft's code is 10 years old, probably even older. The damage and health numbers are presumably stored as a 32 bit number. No matter how big that magnitude of the number it still takes the same time to process it.
The big problem with the gear was that players' damage was increasing at an exponential rate; the further along the exponential, the steeper the increase. At the end of the last expansion, Mists of Pandaria, damage was in the hundreds of thousands per players. Now for those that don't know a little about computing a 32 bit unsigned number can have numbers just over 4 billion. The problem that Blizzard ran into with WoW is that you want an encounter to last a certain amount of time and you work out the boss damage per second and multiply that the time and by the number of players. For the last tier the bosses health was much greater than the four billion health. What they did was have the boss heal up in several phases to give him more health. This wasn't sustainable in the long term so they did what was called the item squish. The item level has almost nothing to do with it.
These were good consequences to it like the power inflation was less so people in lower gear were not blown up with people in the latest gear. Tanks could cope with players in latent raid gear who didn't output 10 times the damage - WoW has a 5x threat [enmity] modifier on tank abilities. With each tier having four difficulties and the difference currently being twice the damage Blizzard have admitted that they will have to do a squish in the future again.
Blizzard like that something is always an upgrade and that means you have to make the next tier up high to ensure this. FF devs should resist this as much as th4ey can. is it a major problem if last tier is useable in the last. I don't think so. Considering the quest gear is ilevel 55 and we're ending on 130 ( or is it 135) it's fair to be worried about inflation but the actual ilevel number is immaterial really.
The numbers aren't THAT big right now. Keep it as is!
While I don't like the whole item level foolishness, I don't exactly miss all the fiddling I had to do back in WoW.
As a tank, I had so many stupid caps to hit. Like accuracy, block, and that whole crushable thing. Bleh...I wanted to play an mmo not a spreadsheet. And god forbid a new piece of tank gear dropped...I had to triple check to see if it was an upgrade THEN I had to go back and fiddle with all my enchants and gems again because that gear pushed me under one cap while pushing me over another...
What I miss is the bonuses from FF11. Or even the bonuses you get in WoW when you get the full set of tier gear. Something fun that makes a piece worth keeping around a little longer than just the next patch.
I just hope that the top gear we have now will be useless from level 52/53 +, so we need new gear to level from 50 to 60.
what'll most like happen is our current gear will be enough to carry us, but around level 55 we'll start to see gear comparable to iLevel90 or higher, and at 60 the basic dungeon drops (that people will complain are too easy) will be better than Augmented Ironworks by a wide margin.
That's part of how vertical progression works, though. There's actually no point no matter when you gear, because it's all just going to be replaced anyway. Just like how darklight, allagan, masterworks, high allagan were all replaced and presumably ironworks and dreadwyrm will be replaced come expansion. I think they expect you to be having fun while collecting said gear.
They will most likely tune the new quests in the expansion areas on the low end of average ilvl to accommodate returning players that maybe got to 50 and stopped playing, as their ilvl will be way lower than someone who has been playing until now and hand out better gear as quest rewards that match or are higher than what we are using currently. This will level the playing field and make tuning and matching players for the leveling dungeons and content in the expansion smoother.
The only question mark that remains is whether they will end the current 2.0 relic quest and start a new one in the expansion or if it will carry over and continue. If it carries over and continues in the expansion you would be way behind if you haven't started it yet. So there's somewhat a point in that but I highly doubt they will make new or returning players go through that entire slog without them adjusting it.
I think a solid solution to this would be make up-gradable af gear like they do with alexandrite on relic weapons allow players to stat out a base item with materia and drops from raids and dungeons. this would also eliminate alot of items being waste of development time as they are crap for itemization but great for ilvl/main stat.
<House Dimir>
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