In case you guys don't read my translation thread :
The rep here answers that materia crafted gears will be well balanced when compared to NM/Dungeon gears. And he also confirms that NM gears are not augmentable with materias.
http://goo.gl/qPavN
In case you guys don't read my translation thread :
The rep here answers that materia crafted gears will be well balanced when compared to NM/Dungeon gears. And he also confirms that NM gears are not augmentable with materias.
http://goo.gl/qPavN
I did read it and just about cried wit joy. Again, real big thanks for this translation from our French friends. I am sure that it would have eventually found its way over here with an official English translation, but that wait was making me go mad.
Sticking this one in here. Copy/paste from my translation thread.
プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,
今週の長文ポスト、ラストになります!
長らくお待たせしてしまいましたが、前半はマテリアクラフトのコンセプトについて書かれており、
後半は仕様についてまとめてあります。
仕様のサンプルとして使っている数値は、すべて調整中の値ですので、
パッチ1.19リリース時の値とは、異なる場合があることをご理解ください。
This weeks last long post!
Sorry for the long wait but first half we'll talk about concept of materia craft, and other half talks about the entire method.
All the examples used below are values which are still being modified so it may vary from the actual values when patch 1.19 releases.
相変わらずの長文ですので、週末、プレイの合間にどうぞ
It's a huge post again, so read it while playing or over the weekend
■マテリアクラフトが目指すもの■
Materia Crafts purpose (goal)
マテリアクラフトは「クラフターとギャザラーとバトルクラス」が繋がって遊べること、を目標にしています。
バトルやクラフトによってマテリアが生成され、クラフターとギャザラーが作った武器(主道具)/防具に
マテリアを装着する。上位のクラフトアイテムが追加されても、ずーっと循環する遊びとして
企画/設計されたものです。
The goal for materia craft is to be able to have the crafter, gatherer and battle class to be connected and play together. Having the battle or craft to make the materia, and the crafter and gatherer to attach the materia to attach to weapon(tool)/gear. Materia system was developed so even if higher crafting item becomes included later on the system can still continue to circulate and continue to be played.
吉田が作成した概要書から、以下抜粋です。
Here's a extract of the summary I have created.
魔石「マテリア」とは、装備アイテムを「愛着を持って使い込み、破損して役目を終えたとき、
思い出が結晶化したもの」というニュアンス。マテリアはそれ単体で使用することはできず、
クラフターが新合成仕様「マテリアクラフティング」で使う素材となる。(原文まま)
Materia is your thoughts/feelings towards the equipment you used over time, while feeling attached to it. Materia cannot be used by itself; crafters has to use it as a material to perform a new crafting method called "materia crafting."
ほぼ、そのまま実現されたのが、今回の一連の「マテリアクラフト」になります。
And this exact thing mentioned above is what materia craft is.
■武器(主道具)/防具のマテリア化■
Materializing weapon(main tool) / gear
MMORPGでは沢山の武器/防具が登場します。
レベリングの過程で通り過ぎるアイテムでも、MMORPGの場合には、プレイヤーの皆さんの「愛着」や
「思い出」が、コンソールRPG以上に詰まっています。
仮に現在の装備よりも、強力な武器防具を手に入れたとしても、
この新しい武器/防具は手に入れたばかりなので、プレイヤーの愛着や思い出はこもっていません。
しかし、これまで使っていた武器防具には、皆さん自身の思い出や愛着がこもっています。
この「愛着と思い出」が、武器防具の素材と融合して結晶化するのが各種のマテリア。
愛着が詰まったマテリアだからこそ、次の武器防具をパワーアップさせる礎になる……。
そんな風に考えて、このシステムは企画されました。
In a MMORPG there are a lot of weapon/gear.
Even if its an item which is only used during leveling, in a MMORPG it involved players feelings or thoughts much more than a console RPG.
Even if you obtained a better/stronger weapon/gear the player wont feel much attached since he/she just obtained this new weapon/gear. However for weapon/gear your thoughts/feelings are put into them. When your thoughts/feelings combines with the weapon/gears material it forms various materias.
Because your attachment (thoughts/feelings) is put into this item, you can use this as a base to power up the next weapon/gear.
This system was planned with this type of thinking.
■新しい武器(主道具)/防具へのマテリア装着■
Attaching materia to new weapon(main tool)/gear
まっさらな武器防具に、マテリアを装着するとき、成功率は100%です。
100%装着可能な理由は、それで使っていた武器/防具に詰まった愛着と思い出を
しっかりと引き継ぐために100%にしてあります。
しかも、マテリアは全身7カ所の武器(主道具)/防具(アクセサリ以外)に装着可能なので、
各部位にマテリアを装着すれば、十二分にパワーアップ可能になっています。
When attaching materia to new weapon/gear (without any materias on) it will succeed 100%. In order to carry over the stats we made it so its 100%.
Also for materia there are total of 7 parts which you can attach onto weapons(main tool)/gear(other than accessories) so if you attach materia to every part you can power up.
ただし、マテリアは強固に取り付けられるため、一度装着したマテリアを取り外す時、
マテリア本体は壊れてしまいます。ですので、愛着の詰まったマテリアを取り付ける際には、
取り付けるアイテムを慎重に選んでください。
However, materia's are forced into the equipment, so once attached and removing, the materia itself will break. Therefore please choose wisely on which item to attach your materia filled with your thoughts/feelings.
ここまでは、時間をかければ、誰でも到達可能なカジュアルの頂点。
Up till here if you spend some time, it's possible for anyone. This is a goal for casuals.
■禁断のマテリアクラフト■
Forbidden materia craft
「禁断のマテリアクラフト」は、この「愛着」や「思い出」をひとつの武器/防具に、
無理やり複数押し込もうとする禁断の秘儀をイメージして仕様設計されています。
Forbidden materia craft's image is to try and force multiple materia's which has your feelings/thoughts into one weapon/gear.
プレイヤーの愛着が詰まったマテリアを素材の耐久度限界を超えて、無理やり押し込もうとするから
「禁断」なのであり、大きく危険なリスクを伴います。
成功すればひとつの武器/防具にふたつ以上のマテリアが装着され、装着されたマテリアの性能は、
すべて累積でプレイヤーの能力を強化します。
しかし、失敗すれば大爆発を起こし、マテリアはおろか、マテリアを装着しようとしていた、
武器/防具をも破壊してしまいます。
Because you are forcing multiple materia when it's past the maximum limit for the material it is forbidden and has high risk of danger. If you succeed you will be able to attach two or more materia and it will increase the players status. However if failed it will cause an explosion which will not only destruct the materia but also break the weapon/gear you were trying to attach onto as well.
禁断のマテリアクラフトは、ハイリスク/ハイリターンを求めるヘビィプレイヤー向けの仕様です。
Forbidden materia craft is for heavy (hardcore) players who wants high risk/high return.
今後追加されているバトルコンテンツのバランスは、通常のマテリアクラフトをベースに
バランス調整されています。禁断のマテリアクラフトを基準にはしていませんのでご安心を。
突出した強さの冒険者が誕生する可能性はありますが、その努力と強運は、
他者から称えられ、結果、比類なき強さであってよい、と思っています。
Future battle contents is mainly balanced out using standard materia craft. We are not basing it off of where you need to have gear with forbidden materia craft so please don't worry.
I believe received from others and as a result having unique, stronger power is OK.
■愛着度という名称■
Naming of attachment point (Japanese one is Aichakudo)
日本語名称「愛着度」というパラメータ名は、今のところあまり評判がよくありませんが、
上記にあるような、思いを込めて吉田自身がつけた名称です(センス無くてすみません^^;)。
In Japanese naming "aichakudo" parameter name doesn't have good feedbacks, but like mentioned above, i put my feelings into it myself when I named this (sorry I don't have any sense ^^.
■武器/防具から生み出されるマテリア■
Materia produced from weapon/gear
さて、ここからはマテリアクラフトの仕様ダイジェストになります。
パッチ1.19までにトピックスをもう一回更新する予定です。
From here
We are planning to update the topics one more time before patch 1.19 for this one.
既にトピックスでお知らせさせて頂いたとおり、マテリアには
Just as mentioned in the topics already, 4 types of materia's exists which are:
・マテリア(効果小) Materia I (little effect)
・マテリラ(効果中) Materia II (medium effect)
・マテリダ(効果大) Materia III (great effect)
・マテリガ(効果特大) Materia IV (greater effect)
の4つのタイプが存在し、それぞれ、元となるアイテムのレベルに応じて、生成される確率が変化します。
例えば、レベル1のアイテムからは、マテリアが生成される可能性が大であり、
ごく稀にマテリラが生成されることがあります。
レベル1のアイテムから、マテリダやマテリガが生成されることはありません。
基本的にレベルの高い装備ほど、マテリダやマテリガの生成確率が高くなります。
Depending on the base items level the rate will vary on which can be made.
For example for level 1 item, it's higher possibility to make Materia I materia, and rarely be able to make Materia II materia.
From level 1 item it's not possible to create Materia III or Materia IV materias.
Basically higher level equipment, higher chance of making higher rank materia.
マテリアを生成する際には「愛着度」というパラメータがMAXまで溜まっている必要があります。
愛着度は、その武器(主道具)/防具を装備して、バトルなどを実行することで、
上昇していきます。バトルなら敵の強さや、装備しているアイテムと自身のレベル差などにより、
愛着度の上昇率が変化します。概ね適正な装備であれば、数時間のプレイで愛着度は最大化します。
マテリア化はコマンドから実行する必要があり、強制的にアイテムがマテリア化してしまうことはありません。
In order to make the materia you will need to MAX out the attachment point parameter.
To gain attachment point, you will have to equip the weapon (main tool) / gear and perform battles and such to increase. If battle, the amount the attachment point increases will vary depending on the enemies strength and equipped item and your level. If the equipment is optimal then with few hours of play the attachment point should gain greatly.
To make it into a materia you will need to go through command, and it wont automatically become materia (just means don't worry it wont turn into materia just by using it over time, you have to go through process to change it manually)
また、愛着度がMAXであっても、マテリア化可能なアイテムは、
基本的に「クラフターが製作したもの(もしくは製作可能なもの)」になります。
既にマテリアが装着されているアイテムもマテリア化可能ですが、
マテリアタイプやマテリア効果には影響を及ぼしません。
EX/RAREなどの強力なモンスタードロップアイテムは、マテリア化できません。
Also even if the attachment point is MAXed out, the items you can materialize are basically items which crafters have created (or can craft).
You may materialize a gear which already has an materia attachment but it would not affect the type of materia, or end result.
Monster dropped EX/RARE items cannot be materialized.
And here's part 2
■生み出されたマテリアの効果内容■
Details of effect of materias which has been made.
パッチ1.19では約80種類のマテリアが実装されます。
その効果は「知力のマテリア(INT上昇)」「鉄人のマテリア(STR+VIT上昇)」というように、
それぞれに異なります。
約80種類のマテリアは、ランダムにすべての武器/防具から生成されるわけではなく、
生成パターンと傾向が存在します(知力のマテリアは、剣や斧からは生み出されないなど)。
In patch 1.19 there are about 80 different types of materia being implemented.
Within those various effects can be obtained such as materia which has INT up or materia which has STR+VIT up. The 80 different types of materia is not randomly created from every weapon/gear there is a pattern to them. (For example INT up materia will not be made from sword or axes.)
■マテリアとマテリガの違い■
Difference between Materia I and Materia IV
HPが上昇する「猛者のマテリア」を例にとります。
Using HP up materia as example here.
猛者のマテリア/マテリラ/マテリダ/マテリガ
HP up materia I/II/III/IV
・上昇効果: HP最大値
Effect: Max HP up.
・マテリア装着可能部位: 盾/胴/脚/足/腰(全5カ所)
Possible location to attach the materia: shield/body/legs/feet/waist (all 5 parts)
・最大上昇合計: +280
Maximum increase total: +280
・マテリガ単体の最大値: +28
Materia IV's maximum effect: +28
生成された猛者のマテリアと猛者のマテリガの違いは、HPの上昇数値に表れます。
例えば猛者のマテリアはHP+5が上限となり、マテリガの場合+28となる、という具合です。
また、猛者のマテリガが生成されるとき、必ずしもHP+28のマテリガが生成されるとは限りません。
HP+24のように「数値の揺らぎ」が存在します。
The difference between materia I and Materia IV will be amount of Max HP it will increase.
For example Materia I is +5 cap while Materia IV has +28 cap.
Also when Materia IV is made, it doesn't mean it is always HP+28.
There are times where HP+24 and such will be made.
■マテリア装着可能箇所と装着/取り外し■
Parts you can attach/remove materias from.
マテリアは以下の全7カ所に装着可能です。
Materias can be attached to the following 7 parts
・武器(主道具/盾)/頭/胴/手/脚/足/腰
Weapon (main tool/shield) / head / body / hands / legs / feet / waist
マテリアが装着されていない武器(主道具)/防具に対して、
どのマテリアタイプであっても、ひとつ装着するときの成功率は100%です。
装着の際には、ギャザラーが獲得する「触媒」となるアイテムが必要です。
マテリアがはまった武器(主道具)/防具から、マテリアを取り外すとき、マテリアは壊れて消滅します。
For equipment which doesn't have any materia attached, no matter what type of materia the first one will succeed 100%.
In order to attach you will need the catalyst item which gatherers can obtain.
When removing the materia from weapon (main tool)/gear the materia will break.
■マテリア効果上限■
Maximum cap for materia effect.
マテリアは全身に複数装備可能であり、禁断のマテリアクラフトによって、
数多くのマテリアが装着される可能性があります。
そのため、各パラメータには「上限値」が設定されています(HP上昇の場合、全身で+280まで)。
For materia craft you can attach to multiple parts, and using the forbidden materia craft it's possible to attach many materias.
For that reason, each parameters have a set "max/cap" (for example Maximum HP cap total is capped/maxed at +280)
■禁断のマテリアクラフト成功率■
Success rate for forbidden materia craft
禁断のマテリアクラフトには、成功率が設定されており、
二つ目のマテリアを装着する場合と、三つ目のマテリアを装着する場合で、成功率が異なります。
さらに、マテリアを装着するアイテムがHQであるかどうかも確率に影響を及ぼし、
マテリガなど強力なものほど、成功率が低くなり、先に装着しているマテリアタイプによっても
確率が変動します。これらはシステム側で計算され、成功率はクラフト実行前に表示されます。
For forbidden materia craft success rate is placed, the rate will be different when attaching the 2nd one or 3rd one, also depending on the item you attach the materia onto being HQ or not will also affect this rate, at same time when attaching Materia IV the success rate will be low and on top of that depending on the type of materia you have previously will also affect the rate. This is all calculated on the system end and the success rate will be displayed before crafting.
■最後に■
lastly,
マテリアクラフトについて、コンセプトと仕様のダイジェストは以上のようになります。
マテリアの効果種類、数値、生成される部位などの情報は、The Lodestoneにて順次公開します。
このように、マテリアクラフトの仕様は複雑で、各装備アイテムから生み出されるマテリア効果は
数が多く、効果の出現部位も確率も異なります。
クラフターの皆さんは、是非LSのメンバーや、他のプレイヤーから「わがままな」依頼を受け、
マテリアクラフトを使った、「見た目と強さ」を兼ね備えたコーディネイトを提案して頂けたらと思います
The concept and method for materia craft is as mentioned above.
We will introduce and give more information on the types of materia, amount, or which parts are crafted through lodestone.
Materia craft system is complex and there are many types of materias made from different equipment and rate and effect will vary as well.
For all you crafters, would like it if you can listen to your LS member or other players demands and be able to help them coordinate the looks and power using materia craft.
また、マテリアクラフトは今後も、クラフター/ギャザラーの仕様拡張と共に、拡大していくコンテンツですので、
パッチ1.19以降、皆さんのフィードバックも参考にさせて頂きつつ、今後も開発を続けます!
Also, for future of materia craft, along with improvements to crafter/gatherer we will expand this content, so after hearing your feedbacks after patch 1.19 we will continue to develop this system!
Greetings! Yoshida made a very lengthy post about the process of Materia Crafting, its design and inception, as well as some examples for you all to peruse. Take a gander!
Hello! Producer/Director Yoshida here.
This will be my last long post for the week!
As you have all been waiting patiently for info, the first half of this post will be about the materia craft concept and the latter encompassing the specifications. The numbers for the sample specs are still under adjustment, so please understand that these values may change before release.
Since this is a pretty lengthy amount of text, feel free to enjoy it in your down time over the weekend or in between playing!
The Aim of Materia Craft
The whole goal of materia craft is to create a system where crafters, gatherers, and battle classes can all play together. Materia is developed through battles and crafting, and attached to weapons and equipment that was created by crafters and gatherers. This plan was designed so that this relationship and style of playing will circulate endlessly even if higher tier craft items are added.
Below is a snippet from the synopsis I created.
Materia is an item that is made up of crystallized memories of a piece of equipment that you possessed a spirit bond with and deemed its role was finished. Materia cannot be used alone and it will become a material for crafters using the new synthesis system, "materia crafting." (Original text)
This has just about been implemented just like this.
Converting Weapons and Armor to Materia
In MMORPGs a ton of weapons and armor are introduced into the game.
Even for the items you earn when leveling your character, all players develop some sort of bond or memory with them much more for MMORPGs than console RPGs.
Even if you obtain really powerful weapons and armor, since you just obtained them, you won’t have as much of a bond or any memories like you do with the gear you are currently using. However, your memories and bond are bottled up inside the weapons and armor that you have been using until now. Materia is just that! A crystallization of those memories and bonds.
Since materia is filled with that bond, it will serve to power-up your next piece of equipment. This was essentially my thinking when this plan was formulated.
Materia Attachment to New Weapons and Armor
Attaching materia to a brand-new piece of equipment has a 100% success rate. The reason for attachment being 100% is ensure than you can inherit the memories and bond that filled the equipment you used up until now. Furthermore, it’s possible to attach materia to all 7 slots of your character equipment (besides accessories), so you will be able to make really significant enhancements if you attach materia to each slot.
However, since materia is solidly inserted, if you remove a materia that has been attached, it will be destroyed. With this said, make sure to carefully select which item you want to attach that materia which is filled with spirit bond.
Until this point, it is the pinnacle of casual as anyone that spends a bit of time can do this.
Forbidden Materia Craft
The "forbidden materia craft" was created to forcibly add multiple additional "memories" to a single weapon or piece of armor.
This craft is forbidden because adding more than one materia is pushing the limits of the item and includes a high risk alongside it. Therefore taking part in this will include a huge risk. If successful, a single weapon or piece of armor will be equipped with at least two materia, and the power of the materia will cumulate to strengthen the player’s abilities. However, if this process fails, both the gear and materia will be destroyed in the resulting explosion.
Upcoming battle content will be balanced based on regular materia craft. The forbidden materia craft will not be involved in balance considerations, so there is no need to worry. By using the forbidden materia craft, it may result in the emergence of incredibly strong players, but we think that this is well deserved considering the level of risks involved.
Materia Created from Weapons and Armor
Now I’ll discuss the specifications of the materia system.
We have plans to update the Lodestone announcement accordingly prior to the release of patch 1.19.
As we previously stated in the announcement, materia includes four tiers of potency:An equipment’s level will have an impact on what materia tier will be created, along with the chance of creating a higher tier materia. For example, if you were to transform a level 1 item into a materia, it will have a high chance of creating a tier I materia. In addition, it will have a very small chance of creating a materia one tier higher (in this case, a tier II).
- Materia I (small effect)
- Materia II (medium effect)
- Materia III (large effect)
- Materia IV (very large effect)
On the other hand, a tier III or IV materia will not be created through a level 1 item.
Basically, the higher level the item is, the higher the chance it will create a grade III or IV materia.
In order to create a materia, the spiritbond level on the item must be maxed out.
The spiritbond level on an item is increased through usage, such as using them in battle. If the item is used in battle, the rate that spiritbond will increase will differ depending on the enemy you fight and if the item is optimal for your level. If you were to use an optimal item, the spiritbond level will be maxed out within a few hours of play time.
Once the spiritbond level is maxed, you will have the option of turning the item into a materia via command. It will not automatically turn into a materia upon the max level of spiritbond.
Generally, only crafted items can be materialized at max spiritbond level. Additionally, items with materia already attached can also be turned into materia. However, it will have no impact on the material that will be produced.
You will not be able to turn powerful items, such as unique/untradeable items obtained from notorious monsters, into materia.
Details Regarding the Different Types of Materia
We plan to implement about 80 types of materia in patch 1.19.
There will be various types of materia such as "Intelligence (increases INT)" and "Ironman’s Will (increases STR and VIT)."
The 80 types of materia are not randomly generated from weapons and armor. There is a pattern regarding what kind of materia is produced (i.e. INT materia will not be produced from swords and axes, etc.)
The Difference Between Materia I and Materia IV
I will use the “Vitality” materia to explain the tier differences.
Materia I / Materia II / Materia III / Materia IV - “Vitality”The difference between a tier I materia and a tier IV materia lies in the amount of HP increased through a single materia. For example, a tier I will grant you +5 HP per materia and the tier IV will grant you +28 HP per materia.
- Effect: Increases max HP
- Where the materia can be attached: Shield / Body / Legs / Feet / Belt (5 locations total)
- Maximum stat bonus obtained via combined materia: +280
- Maximum stat obtained from a Materia IV: +28
In addition, not all tier IV "Vitality" materia will grant you +28 HP. In some cases, it may give you +24 HP, etc.
What Equipment Can Materia be Attached to
Materia can be equipped on the following seven parts:
Weapons(Main weapon/shield) / Head / Body / Hands / Legs / Feet / Belt
Any type of materia can be infused to a weapon (main weapon)/shield without any other materia with 100% success rate. When infusing materia, a catalyst item obtained by gatherers will be necessary. When removing materia from a weapon (main weapon)/shield, the materia will be destroyed.
Maximum Materia Limits
Multiple materia can be equipped at once, and using the forbidden materia craft will enable users to equip a higher number of materia. As such, each parameter will have an upper limit set up (example: HP increase will be capped at +280 for all gear equipped).
Success Rates for Forbidden Materia Craft
Success rates will be determined for forbidden materia craft, and success rates will differ based on whether two or three materia are infused. Whether or not the item to be infused with materia is HQ or not will also affect success rates. More powerful materia, such as tier IV, will have lower success rates, and the type of materia already infused will affect success rates as well. The system will calculate these success rates, and the rates will be displayed prior to beginning the infusion process.
Conclusion
This concludes my summary on the concepts and specs for materia craft. Information regarding the types of effects, stats, and locations of materia will be posted on The Lodestone when ready. As evident, the specs of materia craft are complex, and there will be many types of materia with different stats and applicable locations created from each gear item. I hope that crafters will be able to take on difficult requests from their Linkshell members and other players to create gear that offers both good looks and good performance using materia craft.
Materia craft, just like the other crafter/gatherer specs, will continue to be expanded, so we would like to continue development of materia craft following patch 1.19 incorporating user feedback!
Matt "Bayohne" Hilton - Community Team
I hope eventually we can acquire materia through other means, such as very rare materia drops. Maybe some of the ultra rare ones could grant subtle auras to weapons, or something.
It sounds like a really in-depth system, looking forward to hearing more about it!
Not sure if i missed it(could be blind). Was there any mention of being able to equip materia to Rare/ex gear? i know we cant convert Rare/ex.
Exactly... I don't feel like limiting myself in party or solo just so I can transform my gear later into materia. Going to have to buy all my materia cause of this >.< No idea why they just didnt use a simple universal currency that builds up as u fight which u can spend on any equipment to transform. Pug's are alrdy pretty horrid, imagine all the people that will run around in crappy gear in parties just so they can get materia from it :S
~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"
Is there by any chance we can get a quick confirmation if you can or cannot equip materia to rare/unique gear? The letter says:
That leaves the possibility that you might be able to still equip them (and lose them if you break), which is going to make me smash my head against a wall if my LS members start breaking their Darkhold Gear after failing a 5th slot materia. Resulting in us having to crawl back to the damned place to farm crap all over again.You will not be able to turn powerful items, such as unique/untradeable items obtained from notorious monsters, into materia.
EDIT: Ope, Grudgebringer beat me to it.
Just like in 11 where we had Skill up parties.. this will be no different. I guarantee there will be Materia party shouts
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