Anyone can tell me add more than one materia at the same gear ?? I can not add the second materia... "It said you are no hope to affixing the materia "
Anyone can tell me add more than one materia at the same gear ?? I can not add the second materia... "It said you are no hope to affixing the materia "
http://forum.square-enix.com/ffxiv/t...t-second-meld.saroro
Anyone can tell me add more than one materia at the same gear ?? I can not add the second materia... "It said you are no hope to affixing the materia "
Anyways, played around today a bit more with various materias calculating success rates.
It is evident that each meld beyond the first one gets much harder. While most people are speculating on Tier IVs atm, I find some very interesting things involving the stacked/success rate of Maxed out Tier IIIs. Assuming HQ patch coming in 1.20, or even just use a +1/2 HQ atm, there is an edge that max out Tier IIIs have over Tier IVs in the third particular attachment.
Atm the success rate of NQ Tier IV, as elaborated in the previous posts, is around 17% > 7%. However, the success rare of Tier IIIs on NQ is around 22.5% > 12%. If we take into account of using HQ base item, that number would've gotten a little higher -- say -- around 15%, which is at double the success rate of an aforementioned Tier IV meld.
This is interesting giving that maxed out Tier IVs are nearly impossible to find and at the ridiculous ongoing prices that they are at, while maxed Tier IIIs are still relatively easy to find and obtain. When comparing a 2-slot T4 with a 3-slot T3, it is evident that the T3 will have more stats available and have more versatile options.
Let me know what you guys think.
It's possible that triple tier 3 is a better way to go than double tier 4, but it will also be substantially more difficult. If we go off your numbers we're looking at 17% on double Tier IV and (22.5%*12%=) an abysmal 2.7% on triple Tier III. The scarcity of the materia does matter of course but that is a heck of a lot of work on the triple.http://forum.square-enix.com/ffxiv/t...t-second-meld.
Anyways, played around today a bit more with various materias calculating success rates.
It is evident that each meld beyond the first one gets much harder. While most people are speculating on Tier IVs atm, I find some very interesting things involving the stacked/success rate of Maxed out Tier IIIs. Assuming HQ patch coming in 1.20, or even just use a +1/2 HQ atm, there is an edge that max out Tier IIIs have over Tier IVs in the third particular attachment.
Atm the success rate of NQ Tier IV, as elaborated in the previous posts, is around 17% > 7%. However, the success rare of Tier IIIs on NQ is around 22.5% > 12%. If we take into account of using HQ base item, that number would've gotten a little higher -- say -- around 15%, which is at double the success rate of an aforementioned Tier IV meld.
This is interesting giving that maxed out Tier IVs are nearly impossible to find and at the ridiculous ongoing prices that they are at, while maxed Tier IIIs are still relatively easy to find and obtain. When comparing a 2-slot T4 with a 3-slot T3, it is evident that the T3 will have more stats available and have more versatile options.
Let me know what you guys think.
Edit: additionally, you're right that you'd get more "versatility" but the raw stat value for all that extra effort becomes pretty bland -- using maxed Bloodthirsts for example you're looking at 150HP on a triple T3 vs. 140HP on a double T4.
Last edited by Raikki; 10-10-2011 at 09:04 PM.
I think the OP has a valid point; not that the system is too hard - I think most would agree slotting materia should not be a simple task - but rather that the system in its current capacity is not viable.
What is the point of having 7 materia slots if it takes a 1-in-300,000 chance to successfully slot lvl 1 materia? Who in their right mind would undertake the effort to maximize this system, let alone on more than one piece of equipment? Nevermind the cost involved; the time to gather the resources needed is simply incalculable.
On top of that, the equipment modified will become obsolete once the inevitable content expansion is released and level caps are raised. All of that work, even if possible, wiped out. The system is broken because it is not reasonable (nor possible) for people to use it to its maximum potential.
If the odds are this high, then a piece of equipment should never have more than three or four materia slots available for modification. The maximum is still difficult, yet eventually attainable by the most dedicated players.





Actually, this gives me an idea.
Allow us to title weapons with at least 4 Materia attached.



Have you seen how much stats high level materia gives you? Holy hell I can't imagine having 5 on even 1 piece of gear.


I think this is about right, you can make crafted items many times more powerful then the best rare/exclusive gear in the game... the issue is it could cost you 100s of millions of gil to do it and months of work.
It is exactly how it should be. 100% success on a item the first 1, try to make it even more power you have a high chance of blowing it up, want to make it godly well yea good luck. Risk vs rewards... I think this is exactly how it should be.
if you are lucky enough to get three pieces of materia on to one piece of gear. but then stupid enough to try and add a fourth, when you already know the success rate. then i think you deserve to lose it you greedy greedy oik. if i get gear with two pieces of materia i will be over the moon
What I have shown you is reality. What you remember, that is the illusion.
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