
Forbidden Ifrit Loot system1 in 7 chance to get the weapon you want (number of classes) multiplied by 1 in 8 (the number in the party) =1/56 chance
equals less then 2% chance... say it drops 3 weapons... thats still less the 6%. Every time you do ifrit its about 5.3%
its worst then forbidden materia crafting
Yes, but it will take 4 melds to do so. And that is a stretch to accomplice.
There's a 14% chance of getting the weapon that you are after each chest spawn. I think the average drop rate between the group is around 7-10%. So you're looking at 1.4% chance at getting the drop you're wanting.1 in 7 chance to get the weapon you want (number of classes) multiplied by 1 in 8 (the number in the party) =1/56 chance
equals less then 2% chance... say it drops 3 weapons... thats still less the 6%. Every time you do ifrit its about 5.3%
its worst then forbidden materia crafting
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Corrected data as confirmed above shows that there is like a 9 in 10 chance that the chest yields Grade 4 Dark Matter and not an ifrit weapon...1 in 7 chance to get the weapon you want (number of classes) multiplied by 1 in 8 (the number in the party) =1/56 chance
equals less then 2% chance... say it drops 3 weapons... thats still less the 6%. Every time you do ifrit its about 5.3%
its worst then forbidden materia crafting

I would honestly rather Ifrit have a 1/10 chance of dropping 1 weapon, and being able to assign that weapon to a party member.
Player

^ this changed my mind from the OP's opinion.1 in 7 chance to get the weapon you want (number of classes) multiplied by 1 in 8 (the number in the party) =1/56 chance
equals less then 2% chance... say it drops 3 weapons... thats still less the 6%. Every time you do ifrit its about 5.3%
its worst then forbidden materia crafting
Look I haven't done the fight yet, but if they really are the best in the game, then giving them as handouts is lame. MMO's have this competitive undertone to them that make them such better game than a standard solo play rpg.
I'm not saying it isn't frustrating, because I get how irritating it would be to have 5 weapons you can't use. However the drop %age seems about right for something that is 'the best in the game'. It's just that instead of getting nothing, you get something you might use someday.
The loot pool system (if the above is assumed) is a different matter. XI had it right, 1 pool, lots on items or distributed by a LS leader. You join a linkshell that has a loot system you like, you don't change a good loot system because some people don't like how other people pass out gear.
I don't really see the issue here with a 5% or even a 1% chance to get the best weapon in the game... I mean once you can kill the guy once you can get it on farm right? And each time someone does pop and get their weapon it will just make the fight that much easier. I mean really do you want a 25% or a 50% or a 100% chance to get the best item in the game? Seems to make it really pointless. I mean everyone would be running around with one pretty quickly if that was the case. And can't you repeat and fight him as often as you like? It's not like World of Warcraft which has 24 hour or 1 week lock outs. Didn't get the item you want too bad wait a day or a week to try again.

The issue isn't the chance, its the fact you get loaded down with things you don't need in the mean time.I don't really see the issue here with a 5% or even a 1% chance to get the best weapon in the game... I mean once you can kill the guy once you can get it on farm right? And each time someone does pop and get their weapon it will just make the fight that much easier. I mean really do you want a 25% or a 50% or a 100% chance to get the best item in the game? Seems to make it really pointless. I mean everyone would be running around with one pretty quickly if that was the case. And can't you repeat and fight him as often as you like? It's not like World of Warcraft which has 24 hour or 1 week lock outs. Didn't get the item you want too bad wait a day or a week to try again.
I hated in FFXI when I was bogged down with tons of Seals for every job except the ones I wanted. With no ability to trade in for something useful, it feels like a waste of a reward -- basically the rule of odds. Even though you don't actually get 1 drop every 8 times, the average rate is going to be at least close to that, so people feel cheated out of their [1] when it drops as another weapon. Additionally, when, within range of that [8] you get two drops that aren't what you want, the default feeling is that now it's going to be 1-in-16 for the next one. even though it doesn't actually work like that, odds tend to evoke feelings of consistency and balance like this.
Its the same for me when building decks for Magic. technically if I'm running 20 lands in a 60 card deck, I feel cheated if I don't draw one every 3rd turn. It makes perfect sense if I don't, because its totally random, but when you're playing the odds there's a weird internal assumption that things are going to work out towards the ratio.

They arent the best weapons in the game...materia attached gear can become more powerful.
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