


We don't know how exactly their changing materia and neither do we know if it'll just be numeral stats. The materia actually has full opportunities to change the way we build armor sets.Even with the materia change, that's not reinventing the wheel, just utilizing the damn wheel they invented back in 2.x. It'd still just be numerical gains and doesn't change how your job plays.
Having non-numerical bonues on all equips (not exclusive to weapons) would do a lot more to make a job feel empowered with each upgrade or gear milestone, compared to what we have now
Building on to this, they should add minor procs to our relic, something that is nice to have but wouldn't be overpowered or break the game.
This way they could still keep their word of having current raid drop ilvl+5 weapons above our relics (so as to keep raid scene active).
Note: Current raid weapons must do more damage than relic because it makes sense.
Our relics however would have a nice proc element to it - has to have a class specific coolness to it (this game desperately need some customization).
I'm using WoW as a reference here, not as a direct apple to apple comparison, but it was these trinket procs that really bring interesting perspective to the combat system (lightning capicitor, anyone?)
For example, think of something along the lines of:
Adding to combat damage or defense:
5% chance of of attacking proccing a chain lightning of 50 potency to nearby enemies. (something like Thunderfury)
5% chance of increasing defense by 5% for 5 secs.
5% chance of regaining MP by 5% (60secs cooldown)
5% chance of block or dodge to proc a shadow that will take 5% of the damage done (limit 2).
5% chance to proc an aura that gives haste of 5% by 5secs.
Visual / aesthetic:
5% chance of attacking to have your weapon switch image with another weapon in your inventory for 10secs (DRK).
5% chance to imbue relic with flashy ice or fire glow when casting appropriate magic (BLM) for 10secs.
5% chance to add more spikes to your dragoon armor. (LOLDRG).
5% chance to turn into Mike Tyson for 10secs (MNK).
5% chance to grow another feather on your armor for 10secs (PLD).
5% chance to have your globe turn into the sun or moon for 10secs (AST).
Again, it doesn't have to be overpowered or game breaking, just something different.
I'm of the opinion that relic weapons should be something cool. Not just a placeholder 'stat stick' until the next patch that it becomes irrelevant as compared to the newly released weapon.
Personally, I really prefer the visual / aesthetic part. It's a relic for crying out loud.
That makes it "on par", sort of with new raid weapons and we don't have to go stress about this topic every single time.
Also makes relic a fun thing to have cause it's cool yo.


It would be nice to see a change to add more diversity to stats and more interesting effects. Im not sure if I like these particular ones and there are traps that can be fallen into you want to avoid but it would make gear more interesting.
I would say however that anyone expecting any major stat changes before 4.0 are being unrealistic. The effects such a change will have on balance aren't minor and integrating the testing of such a change into the rebalancing involved in a lvl rise is far more reasonable. Even WoW doesn't have overhauls to their base systems mid expansion though they tend to completely over haul them very expansion.


If you want to see a database of all the old 1.0 items you can check them out @ http://ffxiv.mozk-tabetai.com/
they have all the old materia as well. You will see that a lot of old stats were removed.
It will all eventually come down to one set in the end, personally I would love to see changing gear in combat again.
Vit sets, ability CD sets blah blah blah.


OP doesn't even show the unique abilities that each Relic had...Stardust Rod boosted Flare damage, and Gae Bolg enhanced Jump damage, for instance.


Yup!
Here is a quick look at what some of the old stats on the weapons looked like.
Some of the weapons were double edged swords such as the Aubriest's Whisper.
It gave -20 Acc but a +120 to critical hit rate.
Some stats such as Spell interruption resistance would be an extremely useful stat to have in 2.0 pvp zones as a black mage its a shame it was removed.
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Last edited by Vejjiegirl; 01-04-2016 at 10:40 PM.



I desperately want more stat variety. I don't know that we'll ever get items more in the vein of FFXI's (like the items in 1.0), but at the very least I would like to see them add a couple more statistics for gear. Healers already have a 4th stat to think about in Piety, and I'd like every role to have another one to think about, ideally. Buff Parry in some way for tanks (add a counter effect to it or something, so it's not always inferior DPS stats, at least) to give them a fourth stat option. Accuracy could be giving some sort of additional function, as well, for DPS classes (though I'd prefer an entirely different stat—I'm just not sure what would be a good one at the moment).
Some sort of "Mastery" stat like WoW added would also be welcome, which would have a unique effect for each class (scaling appropriately, of course). NIN mastery might increase Ninjutsu damage by some amount, while PLD mastery could perhaps increase block amounts in Shield Oath (but increase auto attack potency in Sword Oath). Those are just off-the-cuff examples, of course.
But gearing is ultimately too simple in this game for my tastes. Most classes only worry about 3 stats, when you get down to it, with two of them being desirable and the other being generally unwanted. With a couple more stats in the mix, gear could have more varied combinations of stats, and potentially allow for the Crit > Det > Speed paradigm to vary somewhat more between classes (I know BLM's preferences are different, of course, but they're one of the few examples of that now).
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