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  1. #1
    Player
    Firon's Avatar
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    Firon Veleth
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    Excalibur
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    Thaumaturge Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    That would make a lot of sense, if it was even remotely true. Unfortunately, you're forgetting that you have multiple slots to get those attributes buffed as well..... And if you go for lower tiers, like the IIs for example, you can get 3 slots filled quite easily. So, now you're talking about 7+ points to at least 3 separate attributes, or +7ish to 2 stats, and then +5 or so magic accy, or w/e else you want... as opposed to the "crappy" Revolutionary Bliaud from DH.
    Except every 5 of a pie int or mnd = 1 to the corresponding stat , unless you are sloting 4 +20 stats to an armor its not gonna beat that. Also your argument makes no sense melding more than 1 materia is suppose to be better than U/U lol

    If anything they should leave U/U armor none materia and add stat bonus for maxing out the items spiritbond i would like that better.
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    Last edited by Firon; 11-04-2011 at 11:52 AM.

  2. #2
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    Quote Originally Posted by Firon View Post
    Except every 5 of a pie int or mnd = 1 to the corresponding stat , unless you are sloting 4 +20 stats to an armor its not gonna beat that. Also your argument makes no sense melding more than 1 materia is suppose to be better than U/U lol

    If anything they should leave U/U armor none materia and add stat bonus for maxing out the items spiritbond i would like that better.
    Again...not trying to be rude, but what are you talking about? What your saying would mean that any and ALL int/mnd/pie would be useless if they were not in increments of "5" anything beyond or below an increment of 5 would be pointless, which isn't the case. Each attribute has more functionality than simply "buffing" it's corresponding stat. Vitality does more than just boost hp; Str does more than just boost atk, etc. So, you can simply go for a handful of each attribute and still end up with a much better piece of gear. It's easier to explain if I just show you.

    Revolutionary's Bliaud:

    Defense 112
    Intelligence 5
    Mind 5
    Piety 5
    Magic Accuracy 4
    Magic Evasion 4
    Parry 4


    Felt Robe (Green):

    Defense 99
    MP 54
    Attack Magic Potency 8
    Magic Evasion 8

    Magic Accy 3; Int+7ish; Pie+7ish

    There's 3 Tier II materia (which is NOT hard to do at all) on an easily crafted robe, and it completely dwarfs the Rev. Bliaud. It has 1 less magic accy, but 8 more magic attk potency; it has twice the magic eva; it has 1.5 times the int and piety; and best of all...it has an extra 54 mp. It doesn't have 5 mnd, but that can easily be made up for w/ some healing potency+ materia somewhere else, and a lot more than 13 def can be added to a shield if you use wands for your cnj/thm, so you'd have to be a complete idiot to go for U/U, when you can probably go buy all the mats for the felt i just described and have it made tonight. As for the parry +4...who are we trying to kid; your cnj/thm isn't gonna ever parry s!@$ lol.
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    Last edited by Khal_Drogo; 11-04-2011 at 12:10 PM.

  3. #3
    Player
    Firon's Avatar
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    Firon Veleth
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    Excalibur
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    Thaumaturge Lv 50
    Quote Originally Posted by Khal_Drogo View Post
    Again...not trying to be rude, but what are you talking about? What your saying would mean that any and ALL int/mnd/pie would be useless if they were not in increments of "5" anything beyond or below an increment of 5 would be pointless, which isn't the case. Each attribute has more functionality than simply "buffing" it's corresponding stat. Vitality does more than just boost hp; Str does more than just boost atk, etc. So, you can simply go for a handful of each attribute and still end up with a much better piece of gear. It's easier to explain if I just show you.

    Revolutionary's Bliaud:

    Defense 112
    Intelligence 5
    Mind 5
    Piety 5
    Magic Accuracy 4
    Magic Evasion 4
    Parry 4


    Felt Robe (Green):

    Defense 99
    MP 54
    Attack Magic Potency 8
    Magic Evasion 8

    Magic Accy 3; Int+7ish; Pie+7ish

    There's 3 Tier II materia (which is NOT hard to do at all) on an easily crafted robe, and it completely dwarfs the Rev. Bliaud. It has 1 less magic accy, but 8 more magic attk potency; it has twice the magic eva; it has 1.5 times the int and piety; and best of all...it has an extra 54 mp. It doesn't have 5 mnd, but that can easily be made up for w/ some healing potency+ materia somewhere else, and a lot more than 13 def can be added to a shield if you use wands for your cnj, so you'd have to be a complete idiot to go for U/U, when you can probably go buy all the mats for the felt i just described and have it made tonight.






    And besides that,
    Like i said thats the rewards for getting 3 materia on there..... With just 1 materia attached the U/U robe is better...
    (1)

  4. #4
    Player
    HoolieWho's Avatar
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    Hoolie Who
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    Hyperion
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    Lancer Lv 55
    What are the precentages for slotting forbidden materia?
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    The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."

  5. #5
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    Quote Originally Posted by HoolieWho View Post
    What are the precentages for slotting forbidden materia?
    It varies, but I've heard it's something like: 25% for the 2nd slot and something like 4% for the 3rd slot....and if you bust, you lose EVERYTHING. So, all the hardwork and time you put into getting that gear: farming the mats to get the hq version, farming for hours to buy the materia you wanted to attach to it, and trying to get it attached, finally was all for NOTHING. Exactly why I want some sort of "compromise" w/ U/U gear, to offset some of this stupid crap. It's bad enough that most craftable gear is better than all the dropped gear (Faction Drops, Ifrit Wpns, Raid Gear, etc.). Now, to make things worse, HQ gear is going to become obselete, almost, b/c it's not worth the risk to push for forbidden materia.
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  6. #6
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    Aenarion's Avatar
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    Aenarion Estelvir
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    Sargatanas
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    Gladiator Lv 60
    Quote Originally Posted by Khal_Drogo View Post
    HQ gear is going to become obselete, almost, b/c it's not worth the risk to push for forbidden materia.
    actually, the worth of HQ gear is almost entirely in their trait of better success with forbidden materia now, since the amount of boost via the HQ itself is pathetically small since 1.19.

    Quote Originally Posted by Khal_Drogo View Post
    The only thing that's sad, here, is the fact that ppl can find an RMT site, buy a high lvl character, buy max gil, and then buy items (hq gear, and high tier'd materia) to make gear in the game that completely dwarfs any of the current gear gained through "end-game content." And what's even sadder is that you're either too blind or too "stupid" to realize that this a significant problem.
    /sigh, you claimed earlier that forbidden materia'd gear was easier to obtain, he refutes it with what should by now be common knowledge, and you back-peddle to the good 'ol "BUT RMT!!!" route? tsk tsk. Put it this way, if you start building and balancing a game around anti-RMT, it'd be nothing but a disaster waiting to happen - case in point, look at FF14 1.0 :P

    Quote Originally Posted by Khal_Drogo View Post
    One of the most appealing aspects of the MMO experience is the ability to compare yourself to fellow players, and see how well you measure up.
    for you perhaps, for me personally I don't see a point in what is essentially a pointless e-peen contest. Yes, I do enjoy character progression, but I don't need to compare to others to enjoy MY character's progression.

    Quote Originally Posted by Khal_Drogo View Post
    That's all this game is....SPAM <.<
    welcome to the world of MMOs, FF14 just hides the spam less well than other games, that's all.

    Quote Originally Posted by Khal_Drogo View Post
    "There's no way around it?" Are you, really, SO arrogant that you think you've considered EVERY possible scenario; and that the current materia system is the only way to ensure that crafting doesn't get "pushed aside?" That's one of the stupidest things I've ever seen on these threads...A great compromise would be to make dungeon/primal drops WAY harder to get, so that nearly everyone in the game is forced to "settle" for crafted gear....just as they've done in countless other RPG titles.
    You realize what you're asking for here? let's entertain for a moment, the thought of making Ifrit weapons drop at around the same rate as 3x materia gear...no wait, since you say "WAY harder to get", let's put it at around the same rate as 4x materia gear, which is a whopping 0.1~0.4%

    You know how many people would be doing the ifrit runs right now once you've made it so you'd need to run ifrit THOUSANDS of times to get all the drops?

    I'm gonna guess, nobody will.

    Quote Originally Posted by Brannigan View Post
    Crafters can stay plenty relevant through materia creation and by making stuff for free companies and player housing.
    Where did you get your crystal ball - and can I get one too?

    Quote Originally Posted by Brannigan View Post
    If it sounds like I'm placing more importance on battle classes than crafters/gatherers it's because I am. Battle is more important than crafting in Final Fantasy.
    fair enough, just note that SE obviously disagrees with your opinion, and so do I.
    (0)

  7. #7
    Player
    Brannigan's Avatar
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    Will Brannigan
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    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Aenarion View Post
    Where did you get your crystal ball - and can I get one too?
    I use an ancient form of fortune telling called "reading"

    A: First, focusing on housing, we're thinking not only about the interior, but also the garden and exterior and also the appearance of the building. From 2.0, you'll be able to form free companies and decorate your home with crests, install new roofs, renovate of your building, put up a fence, and place objects in your garden. One idea was growing Gysahl greens in the garden. Additionally you could build a stable and raise chocobos. We're planning various ways to expand your home.

    It's not like battle classes won't have anything to do. For example, if you defeat an extremely strong monster and get a drop, you can give it to a crafter, who can then make for you a trophy that can be used as a home decoration. It's in these ways that we are formulating the “live” feel with housing. We will be updating these things a lot once 2.0 comes out, so I hope all you crafters and gatherers out there look forward to it.
    I hope I don't have to explain how materia doesn't become irrelevant. (Unless they stupidly stick with this no-attachment policy)

    As far as your second point that was directed towards me: Crafters can't effectively use parties. Crafters can't use dungeons. Crafters can't fight bosses. Soon, crafters won't be able to do the main story quests. I'm NOT saying crafting should be worthless. I am saying that, for the health of the game, crafted gear NEEDS to take a back seat to dropped gear. Now, "dropped gear" includes things like Champion's Lance (which is crafted from a drop), but that shouldn't mean that every monster just drops crafting parts either, because that gets boring and has its own problems.

    Gear that is crafted from common parts (like, say, a cobalt cuirass with two materia) being the best kills that drive to log in and keep on going after that hard-to-get loot. They're re-launching this game, FINAL FANTASY XIV, and the Final Fantasy brand evokes certain images: epic adventures, fierce boss battles, whiny teenagers. The average person isn't going to play this game for the deep (lol) crafting system, so I basically see it going something like this

    I like final fantasy and will play the story-> I now enjoy playing the game and want to get the best gear possible-> the best gear is crafted so I will buy it-> I have fought every monster and no items are upgrades, therefore I will stop logging in because I am bored.

    Finally, in this long-winded rambling crappy post, I'd like to address the idea that forbidden materia items are hard to obtain. Forbidden materia isn't "hard to obtain, it's annoying to obtain. You can either throw gil or time at them. There's no way you can "play better" to get your forbidden materia to stick like you can improve your skills at killing a boss. Winning at a slot machine isn't hard, it's just rare.
    (0)

  8. #8
    Player
    Aenarion's Avatar
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    Aenarion Estelvir
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    Sargatanas
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Brannigan View Post
    I use an ancient form of fortune telling called "reading"
    no doubt, what you seem to lack is the ancient form of fortune telling called "comprehension"

    the crystal-ball comment is for how you already seems to know how relevant the housing/gardening system will be to the overall game play, especially considering that those system tends to be low-volume trades. After all, you really think people are gonna be replacing houses/furniture on a regular basis? Unless housing/gardening can generate high volume and high demand for DoH service, then no, it cannot hope to begin to replace anything.


    Quote Originally Posted by Brannigan View Post
    As far as your second point that was directed towards me: Crafters can't effectively use parties. Crafters can't use dungeons. Crafters can't fight bosses. Soon, crafters won't be able to do the main story quests. I'm NOT saying crafting should be worthless.
    all correct, until this...

    Quote Originally Posted by Brannigan View Post
    I am saying that, for the health of the game, crafted gear NEEDS to take a back seat to dropped gear.
    that's where it became purely your opinion, and I simply disagree. With the way the current grind curve are for DoW/M vs. DoH, there would simply be little reason for anyone to lvl up crafting if you also put the high end gear squarely in the pocket of DoW/M. At this point you might as well get rid of crafting and gathering all-together, which I suspect you probably wouldn't mind anyway.

    Quote Originally Posted by Brannigan View Post
    Gear that is crafted from common parts (like, say, a cobalt cuirass with two materia) being the best kills that drive to log in and keep on going after that hard-to-get loot.
    yet you completely ignore the cost of those "common" parts. As for a drive to keep logging in, well, there's simply not many in this game atm, crafted gear or not.

    Quote Originally Posted by Brannigan View Post
    I like final fantasy and will play the story-> I now enjoy playing the game and want to get the best gear possible-> the best gear is crafted so I will buy it-> I have fought every monster and no items are upgrades, therefore I will stop logging in because I am bored.
    If something like that happens, then there are far more fundamental design flaws to deal with, simply giving total control over the "best gear possible" to the battle classes will solve nothing.

    Quote Originally Posted by Brannigan View Post
    Finally, in this long-winded rambling crappy post, I'd like to address the idea that forbidden materia items are hard to obtain. [B]Forbidden materia isn't "hard to obtain, it's annoying to obtain.
    you're just grasping at straw now, is arguing semantics the best you can come up with? hell, one can say that nothing is hard to obtain, they're all just annoying to get. By definition the low chance of success means that it is hard, but hey, who would've knew, all those people at the casino just couldn't be bothered to win the slot machine, it's just so annoying to try to win amirite?

    what your post basically boils down to is "lalala I hate crafting/gathering, I only play battle classes, and therefore the game should be designed around what I like to do" Not that I should be surprised, considering how you lumped the Sims and Eve Online together earlier
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    Last edited by Aenarion; 11-13-2011 at 06:03 PM.

  9. #9
    Player
    Brannigan's Avatar
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    Will Brannigan
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    Excalibur
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    Paladin Lv 80
    the crystal-ball comment is for how you already seems to know how relevant the housing/gardening system will be to the overall game play, especially considering that those system tends to be low-volume trades. After all, you really think people are gonna be replacing houses/furniture on a regular basis? Unless housing/gardening can generate high volume and high demand for DoH service, then no, it cannot hope to begin to replace anything.
    Materia makes it less important for furniture stuff to be in constant cycle.

    yet you completely ignore the cost of those "common" parts.
    I ignore the cost of the common parts because they are common.

    you're just grasping at straw now, is arguing semantics the best you can come up with? hell, one can say that nothing is hard to obtain, they're all just annoying to get. By definition the low chance of success means that it is hard, but hey, who would've knew, all those people at the casino just couldn't be bothered to win the slot machine, it's just so annoying to try to win amirite?
    Okay, look. It's like this. To get a piece of gear with two materia on it you're basically just rolling dice over and over. It's about a 15-25% chance of success (depending on the quality of materia, etc). To raise your chances of success you can wear better crafting gear on your character. Not that this really matters right now since a single materia blows most dropped pieces out of the water, but I'm willing to chalk that up to Darkhold stuff being outdated and coffer gear being a first attempt at itemization.

    To defeat Ifrit you need to get a group and go fight him. Your success rate depends on how experienced your party members are. This is because, when you fail at Ifrit, there are things you can do as a player (not just as your character) to improve. You can work on your reactions, you can work on your positioning, you can make better judgments on when to use your abilities. As you gain experience as a player you become better at the game and raise your chance of success.

    It's important to distinguish between things the player has no control over and those that the player does. Gambling isn't difficult.

    Finally,

    what your post basically boils down to is "lalala I hate crafting/gathering, I only play battle classes, and therefore the game should be designed around what I like to do" Not that I should be surprised, considering how you lumped the Sims and Eve Online together earlier
    This is bullshit. I don't want future content to be basically invalidated because of crafted gear. I've said previously that crafted gear should be a good starter kit and HQ crafted gear should be a great starter kit (maybe not in this thread, and if that's the case I'm sorry for not making that clearer), but item drops should come out ahead in the end. Letting R/EX add materia keeps crafted gear in cycle because you'll always need something to burn when you're upgrading to a new piece and need to slot it. I don't hate crafting but you have to realize that ultimately the game IS focused on battle. Crafting can stay relevant just fine without ruining the main game content.
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  10. #10
    Player
    Brannigan's Avatar
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    Will Brannigan
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    Excalibur
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    Paladin Lv 80
    Quote Originally Posted by HoolieWho View Post
    What are the precentages for slotting forbidden materia?
    It actually depends on the total value of the materia. For example, a 12 str and 12 str (both tier 3) will have a higher chance of success than a 12 str and 13 str. Similarly, pushing one up to tier 4 lowers the chance further.

    Middle of the road tier 3 + tier 3 is around 25%. When I tried to 17 vit + 12 vit body it was 18% (and failed). Apparently, better crafting gear also raises the chances. I'm not a crafter so I haven't really played around with it at all.
    (0)

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