What are the precentages for slotting forbidden materia?


What are the precentages for slotting forbidden materia?
The First Law of Roegadynics: "A Roegadyn may not injure a Lalafell or, through inaction, allow a Lalafell to come to harm."

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.


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.
/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
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.
welcome to the world of MMOs, FF14 just hides the spam less well than other games, that's all.
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.
Where did you get your crystal ball - and can I get one too?
fair enough, just note that SE obviously disagrees with your opinion, and so do I.



I use an ancient form of fortune telling called "reading"
I hope I don't have to explain how materia doesn't become irrelevant. (Unless they stupidly stick with this no-attachment policy)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.
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.


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.
all correct, until this...
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.
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.
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.
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
Last edited by Aenarion; 11-13-2011 at 06:03 PM.



Materia makes it less important for furniture stuff to be in constant cycle.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.
I ignore the cost of the common parts because they are common.yet you completely ignore the cost of those "common" parts.
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.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?
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,
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.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



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.
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