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Thread: HQ gears

  1. #1
    Player
    urhryu's Avatar
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    Mar 2011
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    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50

    HQ gears

    What changes would you guys prefer to have for HQ gears?
    Current HQ gears are lol since it gives only a mere def. up etc.
    (0)

  2. #2
    Player
    Raldo's Avatar
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    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    I would like it to affect the additional stats, just like it did in XI.
    (2)

  3. #3
    Player
    urhryu's Avatar
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    Character
    Urhgan Leo
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    Masamune
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    Alchemist Lv 50
    Yea, FFXI...
    Haste , can I have it?
    (0)

  4. #4
    Player
    Deltara's Avatar
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    Deltara Delettre
    World
    Hyperion
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    Pugilist Lv 51
    slower rates of durability loss would be cool too, on top of the additional stats
    (0)

  5. #5
    Player
    Shiki_Lockhart's Avatar
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    Character
    Shiki Lockhart
    World
    Ragnarok
    Main Class
    Astrologian Lv 80
    Actually in the first patches the HQ gear would:

    1) increase the durability
    2) increase the 3 first stats
    3) increase defense
    4) Increase damage of weapon

    Now what we get is only the 3 and 4. And their increment are so low and worthless...

    Before each +1 2 +3 was 5% each and now not even 5% so makes HQ stuff a bit worthless just to get more 3-4 def or 3-4 damage.

    The only thing I think is better is increase the successful rate % of double and so on materia melding.
    (0)

  6. #6
    Player
    Saiph's Avatar
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    Gridania
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    Character
    Tora'a Moikot
    World
    Phoenix
    Main Class
    Archer Lv 31
    i think durability is still increased you just cant see it because we have now a pecentage bar and not number/number.

    not even 5%? how come?
    (0)

  7. #7
    Player
    urhryu's Avatar
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    Character
    Urhgan Leo
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    Masamune
    Main Class
    Alchemist Lv 50
    the % increase in melding is like 2% more lol
    (0)

  8. #8
    Player
    Shiki_Lockhart's Avatar
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    Character
    Shiki Lockhart
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    Ragnarok
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    Astrologian Lv 80
    Because think if a weapon have 117 damage (like pugilist lvl 49 weapon) and you get a +1 you will stay with 121 damage.

    Now before taking those 117 and do 117+(117x0.05) = 122,85 so would stay 123 dmg.
    And if was like those +2 and +3 was the same calc but using 0.10 and 0.15 make them staying like 128,7 so 129 damage for a +2 weapon and 134,55 so 135 damage for a +3.

    If you compare the +3 or even the +2 weapon is equal or better than ifrit claws. And had the plus of being meldable.

    If they made only HQ for +1 then was better they had a medium of them.

    But I bet why they put a limit. People would try get HQ3 and use them instead of primal weapons. Although getting HQ3 was hard and expensive an even trying double meld on them is even harder xD

    And the same applies to gear. Even a +1 gear has more defense than sentinel gear (if we base in the tank gear).
    (0)
    Last edited by Shiki_Lockhart; 01-15-2012 at 11:35 PM.

  9. #9
    Player
    Raldo's Avatar
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    Character
    Raldo Volca
    World
    Coeurl
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    Marauder Lv 80
    Back when +2/+3 existed, they were hard enough to make that I have no problem with them being better than rare/ex stuff. If they don't allow for crafted gear to be superior than rare/ex gear, then crafters will start to feel rather useless (a la FFXI).

    I'm not sure who/what you were responding to though...
    (0)
    Last edited by Raldo; 01-16-2012 at 03:30 AM.

  10. #10
    Player
    urhryu's Avatar
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    Mar 2011
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    Character
    Urhgan Leo
    World
    Masamune
    Main Class
    Alchemist Lv 50
    it's just not right to base in HQ as higher def.
    it's not unique at all.
    It's understandable that a HQ gla gear comes with higher def but...
    I mean what diff does a mage have for a mere % def up?
    HQ gears should be specifically useful for e particular class gear.
    (0)

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