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  1. #1
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70

    [Dev Request] 5.0 Materia

    :Attention: READ FIRST
    If you are fine with the current system I respect your decision.
    Rather than discredit the thread let’s work together to evolve the battle system and Materia.

    Alright so first off this is just a rough outline on how I’d like Materia to be changed for 5.0.

    New System:
    Materia slots stay the same on gear, however weapons can get an additional slot for Command Materia. Only one per main arm.

    Deathblow
    Multi - Hit
    W - Magic
    W - Item
    Sense

    Main Arms & Armor can only meld Independent Materia.

    HP Plus
    MP Plus
    Damage Plus
    Counter
    Magic Counter
    Haste
    ———————————————
    Tenacity (Tank Exclusive)** No longer Materia
    Spirit ( Healer Exclusive)** Mind stat no longer Materia
    ———————————————-
    Accessories can only meld Support Materia.
    Blessing
    MP Absorb
    STAM Absorb
    MP Turbo


    Command Materia:

    Deathblow - Weaponskills and Spellcasts have a chance to deal a colossal amount of damage.

    Multi-Hit - Auto Attacks have a chance to strike more than once on a single target.

    W - Magic - The last offensive spell casted has a chance to hit a second time for partial damage.

    W - Item - Certain consumable potions can be used twice for double the effect in battle.
    (**Recast is increased**)

    Sense - Grants the ability to see the enemies ability queue

    Independent Materia:

    HP Plus - Increases Max HP

    MP Plus - Increases Max MP

    Damage Plus - Auto Attack damage increased

    Counter - Chance to reflect physical damage taken with an Auto Attack

    Magic Counter - Chance to retaliate magic damage taken with any spell at the cost of no mp.

    Haste - Reduces weaponskill cast time and recast time, spell cast time and recast time

    Tenacity - Affects the amount of physical and magical damage dealt and received, as well as HP restored. The higher the value, the more damage dealt, the more HP restored, and the less damage taken. Only applicable when role is Tank. **( No longer Materia. Main stat instead of STR)**

    Spirit - Affects the amount of physical and magical damage dealt, as well as Healing potency. The higher the value, the more damage dealt, the more Healing potency, and less MP cost. Only applicable when role is Healer.
    **(Subject to change. New healer Main stat instead of Mind)**

    Support Materia:

    Blessing - Faster HP and MP refresh rate in battle. Weakness debuff decreased duration.

    MP Absorb - MP Received on damage dealt.

    STAM Absorb - TP Received on damage dealt

    MP Turbo - Deal extra damage at the cost of mp


    Tier Structure:
    MHW armor skill system. Fixed value that increases in tiers the more it’s melded. Each Materia = One Lv. (Bar Command Materia)

    Independent Materia:
    HP Plus
    Lv.1 Max HP + 10%
    Lv.2 Max HP + 20%
    Lv.3 Max HP + 30%

    MP Plus
    Lv.1 Max MP + 5%
    Lv.2 Max MP + 10%
    Lv.3 Max MP + 15%

    Damage Plus
    Lv.1 Auto-Attack Damage + .7%
    Lv.2 Auto-Attack Damage + 1.4%
    Lv.3 Auto-Attack Damage + 2.1%
    Lv.4 Auto-Attack Damage + 2.8%
    Lv.5 Auto-Attack Damage + 3.5%
    Lv.6 Auto-Attack Damage + 4.2%
    Lv.7 Auto-Attack Damage + 5%
    (8)
    Last edited by Jhett_Magnum; 08-24-2018 at 10:55 PM.

  2. #2
    Player
    Fredco191's Avatar
    Join Date
    Dec 2013
    Location
    Within your device
    Posts
    1,654
    Character
    Magni Henriksson
    World
    Diabolos
    Main Class
    Viper Lv 100
    These actually sound pretty neat!
    (2)

  3. #3
    Player
    KuuroYuuki's Avatar
    Join Date
    Mar 2018
    Posts
    28
    Character
    Kuuro Yuuki
    World
    Tonberry
    Main Class
    Red Mage Lv 70
    love this idea, we need more variety for gearing...kinda boring when we use almost same formula for materia.

    hope it will implemented at 5.0
    (0)

  4. #4
    Player
    addz3's Avatar
    Join Date
    Dec 2014
    Posts
    156
    Character
    Bauer Auditore
    World
    Sagittarius
    Main Class
    Samurai Lv 90
    So materia from FF7? I'm all for any idea that add versatility. I would like to use materia to create different builds for jobs but outside of soloing it wouldn't really work because of the game design of dps/tank/healer. (I miss the sub job aspect of XI)
    (0)

  5. #5
    Player CorbinDallas's Avatar
    Join Date
    May 2015
    Posts
    745
    Character
    Korbin Dallas
    World
    Twintania
    Main Class
    Scholar Lv 80
    Sense is useless since all fights in this game have a strict ability queue you can memorise fairly easily.

    Define "colossal" damage? Basically I'll get to the point, while neat to think of, if these changes were implemented people would math out what does the most damage regardless of everything else and that would be the go to, rendering the rest of the materia useless.

    Edit: for example, literally everyone would just run whichever command materia gives more damage, and as much "focus" and "damage plus"/"haste" as possible, like we do now with crit/dh/det/sps.
    (3)
    Last edited by CorbinDallas; 08-23-2018 at 05:30 PM.

  6. #6
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I would really like to see more utility materia, but it is a balancing nightmare. The problem is it has to be balanced to where it’s strong enough to be worth taking over a dps increasing materia, but not so strong that it becomes mandatory. This can be seen with tenacity where they have failed miserably to balance it against direct hit, a stat tanks aren’t even supposed to be using but is so much better than tenacity that what little of it we can get from materia is still better than anything else.
    (1)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  7. #7
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by CorbinDallas View Post
    Sense is useless since all fights in this game have a strict ability queue you can memorise fairly easily.

    Define "colossal" damage? Basically I'll get to the point, while neat to think of, if these changes were implemented people would math out what does the most damage regardless of everything else and that would be the go to, rendering the rest of the materia useless.

    Edit: for example, literally everyone would just run whichever command materia gives more damage, and as much "focus" and "damage plus"/"haste" as possible, like we do now with crit/dh/det/sps.
    This is absolutely right! I left numerical values vague because honestly I can’t balance this alone. Hypothetically speaking I could say that it does anywhere between 150 to 250% damage at a fix rate. However it is up to us as a community to steer the dev team into where that trade off should be.

    So with the new Materia system the design philosophy is that damage altering Materia will require significantly more to get the the full effect.( I will reflect this in an update).
    What I mean by this is that there are 13 total slots currently on left side and 5 on the right. HP+ only requires Lv.3 (3 slots) to get the full effect while Damage+ will requires Lv.7 (7 slots.) You have a choice between equipping multiple different types of Materia or refining on a few.
    (0)

  8. #8
    Player
    Lambdafish's Avatar
    Join Date
    Feb 2014
    Location
    Ul-Dah
    Posts
    3,927
    Character
    Khuja'to Binbotaj
    World
    Hyperion
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CorbinDallas View Post
    Sense is useless since all fights in this game have a strict ability queue you can memorise fairly easily.
    Yes and no. If the system works the way it does now where you can retrieve materia (with a high %), then a sense materia would have more merit. Basically you could use the sense materia during progression until you have learnt the fight, and then swap it out for more damage. Think of it as the RDM of materia.


    On another related note, I'll be really cruel and suggest a materia that allows you to see your outgoing DPS
    (2)

  9. #9
    Player
    KaldeaSahaline's Avatar
    Join Date
    Apr 2014
    Posts
    439
    Character
    Kaldea Sahaline
    World
    Behemoth
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Jhett_Magnum View Post
    :Attention: READ FIRST
    If you are fine with the current system I respect your decision.
    Rather than discredit the thread let’s work together to evolve the battle system and Materia.

    Alright so first off this is just a rough outline on how I’d like Materia to be changed for 5.0. That being said I’d ask that if you strongly feel a certain way about something but some one already posted a similar idea simply like the comment. We’ll use majority vote on what’s added or taken away based on most liked comment.)
    I know you didn't want me to discredit the thread, but nearly (if not every) single example you provided would do nothing to change gameplay. They're all just passive modifiers which leads to just the same nonsense we have now.

    Materia should be a gameplay changing system. Yeah I know people will say math this, math that, but you can design it to work, it's just challenging.

    Honestly, I'd rather see the devs make jobs have more specific niches, and let Materia be a system to fill gaps in the kit for various content forms, while simultaneously improving chosen aspects.

    For PLD:

    Here are some examples of how Materia could impact the PLD's Shield Lob skill.
    • Hit additional targets (if X number are hit do Y effect).
    • Hit a target past X yalm - allow combo ender/oGCD to be used for free
    • Increase move speed after hitting target (for on demand burst mobility)
    • Enemies hit are pulled towards you

    Then you assign different colored materia to effects and have different gear come with different number and colors of sockets. For instance maybe throughput effects are considered Red materia so you're limited to how many you can have.

    The idea would be that you could socket different materia for different effects and they'd even synergize with each other.

    Like you could equip the materia that enables the oGCD/combo ender if further than X yalm, and the one that pulls towards you and boom you have a shield lob that has 2 new effects on that work in tandem.
    (0)
    Last edited by KaldeaSahaline; 08-24-2018 at 02:46 AM.

  10. #10
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    The issue becomes how absurdly difficult this is to balance in a MMO setting. Utility like HP or MP plus will be likely deemed useless with current fight design. Only Ultimate raiders even look at Piety as moderately desirable outside prog. And HP only matters up to a certain point, especially with how predictable damage is in this game. Basically, the entire fight design needs an overhaul to accommodate changes like this lest they boil down to "this does the most damage, therefore it's the best. Ignore everything else" ala Crit.
    (2)

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