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  1. #1
    Player

    Join Date
    Jan 2012
    Posts
    401
    Grudge, I dont think it Will. As far as competing with other gear, PLD af needs more then enmity to be honest. I for one love tanking on PLD but I can not say that the stats its AF gives realy supports its style of tanking. The ability enhancements are ok, but it dosent make up for the lack of DEF or VIT. And to be completly fair, hate controll realy wasnt an issue to begin with, just alot of WAR fan boys QQ about a job they obviously never play. I only ever had +8 enmity on my belt as a PLD and I keep hate just fine. the gear makes a differance but if the player is ignorant to the job then all the gear in the world wont make a lick of differance.
    (1)

  2. #2
    Player
    illriginalized's Avatar
    Join Date
    Dec 2011
    Posts
    289
    Character
    Illmortal Tyr
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    SE instead of coming out with new materia... how about you FIX the stats so that the materia isn't as useless.

    brb 1000 points of defense to see a noticeable difference.

    (1)

  3. #3
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    I wouldn't mind tabs.... In fact I would love it... even if it still used the same 200 inventory spots
    (1)

  4. #4
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Rydin View Post
    I wouldn't mind tabs.... In fact I would love it... even if it still used the same 200 inventory spots
    we will be getting bags that hold like 25 items each in 2.0 i think. i wish they would respond to reducing the overall amount of materia available. Do we really need 16 different stat materia for poison resist(im guessing 16 maybe its 15 idk)

    item reform+materia= 1 step forward, 2 steps back.
    (1)
    Last edited by syntaxlies; 04-13-2012 at 11:11 PM.

  5. #5
    Player
    Kio's Avatar
    Join Date
    Mar 2011
    Posts
    864
    Character
    Kio Solais
    World
    Hyperion
    Main Class
    Culinarian Lv 90
    I personally would prefer separated tabs for specific inventory type items (ie: armor, food, currencies, etc) for version 2.0, over the inventory bag system that's being advertised. I have always loathed bag systems in other MMO's, tabs in a centralized inventory would be so much more game-pad user friendly.

    I can easily understand why each category may not be able to have it's own individual inventory limit as that would require greatly increasing per character and retainer the total amount of items which could be stored and may also negatively impact certain players whom need to hold more of a certain item (food for culinarians for example). However, both could be avoided if the concept was similar to how Sabaku_Usagi described, which if i understood correctly we all maintained the current 200 limit inventory and the tabs merely were for ease of searching through it. Course, I'm not a programmer, let alone a game developer so I don't know what strain a system like this would have on the game, but if it were possible that's really what I'd like to use.
    (1)

  6. #6
    Player

    Join Date
    Jun 2011
    Posts
    97
    What Sabaku_Usagi described is perfect. Do it. Please.
    (1)

  7. #7
    Community Rep
    Join Date
    Apr 2011
    Posts
    509
    We received a lot of feedback in this thread regarding various things (like materia stats, materia slot placement, and other suggestions) that we compiled and passed along to the development team. The Item Team confirmed that they’ll look over the information and take it into consideration when planning further adjustments to materia (as well as new materia going forward).

    In regards to manathirst materia specifically, our counterpart in Japan posted the following insight from the team. As stated here, and other language forums, players feel that the effects of manathirst materia are too weak, but the team disagrees. The current maximum MP recovery rate is 7.5% of the player’s maximum MP, so if their maximum MP is increased by 100 through use of manathirst materia, an additional 7 MP is recovered every tick (3 seconds). Therefore, the team believes that the effectiveness of manathirst materia is balanced alongside other materia.

    However, as we said, we will continue to gather your feedback and comments and pass them along to the team for them to consider for future adjustment, so please continue submitting your feedback.
    (24)
    Bethany "Rukkirii" Stout - Community Team

  8. #8
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    If it's the MP regen rate that's an issue, why not change the MP regen algorithm instead of keeping one type of materia useless?
    (2)

  9. #9
    Player
    Sol_Aureus's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    320
    Character
    Sol Rynn
    World
    Midgardsormr
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Rukkirii View Post
    We received a lot of feedback in this thread regarding various things (like materia stats, materia slot placement, and other suggestions) that we compiled and passed along to the development team. The Item Team confirmed that they’ll look over the information and take it into consideration when planning further adjustments to materia (as well as new materia going forward).

    In regards to manathirst materia specifically, our counterpart in Japan posted the following insight from the team. As stated here, and other language forums, players feel that the effects of manathirst materia are too weak, but the team disagrees. The current maximum MP recovery rate is 7.5% of the player’s maximum MP, so if their maximum MP is increased by 100 through use of manathirst materia, an additional 7 MP is recovered every tick (3 seconds). Therefore, the team believes that the effectiveness of manathirst materia is balanced alongside other materia.

    However, as we said, we will continue to gather your feedback and comments and pass them along to the team for them to consider for future adjustment, so please continue submitting your feedback.
    First off, thank you for the info Rukkirii, we appreciate the responses.

    This information worries me though, if the development team truly thinks that 7 MP/tic is worthwhile at all, given the current MP costs of spells and the potency of in-battle MP recovery. This is one of the reasons the Darklight Cowl is practically worthless, the +3 Refresh is...a nice bonus I guess, but it's so negligible. It'd take 4 minutes and 40 seconds to get enough MP for one Cura, or 3 minutes and 30 seconds for one Thunder. Those are very basic spells for White Mage and Black Mage, and considering how long boss fights last, it's one, MAYBE two extra of those spells. I think the development team is putting way too much weight into how good they think the Refresh effect is.

    Personally, it'd need to be a minimum of +10 for me to even consider using it, especially over the +7~10% extra cure potency I get from AF.

    This includes the auto-refresh that WHM and BLM get as well, 3 MP/tic is negligible. Especially considering how easy it is to recover MP in battle as a mage. Stand in place. It takes 9 seconds for your first "resting" tic. With my current MP pool of 3299, that's 35 MP (without a Party Bonus). Next tic is 101 (12 seconds), followed by 200 where it caps (15, 18, 21, etc. seconds)

    So for standing in place for 15 seconds, I get 327 MP (336 - 9 from auto-refresh trait). For Auto-refresh or the Darklight Cowl's 3 MP/tic to give me that much MP, it'd take 5 minutes and 27 seconds. 15 seconds versus 5½ minutes. This is the reason refresh and a lot of other MP recovery methods are practically worthless: that we can regain MP in battle very very easily. If we couldn't get MP back so easily, refresh would be much much more valuable. If it took, say, 30 seconds to get the first "resting" tic and it took longer to get to the higher values (instead of 35-101-200-200-200, have it go 35-35-35-70-70-70-130-130-130-200-200-200) then in-battle MP management might actually be an issue. I certainly don't really want to be out of commission for so long just to get a little bit of MP, it'd take 51 seconds to start getting substantial returns (the 130s) under this model. This would make me actually want to manage my MP during combat, it'd give more incentive to bring more Ethers and Elixirs, and refresh would actually mean something, as every little bit would help. As it is now though, the most effective way to get MP is to stand there and do nothing for a short period of time.

    That being said, BLM would need something more for MP gains, or Parsimony needs to get buffed a lot (reduce to 45s cooldown, much higher MP returns? somewhere around 600-700 like Blissful Mind?) otherwise BLM's would be out of MP really quickly.

    In any case, something needs to be done with in-battle MP regeneration, it's much too potent right now which makes other means of MP recovery practically obsolete. Please pass this concern along to the development team.
    (8)

  10. #10
    Player
    Matsume's Avatar
    Join Date
    Nov 2011
    Location
    Gridania
    Posts
    1,602
    Character
    Master Matsume
    World
    Sargatanas
    Main Class
    Miner Lv 50
    Quote Originally Posted by Sol_Aureus View Post
    First off, thank you for the info Rukkirii, we appreciate the responses.

    This information worries me though, if the development team truly thinks that 7 MP/tic is worthwhile at all, given the current MP costs of spells and the potency of in-battle MP recovery. This is one of the reasons the Darklight Cowl is practically worthless, the +3 Refresh is...a nice bonus I guess, but it's so negligible. It'd take 4 minutes and 40 seconds to get enough MP for one Cura, or 3 minutes and 30 seconds for one Thunder. Those are very basic spells for White Mage and Black Mage, and considering how long boss fights last, it's one, MAYBE two extra of those spells. I think the development team is putting way too much weight into how good they think the Refresh effect is.

    Personally, it'd need to be a minimum of +10 for me to even consider using it, especially over the +7~10% extra cure potency I get from AF.

    This includes the auto-refresh that WHM and BLM get as well, 3 MP/tic is negligible. Especially considering how easy it is to recover MP in battle as a mage. Stand in place. It takes 9 seconds for your first "resting" tic. With my current MP pool of 3299, that's 35 MP (without a Party Bonus). Next tic is 101 (12 seconds), followed by 200 where it caps (15, 18, 21, etc. seconds)

    So for standing in place for 15 seconds, I get 327 MP (336 - 9 from auto-refresh trait). For Auto-refresh or the Darklight Cowl's 3 MP/tic to give me that much MP, it'd take 5 minutes and 27 seconds. 15 seconds versus 5½ minutes. This is the reason refresh and a lot of other MP recovery methods are practically worthless: that we can regain MP in battle very very easily. If we couldn't get MP back so easily, refresh would be much much more valuable. If it took, say, 30 seconds to get the first "resting" tic and it took longer to get to the higher values (instead of 35-101-200-200-200, have it go 35-35-35-70-70-70-130-130-130-200-200-200) then in-battle MP management might actually be an issue. I certainly don't really want to be out of commission for so long just to get a little bit of MP, it'd take 51 seconds to start getting substantial returns (the 130s) under this model. This would make me actually want to manage my MP during combat, it'd give more incentive to bring more Ethers and Elixirs, and refresh would actually mean something, as every little bit would help. As it is now though, the most effective way to get MP is to stand there and do nothing for a short period of time.

    That being said, BLM would need something more for MP gains, or Parsimony needs to get buffed a lot (reduce to 45s cooldown, much higher MP returns? somewhere around 600-700 like Blissful Mind?) otherwise BLM's would be out of MP really quickly.

    In any case, something needs to be done with in-battle MP regeneration, it's much too potent right now which makes other means of MP recovery practically obsolete. Please pass this concern along to the development team.
    Facts:
    Quote Originally Posted by Rukkirii View Post
    In regards to manathirst materia specifically, our counterpart in Japan posted the following insight from the team. As stated here, and other language forums, players feel that the effects of manathirst materia are too weak, but the team disagrees. The current maximum MP recovery rate is 7.5% of the player’s maximum MP, so if their maximum MP is increased by 100 through use of manathirst materia, an additional 7 MP is recovered every tick (3 seconds). Therefore, the team believes that the effectiveness of manathirst materia is balanced alongside other materia.
    Problem:
    Quote Originally Posted by Sol_Aureus View Post
    With my current MP pool of 3299, that's 35 MP (without a Party Bonus). Next tic is 101 (12 seconds), followed by 200 where it caps (15, 18, 21, etc. seconds)
    3299mp x0.075 (7.5%) = 247.425 mp

    Why is your mp per tic capped at 200 when it should be 247?

    Is there a secondary stat necessary to up the mp per tic past 200?


    Theoretically: There are 5 pieces to which manathirst materia can be melded: Weapon, Head, Body, Legs, and Waist. A tripple meld = 100mp on average. If you have triple meld Grade IV manathirst materia on all five pieces thats +500mp total x0.075 = +37.5mp/tic That's not so bad... ontop of your 247.425mp per tic you could get close to 300mp/tic.
    (0)

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