shit i really hate myself, why i didnt stock up my coke/peacock ore and darksteel ore from 1.xx.
damn my bag is full of those hemlet junk, like kidney ore etc.
shit i really hate myself, why i didnt stock up my coke/peacock ore and darksteel ore from 1.xx.
damn my bag is full of those hemlet junk, like kidney ore etc.
So much this. The point is, HQ Darksteel costs INSANE amounts of effort to make and has an itty-bitty advantage over Darklight. To get there, you'll burn 3x the dungeon tokens and 30 additional pieces of equipment combined with a dozen hours of spiritbond farming to get the materia. And that's not including all the effort the crafter went to in order to be able to make the stuff.
In addition, AF gear is so good that while you could make HQ Militia for the period between AF and Darklight, it's pretty pointless -- you get ~10 points of def/mdef and a few mostly-inconsequential stat boosts. But hey, at least it's not too bad to HQ once you get the gear. Pop some Mahi-Mahi or HQ Dagger and hammer away.
Quite frankly, the only solution here is to buff both one-star and two-star greens.
the best solution i guess is make the 4 ~ 5 coke for 1 darksteel ingot. and body+helmet & legging+boots those 2 pcs set need 2 ingot
It's too expensive today. Prices on coke will come down as more people get into endgame farming, particularly if they have to sell it to raise money for their Tier 3 materia.
Give the economy a bit of a chance. 3 weeks isn't much burn-in time.
It was pretty easy to make millions at the beginning of ARR, now the market has been crushed by people selling HQ gear for less than what it's worth. And since people only need gear once the market isn't all that huge anyway.
As for crafting the i70 stuff, Mish crafted items for people in the LS/FC as well. And reaching 100% is not that hard when you have the control/craftmanship needed for the ** recipes.
Nah, the market has been crushed by supply, and people realizing that making gil from NPC sources is very hard to do.It was pretty easy to make millions at the beginning of ARR, now the market has been crushed by people selling HQ gear for less than what it's worth. And since people only need gear once the market isn't all that huge anyway.
As for crafting the i70 stuff, Mish crafted items for people in the LS/FC as well. And reaching 100% is not that hard when you have the control/craftmanship needed for the ** recipes.
Lets just pretend for a moment that we are all ok with 9 crafting materials worth of tomestones per item.
The bigger problem to me is the fact that some gear requires 18 or even 27 tomestone materials. For some of the accessories it almost feels like someone looked at a lower level recipe formula and blindly applied it to this two star stuff. A lv 49 mnd neck requires 1 turquoise since you only have one neck and lv 49 mnd wrists require two turquoise because you have 2 wrists. Meanwhile, vanya pants take 2 vanya silk and one hard leather. 27 tomestone materials because "pants take 2 cloth and one leather" in general? This can't be intended. This feels like as much of an oversight as the required lv 40 rivets for your lv 12 hatchet way back in early 1.0.
Last edited by pilot; 09-19-2013 at 02:27 AM.
i should never level an armorer knowing coke is too overpriced and small chance to craft hq if you only have 1 DoH...
Avoid Weaver as well. It's the same thing with Potash and Vanya Silk.
I'm pretty sure it's working as intended. I just haven't quite figured out what they intended to do, considering the alternatives to crafted gear directions the game has in it.
I know it's something we'll never know, but the decision making process to make this change would be incredibly interesting to me. Did no one on the development team notice how silly their token-trade in system was?
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