|
Matsui: "Don't throw away your R/M/E weapons yet"
Quetzalcoatl.Avengers
サーバ: Quetzalcoatl
Game: FFXI
Posts: 220
By Quetzalcoatl.Avengers 2013-04-27 21:33:31
Quetzalcoatl.Avengers said: »Be prepared to be yelled at for this statement like I did, I hope you got a flame shield.
You got flamed for suggesting no one would use RME's if base damage was increased without an aftermath update to coincide.
I said nothing of the sort, either they need to REALLY revamp the aftermaths OR increase the damage, I said the easier and more simplistic of the two were to increase the damage by a decent amount.
If it didn't come off like this yesterday, I apologize, it was 3 am and I was tired as hell.
By Phoenix.Upbeatglitch 2013-04-27 21:33:42
Be funny if SE says you got to do a series of rigorous quests to get a ki that will double the stats on your r/m/e I've always thought it would be pretty cool if we had a BCNM fight similar to Maat where we fight the original relic holder.
Not sure if that idea collides with the actual story of relics, admittedly I'm someone who just spams enter during CSs and doesn't really care at all about the story line.
[+]
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-27 21:34:30
Quetzalcoatl.Avengers said: »[
I just used it, searched returned nothing btw. (I'm not arguing against the statements about 99 afterglow, just posting that your link is bad)
Then figure out how to get to the Dev tracker yourself!
サーバ: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-27 21:44:18
Phoenix.Upbeatglitch said: »I've always thought it would be pretty cool if we had a BCNM fight similar to Maat where we fight the original relic holder.
I'd actually be behind this idea. Though I'm not sure how Empereans would work on this. Relics and Mythics are shown to have previous owners, but noone's ever shown to have previously held Empereans.
Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-04-27 21:50:38
We could kick kupofriend's *** for being so useless all the time (for empyreans).
Bahamut.Kiralai
サーバ: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-27 21:51:30
Phoenix.Upbeatglitch said: »I've always thought it would be pretty cool if we had a BCNM fight similar to Maat where we fight the original relic holder.
I'd actually be behind this idea. Though I'm not sure how Empereans would work on this. Relics and Mythics are shown to have previous owners, but noone's ever shown to have previously held Empereans.
That's more or less already a part of the Mythic storyline. Unlocking the weaponskill/aftermath requires you to fight Balrahn. Granted, it's nearly impossible to lose, and Balrahn isn't necessarily the original owner of the weapons (as far as I know, they are just a part of his "collection"). But still, there's that. I still like the idea though.
Leviathan.Kincard
サーバ: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-04-28 00:03:53
The only annoying thing about the Balrahn fight is that now you actually run the risk of making him run out of HP before you successfully build enough TP for 100>200>300 (or whatever order you decide on). At least, I can see that happening, I nearly got him to 0 HP while I was doing it. Granted I just ran in with 0 preparation and BLM sub because I expected it to be hilariously easy.
Valefor.Esdain
サーバ: Valefor
Game: FFXI
Posts: 1154
By Valefor.Esdain 2013-04-28 00:31:28
We now know 100% they are getting a boost, so we just need to wait and see what this is.
We also knew 100% that SquareEnix said pets were getting gear that would give them higher tiers of Treasure Hunter too.
[+]
サーバ: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-28 00:39:21
And that RNGs would get native job traits to get upwards of 90% Recycle rate.
[+]
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-28 00:51:47
Leviathan.Kincard said: »The only annoying thing about the Balrahn fight is that now you actually run the risk of making him run out of HP before you successfully build enough TP for 100>200>300 (or whatever order you decide on). At least, I can see that happening, I nearly got him to 0 HP while I was doing it. Granted I just ran in with 0 preparation and BLM sub because I expected it to be hilariously easy.
oh my god
i just fought balrahn again tonight
he would absolutely not use the mythic WS until he had 17% hp
Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-04-28 01:00:20
He ran out of HP when I fought him. I had a 1/tic regain for some reason... which probably saved me. I used an icarus wing too.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-28 01:00:58
I did get a funny screenshot of me and my automaton though!
Bahamut.Kiralai
サーバ: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-28 02:33:37
He ran out of HP when I fought him. I had a 1/tic regain for some reason... which probably saved me. I used an icarus wing too.
He ran out of HP when I fought him too. Also had the 1/tic regain. It's just a fail-safe so that you can win even if you do too much damage.
Lakshmi.Watusa
サーバ: Lakshmi
Game: FFXI
Posts: 702
By Lakshmi.Watusa 2013-04-28 03:10:17
Oh snap, your witty comeback has completely invalidated my point and proven you to be the mental superior of the human race.
I ain't mad, you're just lazy. (as your "rebuttal" verifies)
This is how I imagine most ffxiah members argue in real life.
[+]
サーバ: Asura
Game: FFXI
Posts: 2006
By Asura.Lokimaru 2013-04-28 03:14:23
Leviathan.Kincard said: »The only annoying thing about the Balrahn fight is that now you actually run the risk of making him run out of HP before you successfully build enough TP for 100>200>300 (or whatever order you decide on). At least, I can see that happening, I nearly got him to 0 HP while I was doing it. Granted I just ran in with 0 preparation and BLM sub because I expected it to be hilariously easy. According to the wiki, that's impossible.
Spawned for quest Forging a New Myth, as a fomor.
Uses the Mythic Weapon that matches the player's job and has access to Aftermath.
He will not drop below 1% HP until his opponent has reached level 3 Aftermath.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-28 03:34:17
You misunderstand
If you drop him to 1% HP you hit him for 0 so you can't TP on him
サーバ: Asura
Game: FFXI
Posts: 2006
By Asura.Lokimaru 2013-04-28 03:44:18
Oh.
Well then, that would definitely make that complicated.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-28 03:46:23
It's frustrating but i've managed to work through it twice x_x
Cerberus.Conagh
サーバ: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-28 19:18:13
Phoenix.Upbeatglitch said: »I've always thought it would be pretty cool if we had a BCNM fight similar to Maat where we fight the original relic holder.
I'd actually be behind this idea. Though I'm not sure how Empereans would work on this. Relics and Mythics are shown to have previous owners, but noone's ever shown to have previously held Empereans.
"Heros of Abyssea" You fight them for Empyreans!
Sylph.Knala
サーバ: Sylph
Game: FFXI
Posts: 678
By Sylph.Knala 2013-04-28 19:30:18
My only question pure hypothetical if you upgrade from 99 w/o afterglow and for some inane reason you decided you want the afterglow, how would they handle that? or rather divergent upgrade paths?
サーバ: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-28 19:35:39
That's probably one of the issues SE is having to toss around. It's the main reason I think the should just increase the base damage (and in some cases the stat boons) as they'd just have to tweak the weapon data itself, and not interfere with the quest-lines or things such as Pre/Post Afterglow.
サーバ: Cerberus
Game: FFXI
Posts: 4415
By Cerberus.Senkyuutai 2013-04-28 19:50:43
2 paths: one for afterglow, one for normal. If you make an afterglow of a certain upgrade, you can just go up from there. If you ever want to afterglow, the trial is the same as we know it now.
Pretty sure it's not an issue as they can easily hand RME of certain levels to people who can then upgrade them without issues.
It's much more simple than it seems. I think the main issue they have would be related to a possible new line of legendary weapons. That's about it, rest is a matter of schedule and priority.
By volkom 2013-04-28 20:03:44
what would be also funny~ is if
the new set of legendary weapons require 2 relic/mythic/empys to make.
like the greatsword would require a caladbolg and a ragnarok
and you get something like this
サーバ: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-04-28 20:05:54
Ironically enough they wouldn't be in this pickle if they hadn't made weapons with 20-50 higher base damage over ones with say 1-2 LESS damage but similar delay (like how Empereans were back @75 cap, same delays as Relics but with slightly lower base damage.)
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-28 20:21:59
Will laugh when upgrade items are rare/ex Zaldon items from Adoulin fish that can break Ebisu!
[+]
By Enuyasha 2013-04-28 20:36:41
Will laugh when upgrade items are rare/ex Zaldon items from Adoulin fish that can break Ebisu! Will laugh even more if its just +enough damage to make them 1-10 damage higher than skirmish weapons maxed out + ODD/relic/mythic Aftermaths apply to WS damage.
:<
Shiva.Dourid
サーバ: Shiva
Game: FFXI
Posts: 114
By Shiva.Dourid 2013-04-28 21:49:29
Ironically enough they wouldn't be in this pickle if they hadn't made weapons with 20-50 higher base damage over ones with say 1-2 LESS damage but similar delay (like how Empereans were back @75 cap, same delays as Relics but with slightly lower base damage.) This is exactly what I was thinking. What bothers me the most is there being no explanation whatsoever of why these new weapons are so powerful. They give them levels of DMG rates as high as we've ever seen before that completely blows every other weapon in existence out of the water (In terms of base damage, I mean!). I'd have completely understood if they made them tie R/E/M base damage and let the augments be normal, but those specialized augments AND a humongous base damage increase when they're already so high? I really can't escape the question: What were they thinking? Of course they were going to run straight into this problem..
I'm certainly not someone to complain about being given gold. Which is why I am in absolute amazement when I say this is the first time I have EVER truly felt something should be nerfed.
I thought it may be jealousy at first, and there's probably a little bit in there, which is only natural considering how hard I worked for a relic. But now I realize it is because these new pieces of equipment just seemed to be created for the sole purpose of obsoleting everything else in the game. And that, I just don't think is right.
[+]
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-28 21:56:54
There's a very real problem where returning players are forced to go mages for many events because they're unable to easily obtain a relic weapon. New or returning players are not going to be enthralled by the idea of farming dynamis solo for 2 months just to be the norm, not to even speak of the marrows to 99(which is also pretty much required to be competitive).
Creating weapons that can be quickly obtained and are comparable to relics solved that problem. If a friend of yours wants to DD, instead of telling them they need to get a relic, you can do a few skirmish runs and they'll likely get something they can use effectively at any of the current endgame events.
They are not meant to obsolete relics, else this post wouldn't even exist.
サーバ: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-04-28 22:23:55
This is exactly what I was thinking. What bothers me the most is there being no explanation whatsoever of why these new weapons are so powerful.
It's obvious why these weapons are stronger goodsir. Apparently you haven't done any mining/logging/harvesting on the continent o_O Everything here is so tough chopping a tree your hatchet explodes into a thousand shards, you can die if you cut yourself on the grass as the toughest sickle can barely cut through the shrubs, and let's just not talk about mining....
Midrium is obviously a metal that rivals the sturdiest of empy/relic/mythics !!!
By Angeljcar 2013-04-28 22:42:43
Seeing how 99 limit break was fighting the taru's "shadow" it would be pretty exciting if the upgrade came through defeating the taru in a 18 man bcnm vs his legitamite self.
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team | |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator | |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team | |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
|
|