Dev Tracker: Update on R/M/E/C weapons

Dev Tracker: Findings/Posts (NO DISCUSSION).

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!

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Categories: 99, ffxi, game mechanics, updates

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One Comment on “Dev Tracker: Update on R/M/E/C weapons”

  1. May 23, 2013 at 22:34 #

    So do the weapons have to be 99 to get a damage upgrade? I haven’t logged in again since November and am a bit out of the loop.

    It’s pretty annoying to look at FFXIAH.com for the first time in months and see that my level 85 Kannagi is near useless now. On the plus side, I guess, I have a H2H trial weapon on the VNM stage (which I assume are soloable now?) and like 12 million gil to buy up Coins of Advancement and Devious Dies or whatever.

    Like

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