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Level 99 R/M/E and WoE Weapons Follow

#102 May 06 2013 at 10:58 AM Rating: Decent
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Theonehio wrote:
Laxedrane the Irrelevant wrote:
What I want to know is why anyone is arguing about it at all when square already said in the OP they plan on adding ways to keep R/M/E weapons relevant? If people were arguing that they shouldn't have to jump through even more hoops just to keep their legendary weapons... Well then I get that... But why are you arguing like square hasn't even acknowledged the problem with it pawkeship?


As usual, people are ******** for the sake of ********* What I find hilarious is most of the people ******** have been in my Plasma farming parties and NM shouts for the new weapons they hate with their every being for making their 99 REM useless.



Why is that hilarious? These are the best of the best after all, and they have already proven they will put in the hard work to optimize their potential. I'm not sure why it's funny that their hard work is nearly no different than someone who started last month. The cardinal rule of marketing after all is growing your most profitable customers, and 99 R/E/M are nothing if not profitable. There are multiple levels of bad messages sent by companies when they **** off their most profitable customers. They will have to do something pretty significant besides "lol transfer WS" to earn that trust and goodwill back up.

For me, I'll probably just unsubscribe my 3 accounts and just wait for this new stuff to be figured out so I don't waste my time on something that will be irrelevant next month. There are other companies selling products like this that know how to take care of their profitable customers better.
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#103 May 06 2013 at 11:02 AM Rating: Decent
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TheBarrister wrote:
The cardinal rule of marketing after all is growing your most profitable customers,
Actually the cardinal rule of marketing is to get attention. Angry customers are far more beneficial to a company than apathetic ones, and you don't really have to market for happy fans since you've already got them. Angry fans are likely to purchase your products to see if their anger is justified, or continues to be justified, whereas an apathetic one isn't.
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#104 May 06 2013 at 12:46 PM Rating: Good
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lolgaxe wrote:
TheBarrister wrote:
The cardinal rule of marketing after all is growing your most profitable customers,
Actually the cardinal rule of marketing is to get attention. Angry customers are far more beneficial to a company than apathetic ones, and you don't really have to market for happy fans since you've already got them. Angry fans are likely to purchase your products to see if their anger is justified, or continues to be justified, whereas an apathetic one isn't.


Getting attention the wrong way is not beneficial to a company. Apathetic customers who pay for you product are better than angry customers, but happy cutomers are even better. I really do not agree that angry customers are likely to purchase products to justify their angry. Mine certainly are not.

The cardinal rule I cited is well established in marketing theory (a la Phillip Kotler, one of the leading minds in marketing). I have no idea where you got yours.
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#105 May 06 2013 at 1:00 PM Rating: Excellent
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TheBarrister wrote:
[ The cardinal rule of marketing after all is growing your most profitable customers, and 99 R/E/M are nothing if not profitable. There are multiple levels of bad messages sent by companies when they **** off their most profitable customers.


How are RME owners more beneficial to the company than the vast majority of the playerbase, who derp around, taking up way less bandwidth and paying the same monthly price?

Don't tell me some bogus thing like they are the glue that holds the game together - when they generally don't want to play with anyone except each other. Not only that but at least among my LS mates the ones that take the most breaks etc (thus not paying the fee) are the RME owners. Even if that's not typical, I can't see how an RME's 12-20 bucks a month is more valuable than mine.

Taking up more bandwidth? Not profitable.
Burning up content super fast then whining about it? Not profitable.
Forcing the devs to put in massive time sinks that turn off casual players? Not profitable.



Edited, May 6th 2013 12:04pm by Olorinus
#106 May 06 2013 at 1:18 PM Rating: Good
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TheBarrister wrote:
I have no idea where you got yours.
Tom Brevoort, Marvel Executive VP talking company policy.
Screenshot

Bad word of mouth rarely hurts sales, whereas lack of interest always does. And happy fans are going to buy because they're happy. They have no reason not to, so expending energy isn't your main concern. It's good to keep them happy, sure, but your main demographic is to convert apathetic individuals. An angry customer is still someone who is thinking about your product, so at the most minimum level you've still got their attention, at which point you can draw them in. People love to hate. People rarely rage quit, no matter how often you hear about anger at a game. People quit games because they're no longer interesting or something more interesting comes along. It's a weird psychological twitch people have. Theory is nice and all, but I'll take the word of a businessman over it any time. Theory vs parser, yannow?

Of course that's not to say make the worst game imaginable and a commercial of someone taking a crap is a good choice, but pretending that the happy customer is the most important target for marketing is, in practice, not nearly that worthwhile an endeavor.
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#107 May 06 2013 at 1:55 PM Rating: Default
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lolgaxe wrote:
TheBarrister wrote:
I have no idea where you got yours.
Tom Brevoort, Marvel Executive VP talking company policy.
Screenshot

Bad word of mouth rarely hurts sales, whereas lack of interest always does. And happy fans are going to buy because they're happy. They have no reason not to, so expending energy isn't your main concern. It's good to keep them happy, sure, but your main demographic is to convert apathetic individuals. An angry customer is still someone who is thinking about your product, so at the most minimum level you've still got their attention, at which point you can draw them in. People love to hate. People rarely rage quit, no matter how often you hear about anger at a game. People quit games because they're no longer interesting or something more interesting comes along. It's a weird psychological twitch people have. Theory is nice and all, but I'll take the word of a businessman over it any time. Theory vs parser, yannow?

Of course that's not to say make the worst game imaginable and a commercial of someone taking a crap is a good choice, but pretending that the happy customer is the most important target for marketing is, in practice, not nearly that worthwhile an endeavor.


It appears this social media quote is non-sequitur (e.g., "that seems to always work out for us"...Really? Is making "fans" angry the cause of higher sales, or is it just because people will buy your product no matter what, in which case you're not really maximizing profits by potentially pissing off some people, and therefore you aren't getting as many sales as you could be? Are sales lower when you make everyone happy? Did you test that?) Also, from a brief lookup online, this guy isn't exactly the Da Vinci of marketing. The first five links of "Tom Breevort poor marketing" show that he says whatever appears to be convenient at the time (such as his quotes that strong DC Comics sales are better for Marvel...even if they are, who would say that publicly about their top competitor?)

This is consistent with the top level mind in graduate marketing thought, Kotler. There is even a question on one of the tests. The answer is false. The question is "Good service recovery can turn angry customers into loyal customers and can even win more customer purchasing and loyalty than if no problem had occured in the first place." (Question 125, Answer False, referring to page 8 of Chatper 8 in Principles of Marketing).

I'll let you consider the source for what you want to believe the cardinal rule is on marketing. The foremost thought leader on training marketing executives, or a comic book reader that works at Marvel and has held positions their ranging from vp of publishing to marketing.
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#108 May 06 2013 at 2:03 PM Rating: Excellent
Olorinus the Ludicrous wrote:
TheBarrister wrote:
[ The cardinal rule of marketing after all is growing your most profitable customers, and 99 R/E/M are nothing if not profitable. There are multiple levels of bad messages sent by companies when they **** off their most profitable customers.


How are RME owners more beneficial to the company than the vast majority of the playerbase, who derp around, taking up way less bandwidth and paying the same monthly price?

Don't tell me some bogus thing like they are the glue that holds the game together - when they generally don't want to play with anyone except each other. Not only that but at least among my LS mates the ones that take the most breaks etc (thus not paying the fee) are the RME owners. Even if that's not typical, I can't see how an RME's 12-20 bucks a month is more valuable than mine.

Taking up more bandwidth? Not profitable.
Burning up content super fast then whining about it? Not profitable.
Forcing the devs to put in massive time sinks that turn off casual players? Not profitable.


I think it's that RME holders are more likely to have 2nd or 3rd accounts.
#109 May 07 2013 at 2:50 AM Rating: Decent
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RavennofTitan wrote:
They outdated skirmish one update in. Even if they add the parts to the drop pools of the field mobs, few will do it when they can get weapons just as good with out fighting the RNG not only for the drop but a good augment on top of it. That should have you very worried right now.
I see them adjusting Skirmish and/or adjusting the drops to make them more worthwhile.

Rather than half-baked, I say that their ideas are leaning in a particular direction, but instead of implementing stuff in one go so that all the pieces are in place, they're bringing in bits here and there that aren't linked to each other well enough. If I didn't know better, probably splitting what was supposed to be a big patch into little pieces to simulate a steady update cycle. Of course, it bit them in the ***.
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#110 May 07 2013 at 5:00 AM Rating: Excellent
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TheBarrister wrote:
lolgaxe wrote:
TheBarrister wrote:
I have no idea where you got yours.
Tom Brevoort, Marvel Executive VP talking company policy.
Screenshot

Bad word of mouth rarely hurts sales, whereas lack of interest always does. And happy fans are going to buy because they're happy. They have no reason not to, so expending energy isn't your main concern. It's good to keep them happy, sure, but your main demographic is to convert apathetic individuals. An angry customer is still someone who is thinking about your product, so at the most minimum level you've still got their attention, at which point you can draw them in. People love to hate. People rarely rage quit, no matter how often you hear about anger at a game. People quit games because they're no longer interesting or something more interesting comes along. It's a weird psychological twitch people have. Theory is nice and all, but I'll take the word of a businessman over it any time. Theory vs parser, yannow?

Of course that's not to say make the worst game imaginable and a commercial of someone taking a crap is a good choice, but pretending that the happy customer is the most important target for marketing is, in practice, not nearly that worthwhile an endeavor.


It appears this social media quote is non-sequitur (e.g., "that seems to always work out for us"...Really? Is making "fans" angry the cause of higher sales, or is it just because people will buy your product no matter what, in which case you're not really maximizing profits by potentially pissing off some people, and therefore you aren't getting as many sales as you could be? Are sales lower when you make everyone happy? Did you test that?) Also, from a brief lookup online, this guy isn't exactly the Da Vinci of marketing. The first five links of "Tom Breevort poor marketing" show that he says whatever appears to be convenient at the time (such as his quotes that strong DC Comics sales are better for Marvel...even if they are, who would say that publicly about their top competitor?)

I believe the theory goes that 1) people are always going to be complaining about something and 2) anger proves interest. If you try to give people what they want, they'll still ***** about it at some level, and it will be boring and forgettable too. I've seen this with the fanbases of TV shows. Perfectly decent, inoffensive episode? People will still find things to complain about, and the episode will be forgotten swiftly. Really controversial episode? Different sides will form; some think its good, some think its bad, but they'll be talking and remember it MUCH MUCH LONGER.

There's a fine balance here, of course. You can't make the action TOO bad, and you can't make it go on TOO long, or you risk cutting the cords that tie your fans to the media instead of just twanging it a bit.

TheBarrister wrote:
This is consistent with the top level mind in graduate marketing thought, Kotler. There is even a question on one of the tests. The answer is false. The question is "Good service recovery can turn angry customers into loyal customers and can even win more customer purchasing and loyalty than if no problem had occured in the first place." (Question 125, Answer False, referring to page 8 of Chatper 8 in Principles of Marketing).

Excluding for the moment that there is no reason we should take this as a universal reality because some guy says its false, I agree anyway. But that's not really what's at stake here. If you got a restaurant and get a bad meal and they apologize a lot at the end, sure, you remember the bad meal a lot more than the apology. Bad service. Strongly consider going somewhere else next time. Still had to pay for the meal and left unhappy, after all.

But with storylines people disagree with, is it REALLY bad service to not give people what they want? A key element to a storyline is surprise - unlike a meal you order in the restaurant that you expect to be perfectly as you order it, people don't WANT to know how it ends before they start reading. A disappointing ending is one thing, but an ending that it consistent with the story, logical, and yet a bit maddening? THAT is what gets people talking. And you'll never get that by simply appealing to boring, known wants.
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#111 May 09 2013 at 1:37 PM Rating: Good
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Akihiko Matsui wrote:

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.

Screenshot

 
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:

1. Challenge Colonization and Lair Reives
2. Obtain statue segments by participating in these reives
3. 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, than 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

Quote:

DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP


↓
Quote:

DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP


Burtgang
Quote:

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

↓
Quote:

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
Quote:

DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage

↓
Quote:

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.

http://forum.square-enix.com/ffxi/threads/33458-Follow-up-Level-99-Relic-Mythic-Empyrean-and-Walk-of-Echoes-Weapons?p=432132#post432132

Edited, May 9th 2013 3:56pm by Szabo
#112 May 09 2013 at 1:44 PM Rating: Decent
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#113 May 09 2013 at 1:54 PM Rating: Decent
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I'm sure we'll be back here complaining about it if the upgrade method is too hard or too easy. But anyway, VERY SMART DECISION, SQUARE-ENIX.
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#114 May 09 2013 at 2:13 PM Rating: Good
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This is much much better than the first idea. I like where this is going. I'm glad I complained and hopefully that had a tiny part in changing their minds. It made no sense for my friends mule war to join a tier 4 last week in morimar, get lucky on a win, and suddenly have access to a great axe that was near power to a 2 year investment in building a 99 level final class weapon. He will still be able to get that mule's bloodbath up to level 15, but it's going to take an investment (arguably not as much as a 99 did, but still some hard work.)
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#115 May 09 2013 at 2:39 PM Rating: Good
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We currently have four weapons to compare, one from a Delve boss and then the RME examples in the post. If they implement that ratio of DPS and unlock Empyrean WSs (via WoE weapons) then there will be a substantial shift of power. Mythics will be crazy awesome whenever you can maintain AM3, Relics will generally be the best mainhands if you can't, and Empyreans will still be pretty respectable if you spam their WSs.

I like this proposed fix for RMEs, but dislike the massive base damage increase that we currently see.
#116 May 09 2013 at 3:35 PM Rating: Decent
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I think I called that they'd use the WoE path for unlocking WS when chatting in LS the other day. I might be biased because I have, potentially, three or four of them already.

Edited, May 9th 2013 2:35pm by Raelix
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#117 May 09 2013 at 9:12 PM Rating: Decent
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Nicely done. They listened and that's what matters.
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#118 May 10 2013 at 2:14 AM Rating: Default
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I really dont understand why every single RME holder was crying out over these weapons though. Seemed childish to me.

I obtained the Delve Sword and the Great Sword, and while they look impressive damage rating wise alone, the actual output really isnt all that spectacular...

Almace, Excalibur and Burtgang already were miles ahead of the sword, which was perhaps 20~30% stronger than the best AH weapon available.

The Great Sword, while having better damage during the TP fase (i was hitting 360's in Adoulin, a Rag holder was doing about 300's), as far as WS damage was concerned, Ragnarok beat it down completely. My WS's with effort reached 2000 and took off... maybe 20% in the best of cases against trash mobs in the Ceizak jungle, his WS's were one-shotting them. Not to mention the occasional 2.5 damage hits.

There really was nothing even remotely threatening about them. But people just had to complain and now these weapons are even more outclassed by RME's. Good going player base. Good going SE for giving in to whiny demands of infants. You're really showing you care about everyone.
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#119 May 10 2013 at 3:38 AM Rating: Good
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KojiroSoma wrote:
I really dont understand why every single RME holder was crying out over these weapons though. Seemed childish to me.

I obtained the Delve Sword and the Great Sword, and while they look impressive damage rating wise alone, the actual output really isnt all that spectacular...

Almace, Excalibur and Burtgang already were miles ahead of the sword, which was perhaps 20~30% stronger than the best AH weapon available.

The Great Sword, while having better damage during the TP fase (i was hitting 360's in Adoulin, a Rag holder was doing about 300's), as far as WS damage was concerned, Ragnarok beat it down completely. My WS's with effort reached 2000 and took off... maybe 20% in the best of cases against trash mobs in the Ceizak jungle, his WS's were one-shotting them. Not to mention the occasional 2.5 damage hits.

There really was nothing even remotely threatening about them. But people just had to complain and now these weapons are even more outclassed by RME's. Good going player base. Good going SE for giving in to whiny demands of infants. You're really showing you care about everyone.

You're doing something wrong then, because your WS's on stuff in ceizak should never drop below 4k with a delve weapon. My 82 damage axe rarely dips below 3k, and you're doing 2k with a 200+ damage weapon?

With double-> triple the damage of R/E/M, the delve stuff does far more damage than anything available before, even with aftermaths/double damage procs taken into account. And that's before you fully augment them and almost triple their stat boosts. Especially the hand to hand weapons, jesus, 3.5 x the damage of mythics on the best one. Your damage per swing almost doubles just by equipping them. (brawny adargas-> rigors went from 80-120ish damage a swing to 170-210ish a swing)
#120 May 10 2013 at 4:19 AM Rating: Excellent
KojiroSoma wrote:

The Great Sword, while having better damage during the TP fase (i was hitting 360's in Adoulin, a Rag holder was doing about 300's), as far as WS damage was concerned, Ragnarok beat it down completely. My WS's with effort reached 2000 and took off... maybe 20% in the best of cases against trash mobs in the Ceizak jungle, his WS's were one-shotting them. Not to mention the occasional 2.5 damage hits.


That sounds a bit backwards. The WS phase of Great Sword should, if any, favor Bereaver over Ragnarok. It's the TP phase with the double damage proc and increased crit hit rate where Ragnarok should be pulling out ahead. Outside of higher accuracy (and that's a minor one at best), there's nothing that Ragnarok has over Bereaver that would make Resolution with Rag do more than Resolution with Bereaver.
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#121 May 10 2013 at 5:50 AM Rating: Default
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Professor Shock Vlorsutes wrote:
KojiroSoma wrote:

The Great Sword, while having better damage during the TP fase (i was hitting 360's in Adoulin, a Rag holder was doing about 300's), as far as WS damage was concerned, Ragnarok beat it down completely. My WS's with effort reached 2000 and took off... maybe 20% in the best of cases against trash mobs in the Ceizak jungle, his WS's were one-shotting them. Not to mention the occasional 2.5 damage hits.


That sounds a bit backwards. The WS phase of Great Sword should, if any, favor Bereaver over Ragnarok. It's the TP phase with the double damage proc and increased crit hit rate where Ragnarok should be pulling out ahead. Outside of higher accuracy (and that's a minor one at best), there's nothing that Ragnarok has over Bereaver that would make Resolution with Rag do more than Resolution with Bereaver.

In all fairness, i wasnt counting his crits and his 2.5 damage procs during TP (which would put it ahead even more, i'm sure). He did a 1100-something crit, which was undoubtedly during the 2.5 damage proc.

Just a few regular hits from me, and a few regular hits from him. He was stuck in the 250~300 range, i was stuck in the 300~360 range. Not surprising considdering the higher base damage.

As for weaponskills, it could have been that i was completely outclassed in gear. However, i have max ACC on the Toughs outside the veil in the Ceizak Jungles, and already carrying a good +100 STR during my WS's. There's not an aweful lot he could have gotten that would put it ahead outside of maybe criting on all 5 hits of Resolution if that's even mathematically possible. Still, my WS's paled in comparison to what other people with Relics were doing while we were waiting.

Ragnarok simply outdid it in everyway. And as for the one handed weapons. I went from 1000~ damage WS's on the toughs outside Adoulin to maybe 1300~ WS's on the same monsters. And that's the jump from the DMG:61 Magian PDT sword compared to the Halachuinic (Delve) Sword. I know for a fact Almace already blows that out of the water, let alone when using CDC. And the double damage aftermath on top of that too that i didnt even count yet :/

Like i said before, there was nothing even remotely threatening about these weapons. But people saw the DMG rating, complained endlessly and got what they wanted... There was no case of "it's getting too close to RME, we need to stop it!", it was simply a decent alternative to one that still fell short. Especially the case now.

If this is the way people are going to be, then i simply DEMAND that Magian PDT weapons get a +40 DMG boost as well as an equally big jerk. :/

Edited, May 10th 2013 1:53pm by KojiroSoma
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#122 May 10 2013 at 6:31 AM Rating: Excellent
KojiroSoma wrote:


As for weaponskills, it could have been that i was completely outclassed in gear. However, i have max ACC on the Toughs outside the veil in the Ceizak Jungles, and already carrying a good +100 STR during my WS's. There's not an aweful lot he could have gotten that would put it ahead outside of maybe criting on all 5 hits of Resolution if that's even mathematically possible. Still, my WS's paled in comparison to what other people with Relics were doing while we were waiting.



Resolution can't crit natively. Unless his Resolutions had a few Double Attack procs in it and yours didn't, your Resolutions with Bereaver should have been ahead of his with Ragnarok.
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#123 May 10 2013 at 7:17 AM Rating: Excellent
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The new damage will show a lot more in regular melee attacks than while tping.

If you're going from a 100 DMG weapon your normal melee attacks with a cRatio above 1 will be 100-200 damage and a 150 DMG weapon will have normal melee attacks of 150-300 damage. For a weapon skill with 100% STR mod and 200 strength the "base damage" of the weapon skill will be 100 (weapon) + 50 (fstr) + 200 (wsmod) for 350 base damage before tp + attack multipliers, and with a 150 damage weapon it would only be a 400 base damage weapon, not nearly as huge of an increase relative to normal melee attacks.

But regular tp attacks have been and forever will be the hardest thing to judge by the eye, especially with the randomness of cRatio and such.

And forgive my napkin math, I know it's not fully accurate, but it follows the basic formula of damage last I knew it existed in FFXI.

As for the change, I love it, only problem is it makes my 5 marrows even harder to acquire because they just jumped 3-5mil in price, bah.
#124 May 10 2013 at 7:30 AM Rating: Good
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I think you meant to say:

SirEaglestrike wrote:
The new damage will show a lot more in regular melee attacks than while WSing.


#125 May 10 2013 at 10:06 AM Rating: Good
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KojiroSoma wrote:
I really dont understand why every single RME holder was crying out over these weapons though. Seemed childish to me.


Not even remotely childish as sticking your head in the sand and being a purposely blind, insensitive twit to hard work put in by the people that kept this game going when the finnicky casuals happy in others frustration left the game. As I said, makes no sense that mules and people who got lucky to be invited pre-20 minute timer to Tier 4s suddenly getting 95-99 class R/M/E weapons with less than 10 hours of work.

KojiroSoma wrote:

There really was nothing even remotely threatening about them.


Are you trolling us?

KojiroSoma wrote:

But people just had to complain and now these weapons are even more outclassed by RME's. Good going player base. Good going SE for giving in to whiny demands of infants. You're really showing you care about everyone.


SE did a great job of addressing a major concern of their most loyal and profitable customers. It isn't as far as they could have gone, but at least it's a step in the right direction.
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#126 May 10 2013 at 11:47 AM Rating: Decent
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TheBarrister wrote:
Not even remotely childish as sticking your head in the sand and being a purposely blind, insensitive twit to hard work put in by the people that kept this game going when the finnicky casuals happy in others frustration left the game.
So we're back to equating time spent in a video game as "work".

People with RME had their time in the sun and got to show off. It was time to move on to the next thing and instead of going with it, we had players that whined about their "work" and threatened to quit, even though anyone with an ounce of sense knows they won't. And instead of sticking to their guns and saying "this is the new design direction", the devs caved.

I just wish these people had spent the amount of time whining about RME lobbying for job improvements and things that might make the game better for everyone instead of further stroke their own e-peens.

PS: The reason the "finnicky casuals" leave the game is when they hit a wall gameplay/content/design-wise. That they don't put up with crap like a battered wife simply means they're voting with their wallet.
PPS: Understanding the idea that a gear reset tends to make older gear and older content less important/obsolete no matter how time-consuming/grindy it was, does not make one insensitive nor someone who derives happiness from the frustrations of others.

Edited, May 10th 2013 1:49pm by Ruisu
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