Forum Settings
       
Reply To Thread

Job ability/job trait gear?Follow

#1 Jan 27 2014 at 10:08 PM Rating: Decent
I loved ffxi and I really like ffxiv but Why don't they have like in ffxi where a piece of armor has a special JA or JT to it. I thought it was a great idea when such and such armor "enhances barrage" or "double attack +1".
#2 Jan 28 2014 at 12:15 AM Rating: Excellent
It's because FFXIV doesn't allow for gear-swapping during battle, so there would be no benefit to wearing gear that would be overall weaker while enhancing just one ability.
____________________________
Thayos Redblade
Jormungandr
Hyperion
#3 Jan 28 2014 at 7:50 AM Rating: Default
**
589 posts
Who's to say we wont see that when the new AF comes out in the next patch/expansion ?
#4 Jan 28 2014 at 8:04 AM Rating: Excellent
The other problem with that is that you end up collecting 50 pieces of gear broken down into 5-6 "sets" and you have to have elaborate macros or third party programs running on XML files to keep track of it all. My black mage had a nuking set, an enfeebling set, a fast cast set, a healing set, a resting set, a standing/idle set, and a drain/aspir set. Many pieces overlapped but I really got tired of changing gear every time I cast a spell. Smiley: lol
#5 Jan 28 2014 at 9:33 AM Rating: Default
16 posts
The only way I can see that working is if they place them on pieces that come on a set. For instance in FFXI, the Relic Armor +2 had pieces that enhance 2hrs (or 1hrs now) and Enhancement traits to the Merit moves. Unless they streamline all the abilities or traits in certain armor slots, like "Enhances Miasma, Bio, Bio II, and Miasma II" on a head piece on top of some good stats, then I can see that as a possibility. Other than that, I would have to agree with the others in that gear swapping would have to implemented and XIV doesn't rely on that.

I do think there should be a better use of the off-hand slot for other jobs. Grips should come back for Dragoons and Warrior. Maybe on a off-chance for MNKs or have something unique for them. WHMs/BLMs could use grips too if they are equipped with a 2-h weapon. SCH/SMNs can get a bookmark! :D The grips and etc. give an added bonus to whichever stat(s). Archer/BRD should get an arrow in that slot. Now it's not actual ammunition but a simple arrow that tells the type they are using to shoot.
#6 Jan 28 2014 at 10:11 AM Rating: Excellent
Set bonuses are cool for job specific armor. I think they could get away with that route, potentially.
#7 Jan 28 2014 at 10:28 AM Rating: Good
Catwho wrote:
Set bonuses are cool for job specific armor. I think they could get away with that route, potentially.

Agreed, totally. Kind of like the bonuses for GC gear; lots of pieces have a special bonus when there's other GC gear equipped too.
#8 Jan 28 2014 at 12:25 PM Rating: Excellent
***
2,550 posts
Laverda wrote:
Catwho wrote:
Set bonuses are cool for job specific armor. I think they could get away with that route, potentially.

Agreed, totally. Kind of like the bonuses for GC gear; lots of pieces have a special bonus when there's other GC gear equipped too.


I would love to see set bonuses on Allagan. Otherwise I see the job specific abilities best used on jewelry.
#9 Jan 28 2014 at 12:26 PM Rating: Excellent
***
2,232 posts
Valkayree wrote:
Laverda wrote:
Catwho wrote:
Set bonuses are cool for job specific armor. I think they could get away with that route, potentially.

Agreed, totally. Kind of like the bonuses for GC gear; lots of pieces have a special bonus when there's other GC gear equipped too.


I would love to see set bonuses on Allagan. Otherwise I see the job specific abilities best used on jewelry.


I'm really surprised that they only put set bonuses on GC gear. It should really be available on all the 'blue' stuff too...
#10 Jan 28 2014 at 2:12 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
I have mixed feelings on set bonuses. If they're too good, breaking them up to replace gear gets rough. If they're too bad, you just kind of don't care.

I've said it before, but the materia system could benefit exponentially by having materia that augments abilities. Of course, creating these materia shouldn't be as simple as SBing a piece of gear, but instead SBing gear that has at least 2 specific materia set. When you start dabbling into quad-meld requirements, you would be seeing certain materia getting gobbled up profusely due to the success rate chances of establishing the gear you'd later convert. This would be an economic godsend since while producing your more basic goods isn't terribly hard, the demand would be multiplied significantly, thus prompting quick sales. Put materia slots in all gear and boom. My general thought is you could basically devote each equipment slot to a specific skill alongside some slight general stat buffs.

So, let's say I wanted to do something fancy with Thunder:
A) Increases Thundercloud proc rate and reduces Enmity generated based on tier.
B) Turns Thunder into an AoE spell with the radius based on tier.
C) Increases Thunder Potency and duration based on tier.
D) Adds a Stun chance to Thunder ticks based on tier.
E) Reduces MP cost and Cast time based on tier.

Would you want to try and meld all those onto your BLM's gear? Now imagine a glut of other effects for Fire, Blizzard, Scathe, and the job's other abilities. It's a significant degree of potential depth that would certainly help in giving players a myriad of short-term goals to better pimp out their characters.
____________________________
Violence good. Sexy bad. Yay America.
#11 Jan 28 2014 at 2:14 PM Rating: Excellent
***
2,232 posts
Seriha wrote:
I have mixed feelings on set bonuses. If they're too good, breaking them up to replace gear gets rough. If they're too bad, you just kind of don't care.

I've said it before, but the materia system could benefit exponentially by having materia that augments abilities. Of course, creating these materia shouldn't be as simple as SBing a piece of gear, but instead SBing gear that has at least 2 specific materia set. When you start dabbling into quad-meld requirements, you would be seeing certain materia getting gobbled up profusely due to the success rate chances of establishing the gear you'd later convert. This would be an economic godsend since while producing your more basic goods isn't terribly hard, the demand would be multiplied significantly, thus prompting quick sales. Put materia slots in all gear and boom. My general thought is you could basically devote each equipment slot to a specific skill alongside some slight general stat buffs.

So, let's say I wanted to do something fancy with Thunder:
A) Increases Thundercloud proc rate and reduces Enmity generated based on tier.
B) Turns Thunder into an AoE spell with the radius based on tier.
C) Increases Thunder Potency and duration based on tier.
D) Adds a Stun chance to Thunder ticks based on tier.
E) Reduces MP cost and Cast time based on tier.

Would you want to try and meld all those onto your BLM's gear? Now imagine a glut of other effects for Fire, Blizzard, Scathe, and the job's other abilities. It's a significant degree of potential depth that would certainly help in giving players a myriad of short-term goals to better pimp out their characters.



OOohhhhhh,.... I like that even better... Increased duration of stuff, increased percentage for procs, all that stuff would be awesome.

ETA: They could even make a 'secondary' materia system, where maybe you could only attach that horizontal stuff to 'end gamey' type gear. They're already adding the glamour system for vanity. What about a 'specialization' slot(s) where you could toss on a couple extra perks?



Edited, Jan 28th 2014 12:16pm by LebargeX
#12 Jan 28 2014 at 3:16 PM Rating: Excellent
*
181 posts
Those are some fantastic ideas for possible set bonuses. However, I have to imagine that the balancing of classes would become a nightmare for the developers.

Edit: I always especially loved the Treasure Hunter + 1, Enhances Dragon Breath, etc. abilities on armor in FFXI.

Edited, Jan 28th 2014 1:39pm by fatpolomanjr
#13 Jan 28 2014 at 3:32 PM Rating: Good
***
2,232 posts
fatpolomanjr wrote:
Those are some fantastic ideas for possible set bonuses. However, I have to imagine that the balancing of classes would become a nightmare for the developers.


Balance shmalance... i wanna punch face faster :P
#14 Jan 28 2014 at 3:33 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
fatpolomanjr wrote:
Those are some fantastic ideas for possible set bonuses. However, I have to imagine that the balancing of classes would become a nightmare for the developers.

Eh, it may complicate things a bit, but I do think there's some merit in allowing a bit of that "overpowered" feeling for the sake of fun factor. Mechanically, they can design the bleeding edge content under the assumption those people would be fully decked out with the easing of difficulty perhaps being a simple "naked materia" mode on the numbers end.

The harder part would probably be coming up with effects for every skill. Resource cost would likely be a default, as well as upping damage values. Certain DRG abilities I could see getting linear target field, to sorta mirror the Thunder AoE example. Cures could get a Stoneskin chance. The ARC ability that backflips away could leave some caltrops to damage/enfeeble pursuing mobs. Imagination is the limit, really, and I know the "blandness" of skills has been a gripe I've seen some sling around.
____________________________
Violence good. Sexy bad. Yay America.
#15 Jan 28 2014 at 4:39 PM Rating: Good
****
5,729 posts
I like when it's a trade-off rather than just a flat buff. Like, "decreases jump damage by 25% but doesn't return you to the starting point." That would be an interesting choice. Would you rather have more damage or extra mobility? Or, "Bio does 50% less damage but has a 10% chance per tic to grant a stack of aetherflow." Things like that.
____________________________
75 Rabbit/75 Sheep/75 Coeurl/75 Eft/75 Raptor/75 Hippogryph/75 Puk
75 Scorpion/75 Wamoura/75 Pixie/75 Peiste/64 Sabotender
51 Bird/41 Mandragora/40 Bee/37 Crawler/37 Bat

Items no one cares about: O
Missions no one cares about: O
Crafts no one cares about: O
#16 Jan 29 2014 at 1:01 AM Rating: Excellent
Guru
Avatar
*****
11,159 posts
Not really wild about trade-offs, myself. One thing I didn't mention in my concept post was that these materia should also contain all the base stats relative to their SB set requirements. So if you wanted a chance at a particular INT caster materia, the gear you'd SB would have INT, ACC, Crit, and PIE all of the same tier to get that particular tier of the new version. Then divide those values by 3 or 4, but ultimately putting 3-4 of the new stuff in appropriate ilvl gear should get you to stat caps, if not close.
____________________________
Violence good. Sexy bad. Yay America.
#17 Jan 29 2014 at 8:52 AM Rating: Decent
Scholar
Avatar
*****
12,820 posts
Thayos wrote:
It's because FFXIV doesn't allow for gear-swapping during battle, so there would be no benefit to wearing gear that would be overall weaker while enhancing just one ability.


This was never a problem in FFXIV 1.x. Many serious bards still "gear-swapped" since XIV 1.x had only restrictions on gear swapping when in active mode. In XIV ARR there's no need for gear swaps but that doesn't change the fact they can throw on extra enhancers ontop of the "OMG NEW ARMOR +5-+10 stat!" gear.

Cuz let's face it..even if it shared same stats and threw in Enhance Inner Beast Effect, the only people who'd complain are the ones who want to be lazy. I mean, Relics of "old" in XIV enhances certain key abilities and no one complained.

Catwho wrote:
The other problem with that is that you end up collecting 50 pieces of gear broken down into 5-6 "sets" Smiley: lol


Kind of like what people do now if they seriously play certain classes, i.e WARs have Tanking and DPS sets.

Edited, Jan 29th 2014 6:53am by Theonehio
____________________________

#18 Jan 29 2014 at 9:33 AM Rating: Excellent
Scholar
****
4,511 posts
LebargeX wrote:
Seriha wrote:
I have mixed feelings on set bonuses. If they're too good, breaking them up to replace gear gets rough. If they're too bad, you just kind of don't care.

I've said it before, but the materia system could benefit exponentially by having materia that augments abilities. Of course, creating these materia shouldn't be as simple as SBing a piece of gear, but instead SBing gear that has at least 2 specific materia set. When you start dabbling into quad-meld requirements, you would be seeing certain materia getting gobbled up profusely due to the success rate chances of establishing the gear you'd later convert. This would be an economic godsend since while producing your more basic goods isn't terribly hard, the demand would be multiplied significantly, thus prompting quick sales. Put materia slots in all gear and boom. My general thought is you could basically devote each equipment slot to a specific skill alongside some slight general stat buffs.

So, let's say I wanted to do something fancy with Thunder:
A) Increases Thundercloud proc rate and reduces Enmity generated based on tier.
B) Turns Thunder into an AoE spell with the radius based on tier.
C) Increases Thunder Potency and duration based on tier.
D) Adds a Stun chance to Thunder ticks based on tier.
E) Reduces MP cost and Cast time based on tier.

Would you want to try and meld all those onto your BLM's gear? Now imagine a glut of other effects for Fire, Blizzard, Scathe, and the job's other abilities. It's a significant degree of potential depth that would certainly help in giving players a myriad of short-term goals to better pimp out their characters.



OOohhhhhh,.... I like that even better... Increased duration of stuff, increased percentage for procs, all that stuff would be awesome.

ETA: They could even make a 'secondary' materia system, where maybe you could only attach that horizontal stuff to 'end gamey' type gear. They're already adding the glamour system for vanity. What about a 'specialization' slot(s) where you could toss on a couple extra perks?



Edited, Jan 28th 2014 12:16pm by LebargeX

They implemented that way back in Final Fantasy XI with Evolith...

The idea, much like your own, was brilliant. Simply hunting monsters (and even in chests) got you these augment stones. It couldnt go wrong...

Till it did.

You had to slot gear, which wasnt a bad idea. But they made 6-7 diffirent kinds of slots which you were unable to select or change...

Then the "materia" you could put in had 5 diffirent shapes as well, a size system on both gear and "materia" on which no other size would fit, elemental affinity and special requirements that were SO INCREDIBLY SITUATIONAL that it borderlined on the rediculous.

Basicly came down to:


"Oh cool, you got a piece of augment materia? Lets put it inside your gear"

1) Can your armor piece you want to put it in hold slots? yes, ok. Most armor wasnt able to hold any.
2) What kind of slot? Because it's a fixed shape. Oh, Triangle while you have a Triangle materia? cool. (1/5 chance)
3) What size is the slot? Because no other size would fit inside. (1/8 chance)
4) Still here? ok um... elemental affinity. Only a materia aligned with... lets see... Fire can fit inside. (1/8 chance)
5) Wow, you sure are lucky. That Evolith materia you picked up, how strong was it? Because it's super random and can give +1 to +14 or even +20 to a stat or thing. (1/20 chance)
6) Awesome! What stat did it give though? Was it TP Bonus+20%? Or MP+4? (1/50 chance)
7) Still Lucky? No? You have MP+4? That's ok, i'm sure you're going to have a lot of fun with it. Oh right, REQUIREMENTS! "Vs. Aquans:" is your requirement! (1/30 chance)

Triangle, Size 8, Fire Affinity slot, Vs. Aquans: MP+4 (which is Max MP and therefor useless once a battle starts)

Which left you with needing the following slots on your armor piece:

Triangle Slot (1/5), Size 8 (1/40), Fire Affinity (1/320)

Which looking forward a bit to add in wanting the exact stat that you're looking for with the right strength:

Maximum strength as well (1/6400) for the right stat or skill which i asume there are atleast 50 diffirent kinds (HP, MP, 8 stats, 12 diffirent weapons, most of the weapon skills, individual resistances to every single debuff and random buffs to skills) of, but probably more like 100-150 of, if we simply asume just "50" diffirent ones (1/320.000).

And before you think you're done, the special requirements! Lets say only active Vs. Aquans! Awesome! but could have been during foggy weather or while under the effect of something too, so easily another 30 diffirent kinds.

You're looking at 9 milion 600 thousand diffirent possibilities if we dont even take into account ALL possibilities that need to match up for you to be able to get the Stat you're looking for, and being able to fit it in the Slot that you just happened to have for it. Considdering your gear can even hold a slot. Ready to kill yourself yet? Wait! Some armor can hold more than one slot! Enjoy.

It was the most terrible restrictive system ever and basicly turned something that could have been awesome and a massive addition to the game into pure and utter rubbish. They were afraid it would make things too strong, so they made it useless and waaaaaaaay too specific to one kind of scenario. Had there been no slot sizes, slot shapes, special requirements or elemental affinity, the system could have been fairly decent.

We simply cant trust SquareEnix with this anymore, ever...


Edited, Jan 29th 2014 4:45pm by KojiroSoma
____________________________
[XI] Surivere of Valefor
[XIV] Sir Surian Bedivere of Behemoth
http://na.finalfantasyxiv.com/lodestone/character/2401553/
#19 Jan 29 2014 at 4:17 PM Rating: Excellent
Guru
Avatar
*****
11,159 posts
Won't argue there. Evoliths were terrible. On the flip side, I also think I'm being a bit more ambitious in my proposition as skill functionality could also change dramatically. I'd liken it more to a rune choice in Diablo III or perhaps even speccing a certain talent related to a skill in Rift if you absolutely must stick to MMOs.

Still think it could do heaps for the economy and I'd even like to consolidated elemental resist materia with some other kind of quirk like a chance at absorption just because right now I can't think of anyone ever wanting to actually use them for anything.
____________________________
Violence good. Sexy bad. Yay America.
#20 Jan 29 2014 at 4:21 PM Rating: Excellent
Set bonuses could potentially work to give jobs more hybrid roles in parties... such as a paladin having a DD set to put it on par with warrior... or, I guess you could just be warrior.

Nevermind!
____________________________
Thayos Redblade
Jormungandr
Hyperion
#21 Jan 29 2014 at 4:24 PM Rating: Excellent
They re-visited some of the poorly executed ideas from evoliths with the aquatinting stuff you can do to Skirmish gear. Pay the fee, roll for random stats. Stats awesome? Change it. Stats suck? Lose your item but keep your armor pristine. Tinted your item previously and want to erase the stats and start over? Trade another item to erase the tinting.

Just giving us a preview of the RNG stats was a huge improvement. If I'm going to end up with a PDT -1% **** sandwich, give me the option of refusing it, even if it costs me the thingy I used to roll for the random stat. They're not that uncommon, and sometimes after 20-30 tries you can get something really nice (like a MAB +14.)
#22 Jan 30 2014 at 10:25 AM Rating: Good
Scholar
Avatar
*****
12,820 posts
Hm, I don't know, the Delve etching wasn't exactly Random, so Yoshi has a lot of ideas to pull from with the other FF MMO they created. As always, Evolith was just a trial system for FFXIV, much like Fields of Valor was a trail for the Leve system, it was a good idea..poorly executed but the newer systems used for Delve is pretty amazing if you can actually DO delve and gain your potions (if you don't opt to buy everything.)

____________________________

Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 260 All times are in CST
Anonymous Guests (260)