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Multiple slots for MateriaFollow

#1 Apr 28 2014 at 11:31 PM Rating: Decent
I have seen items for sale that are the same but one has 5 slots and the other has 2? Are you able to add slots? Also if I add Craftsman control III can I also then add Craftsman II? I am still learning the ins and outs off it all...
#2 Apr 29 2014 at 12:09 AM Rating: Excellent
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The slots are merely representations of the amount of materia melds that have a 100% success rate.

Any item that has atleast one slot for materia, can hold 5 materia. Through a process i like to call overmelding (technically Advanced Materia Melding, but that's not quite as exciting) you can attach more materia on an item than it holds slots.

While you can add more materia than slots, the chance for success drops significantly if one attempts this. For instance, the first slot is always 100% success. But if the item only holds one slot, trying to put a materia in a second slot already roughly reduces the chance of this being succesful to around 45% depending on the tier of materia you wish to put it. The third slot will then hold a rough 20% success, 13% success and lastly around a 7% succesrate for the 5th slot.

Having more slots available, lets say 4, will make it so that your first 4 melds are 100% success (and dont require Advanced Materia Melding), and the 5th (or first unslotted one) being the 45% one.

It's all a bit tricky. Just pick up Advanced Materia Melding once your level is high enough (I believe it's around 25 on a crafting job), and you completed the first Materia Melding quest.

Takes some getting used to. Otherwise, other people can always meld materia into your gear. :)
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#3 Apr 29 2014 at 7:45 AM Rating: Excellent
Each piece of gear also has a maximum cap on a particular stat. When you begin a meld, if the materia is too high for the slot it'll give you a warning that you will not receive the full benefits from the materia. If you are utterly maxed out, then you will see +0 pop up at the top of the melding window and you know to back out and use something else.

I use the tier 1 materia for my over melds, because I'll be less unhappy when it inevitably blows up, and +1 on some status is the max benefit you'll probably receive anyway once you're dealing with HQ gear that already has tier IV materia melded into the main slots.
#4 Apr 29 2014 at 7:52 AM Rating: Excellent
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Catwho wrote:
Each piece of gear also has a maximum cap on a particular stat. When you begin a meld, if the materia is too high for the slot it'll give you a warning that you will not receive the full benefits from the materia. If you are utterly maxed out, then you will see +0 pop up at the top of the melding window and you know to back out and use something else.

I use the tier 1 materia for my over melds, because I'll be less unhappy when it inevitably blows up, and +1 on some status is the max benefit you'll probably receive anyway once you're dealing with HQ gear that already has tier IV materia melded into the main slots.


That reminds me, I was meaning to ask...

Back when I tried to meld my first materia when I was a 20-something Armorer, I had a Vitality I materia.

I had a GLA armor, I forget what... maybe it was that heavy iron armor, or maybe it was a shield... but it had zero materia already in it.

I tried to put the Vitality I materia in it, and it told me that I would get no benefit from it and that big red 0 came up, said something about the item not being high enough item level.

I was like "What? I can't put a Tier1 Vitality Materia in a Lv25 Shield?"

Or it might have been the sword. I forget. I do remember it was a ~Lv25 GLA item (because GLA was the only DoM/W class I had at the time) and it was a Tier 1 Vitality materia.

Edited, Apr 29th 2014 9:52am by Lyrailis
#5 Apr 29 2014 at 7:55 AM Rating: Excellent
Just means that item was already at its max level of VIT. Happens a lot with lower level HQ items.
#6 Apr 29 2014 at 10:59 AM Rating: Good
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Catwho wrote:
Just means that item was already at its max level of VIT. Happens a lot with lower level HQ items.


Also the reason why int and dex mats are so cheap. Almost nothing at high level lets you slot int or dex. The cap is 0
#7 Apr 29 2014 at 11:44 AM Rating: Excellent
Those things are handy, though, if you are after a level 50 gathering node that requires some weird stat. +2 STR materia on my miner's body? You bet!
#8 Apr 29 2014 at 1:40 PM Rating: Excellent
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Catwho wrote:
Just means that item was already at its max level of VIT. Happens a lot with lower level HQ items.


That's kinda my point...

What's the point in having materia you can't even use, and what's the point of setting the cap so low on the kind of materia that you'd actually put on those pieces of armor in the first place?

What's the first thing a Tank might put on their gear? There's Parry and Dodge... and Vit. But if you're going to make the Vit Cap 0 on tanking gear...

I just don't understand why they'd do that.

And it'd be nice if items actually told you what their caps were; nowhere in the gear window or the meld window actually tells you what the cap *is* before you click a materia to put into the item, at least not that I saw.
#9 Apr 29 2014 at 2:12 PM Rating: Excellent
Did the shield already have a VIT stat on it? It'd be strange if it had no native VIT but if there was already VIT on it, then yeah, the materia slots are there for other goodies.

I get hit with this limit a lot when trying to pile more INT on for my BLM.
#10 Apr 29 2014 at 2:14 PM Rating: Excellent
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Lyrailis wrote:

And it'd be nice if items actually told you what their caps were; nowhere in the gear window or the meld window actually tells you what the cap *is* before you click a materia to put into the item, at least not that I saw.


That is one of those quality of life issues that should definitely be posed to Camate and Bayohne on the official forums Smiley: nod It would help greatly to have this.
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