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About the almost non-existant supply of AlexandritesFollow

#1 Dec 22 2010 at 8:10 PM Rating: Excellent
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So this is the deal: a group of friends of mine (4 ppl icluding me) are currently working our way to get a mythic weapon.
Since Abyssea and AF3 armor has come out, the interest for salvage gear has been growing less and less since most of the Af3 surpasses salvage sets.

So do all the assaults, get captain, complete all the assaults AGAIN, kill Toau bosses, get odin, 150k ampoulles, 100k nyzul tokens, ZNM thophies AND 30.000 alexandrites.
As if it wasn't difficult before abyssea to get 30.000 ****** alexandrites for that stupid rat...

Now with the lack of people doing salvage, even with the minimum person required to entry, etc., the influx of alexandrite is just non-existant.
So imagine trying to get 120k of those...

I was hoping that this update will allow for salvage gear to be updated by doing trials or something so that make ppl get interested in doing that event again.
I even went rushing to abyssea Uluguerand hoping those gears mobs will drop atleast 1 alxandrite once in a while, what a dissapointment! U_U

Dear SE, please make some influx, even if its a small one, having like 15 alexandrites per salvage run is just discouraging.

And before anyone butts in saying "why you want a mythic anyways, etc etc" I would like to finish mine as I'm sure theres other people there wanting to finish their relics even if they are not the best of all anymore.

Thanks for reading (tried to not make a wall of text)
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#2 Dec 22 2010 at 8:37 PM Rating: Excellent
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I can't help but agree to the same. There's far too much work involved with getting a relic or mythic weapon compared to that of an Empyrean weapon if they're not as good. I would apply the same for another reduction in Dynamis entry fee and an increase in currency drop rates as well.
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#3 Dec 23 2010 at 1:51 AM Rating: Excellent
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Still say the Alexandrite requirement needs to be scrapped altogether. If SE's worried about Mythics flooding the game, keep in mind that Einherjar, Assault, and Nyzul requirements put a bare minimum time needed to create a Mythic even if you can "skip" the title steps from a previous weapon.
#4 Dec 23 2010 at 10:34 AM Rating: Excellent
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Another option might be to put a magian trial style alternative for Alexandrite credit. Make it a minimum of 3,000 Alexandrites turned in, then give players the option of killing 27,000 mobs of any type on any day in the ToAU area instead. It'll still take a long time, but it's a hell of a lot easier to chew through EP birds in Wajoam than it is to spend 100 minutes every few days for a handful of alexandrites. And killing birds is always free.
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#5 Dec 24 2010 at 2:43 PM Rating: Excellent
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Considering that all the other requirements for the first two mythics quests, though steep and time consuming, could be done as a party, I was blown away with shock about the whole Alexandrites thing. I still am a bit, honestly. I just really don't know what the hell they were thinking from day one.
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#6 Jan 01 2011 at 3:56 PM Rating: Excellent
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Whoa...

At 15 Alexandrites a run.. that's 2000 runs... nearly 5 and a half years of doing runs (if I understand it right and you can only do one run per day).

That's not to mention the 3,000,000 assault points required, which would require doing the highest-paying assault 1801 times, with one tag per day working out to almost 5 years of daily assaults...

Um, yea, I'd say that's excessive... Maybe 3,000 Alexandrites would be more reasonable? Or 300?
#7 Jan 01 2011 at 3:59 PM Rating: Default
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#8 Jan 06 2011 at 3:33 AM Rating: Good
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Add +1 versions of the Savlage gear and lvl 90 salvage runs (sort of like how the level cap works in Assualt). Give people a reason to do salvage again and the supply of alexandrites will increase.

Make worthwhile upgrades to the mythic weapons. 15% mythic WS damage and a slight upgrade to their added stats at lvl 90 doesn;t make them worth getting when the Empyreans are A. better and B. easier to obtain.

Also making Relic and Mythic owners return to events that are now obsolete and which nobody does anymore for a an upgrade that really isn't worth the time and effort involved was a dick move. You should have just had people collect 1000 Walk of Echos coins for the Empyrean WS and Occasionally deals double damage on the weapon.




Edited, Jan 6th 2011 5:40am by Lobivopis
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#9 Jan 08 2011 at 4:50 AM Rating: Good
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Make all salvage NMs have 100% drop purse (they all don't have it) as well as the Chariot, and set them to a much higher amount, either max, or 10-20 and 75-100. Also, have all chariot type mobs in abyssea drop 100% linen purses as well, and also have the gears drop single alexandrite. With this, I think you could leave the 30k requirement.

While you're at it, either get rid of the gil cost for einherjar lamps, or increase the amount of ichor gained drastically. Theres NO reason (to my knowledge anyway) to do it besides wlegs, then just go do kirin for free. 2-5k ichor a week is horrible, that's 20 to 50 weeks, towards the latter being more true, with 360k gil each week. It's retarded, you also apparently need a minimum of 6 people to enter, so you're still stuck finding people to do it, and honestly, getting to Nashmau will probably throw friends off the most, not the 30 min fight, but @#%^ing wasting time going from Port Jeuno to Nashmau.
#10 Jan 08 2011 at 8:03 PM Rating: Default
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Zenshinzenrei wrote:
Make all salvage NMs have 100% drop purse (they all don't have it) as well as the Chariot, and set them to a much higher amount, either max, or 10-20 and 75-100. Also, have all chariot type mobs in abyssea drop 100% linen purses as well, and also have the gears drop single alexandrite. With this, I think you could leave the 30k requirement.

While you're at it, either get rid of the gil cost for einherjar lamps, or increase the amount of ichor gained drastically. Theres NO reason (to my knowledge anyway) to do it besides wlegs, then just go do kirin for free. 2-5k ichor a week is horrible, that's 20 to 50 weeks, towards the latter being more true, with 360k gil each week. It's retarded, you also apparently need a minimum of 6 people to enter, so you're still stuck finding people to do it, and honestly, getting to Nashmau will probably throw friends off the most, not the 30 min fight, but @#%^ing wasting time going from Port Jeuno to Nashmau.


I'd rather they make it worthwhile to do again rather than giving up and just dumbing it down.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#11 Jan 09 2011 at 2:59 AM Rating: Decent
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That works too, as long as people will do it. I'm trying to con my ls into 6 manning it for me, me paying the lamp 2x a week. Trying to get them to think of it as my empyrean weapon!
#12 Jan 11 2011 at 11:51 AM Rating: Decent
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I wouldn't enter Salvage even if I got 10 dollars per time. Place is the most boring available. Should just make pouches drop in gold chests in Abyssea.
#13 Jan 12 2011 at 5:34 AM Rating: Good
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Pawkeshup Quick Hands wrote:
Whoa...

At 15 Alexandrites a run.. that's 2000 runs... nearly 5 and a half years of doing runs (if I understand it right and you can only do one run per day).

That's not to mention the 3,000,000 assault points required, which would require doing the highest-paying assault 1801 times, with one tag per day working out to almost 5 years of daily assaults...

Um, yea, I'd say that's excessive... Maybe 3,000 Alexandrites would be more reasonable? Or 300?


Salvage cost has been reduced to 500 AP, so that cuts time by two-third. One a SINGLE weapon...
Lowering final armor piece costs might have helped before, but only if people were still interested in doing salvage.

The alexandrite requirement (especially for multiple people) can only be meet in any reasonable time by having a server full of people doing it. Before Abyssea, salvage armor was one of the main attractions. Notorious difficult to obtain due to low droprates of pieces, it ensured people kept coming back.

Then came abyssea... one of the best pieces of armor is now a side-grade to gear that is peanuts to obtain (compared to salvage.) Salvage is all but dead, alexandrites no longer available.

Unless SE pimps salvage gear up to lvl 90 standards via salvage magian trials (and thus brings in more alexandrites), new mythic weapons will only be obtained through mog bonanza.
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#14 Jan 12 2011 at 7:00 AM Rating: Decent
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Salvage cost has been reduced to 500 AP, so that cuts time by two-third. One a SINGLE weapon...


Can still only enter Salvage once per day, and it was already possible to farm 1500~ AP per day. The only thing reducing this price did was make it so that you could actually accumulate points toward other things now if you did Salvage every single day.
#15 Jan 19 2011 at 4:17 AM Rating: Default
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What reason is there to upgrade mythics in the first place these days? Even before the empyreans they weren't worth it.



Edited, Jan 19th 2011 6:19am by Lobivopis
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Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#16 Jan 20 2011 at 8:26 PM Rating: Decent
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#17 Jan 21 2011 at 7:05 PM Rating: Good
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Lobivopis wrote:
I'd rather they make it worthwhile to do again rather than giving up and just dumbing it down.
Removal of arguably ridiculous tedium is not the same as dumbing down.
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#18 Jan 25 2011 at 7:04 AM Rating: Default
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Ruisu wrote:
Lobivopis wrote:
I'd rather they make it worthwhile to do again rather than giving up and just dumbing it down.
Removal of arguably ridiculous tedium is not the same as dumbing down.


Make it so everything can be obtained in a day or two and people will get everything they want and quit because they're bored. Like it or not FFXI is built on loot acquisition not PVP like WoW.
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Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#19 Jan 25 2011 at 7:29 AM Rating: Good
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Buy 1 alexandrite for 200 Cruor?
That's 6 mil cruor for 30k alexandrite.

Would this be a bad idea?
#20 Jan 25 2011 at 8:56 AM Rating: Good
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PhoenixMaquis wrote:
Buy 1 alexandrite for 200 Cruor?
That's 6 mil cruor for 30k alexandrite.

Would this be a bad idea?
In SE's eyes, I would say yes.
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#21 Jan 25 2011 at 10:56 AM Rating: Decent
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PhoenixMaquis wrote:
Buy 1 alexandrite for 200 Cruor?
That's 6 mil cruor for 30k alexandrite.

Would this be a bad idea?


It would give me something to use curor on besides brews and buffs.
#22 Feb 01 2011 at 12:19 AM Rating: Excellent
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Slice a 0 off the Alexandrite total requirements and make Alexandrite pouches drop commonly in BCNM style fights for Kindred's Crests and High Kindred's Crests. Not sure where those battles would go. Waughroon, Horlais, Balga, Qu'Bia? instanced sections of zones a la ANNM? Someplace cool and not often used like Sealion's Den, Stellar Fulcrum, Celestial Nexus? Diorama-Purgonorgo since it never gets used?
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#23 Feb 03 2011 at 7:19 PM Rating: Good
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I don't know about buying Alex with cruor or BCNMS or whatever but I just think that with the influx of mobs that are gear type (those gears in ulu and all those chariots NMs SE can make them drop a purse on NMs *damn this has been already said in the thread :P* or single alex maybe on gears normal mobs like in salv?).
Sounds quite reasonable for me :/

Even if gears get camped a lot for ppl just wanting to make money, it doesnt really matter that much in comparison to the options we have mythic upgraders at the moment which is : Salvage, salvage and more salvage.

Also putting a minimum of Alex to trade and then do trials is another option I wouldnt mind having to do that at all.

I'm working on a Yagrush (whm) despite opinions I still think is a good asset for any whm out here <.<
And I think mythics weapons has enough requirements previous alexandrite stage for everyone to agree that it can't be done "in a day or two".

Thanks everyone for the answers, lots of ideas you all gave to SE to try to improve that. Very appreciated :)

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#24 Feb 08 2011 at 7:07 PM Rating: Good
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I'm working on a Yagrush (whm) despite opinions I still think is a good asset for any whm out here <.<


Yagrush is one of the few mythics with an actual purpose, even if it is still just a macro tool. Guaranteed Divine Veil is a lot more useful than a random small chance at getting it.

But yeah, the alexandrite still sucks.
#25 Feb 28 2011 at 5:44 PM Rating: Good
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Yeah, as a returning player starting from scratch it would be nice to see these weapons made a little less insane. I mean, years to get a weapon that is outclassed by ones that can be gotten more easily? Don't make this gear impossible to get!
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#26 Mar 01 2011 at 4:03 AM Rating: Decent
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Seedling wrote:
Unless SE pimps salvage gear up to lvl 90 standards via salvage magian trials (and thus brings in more alexandrites), new mythic weapons will only be obtained through mog bonanza.


Apparently SE is actually going to address this. It looks like it'll become possible to augment old endgame gear with synergy. (http://twitpic.com/42vbfw)
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#27 Mar 01 2011 at 11:28 AM Rating: Good
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Fynlar wrote:
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Salvage cost has been reduced to 500 AP, so that cuts time by two-third. One a SINGLE weapon...


Can still only enter Salvage once per day, and it was already possible to farm 1500~ AP per day. The only thing reducing this price did was make it so that you could actually accumulate points toward other things now if you did Salvage every single day.

It has also opened up the possibility of effectively doing both Salvage and Nyzul. You can use one assault tag every 3 days for that 1500 AP, and that covers your Salvage entry. The other two tags every 3 days can be used for Nyzul.
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#28 Mar 02 2011 at 3:19 AM Rating: Decent
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SE killed all content with abyssea, even crafting so things need to be fixed so people have some reason to do these other events. Doing nothing but abyssea is boring.

As such they need to change entry fees, cost of completing and so on, maybe allow trials that build off dyna, limbus , einherjar that also require drops from newer content to upgrade.

There is nothing wrong of progress but there is a problem making all older content useless, i do not want to do abyssea 7 days a week.
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#29 Mar 02 2011 at 11:19 AM Rating: Excellent
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There is nothing wrong of progress but there is a problem making all older content useless, i do not want to do abyssea 7 days a week.


I believe you meant items when you said content. Because there is a very little difference of killing a horde of monsters in campaign, or killing a horde of monsters in Abyssea. It is a very little difference of killing Tiamat, or killing a wyrm in Abyssea. Overall Abyssea is the same as the rest of the game, except the waiting time.

I do however agree that Salvage was different. It was WORSE than the rest of the game. I'm glad they didn't add nude zones to Abyssea where you couldn't wear armors to match Salvage times.
#30 Mar 04 2011 at 9:26 AM Rating: Decent
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Here's how I'd fix mythics.

First, I'd leave the requirement about getting the Runic key, Captain Rank, weapon, and killing the NMs for the titles.

Once the NM quest is done, the player would get an invitation, with the three ZNM trophies required to enter into a fight with Bahlran. Winning this fight gives the player the weapon, but at level 75, and with none of the special stats (it'd just be a weapon with damage and delay).

Talking to the rat with the weapon will unlock a series of quests to improve the weapon. This will be the Einjerhar/Assaults/Nyzul Isle items. Turning in each item will unlock a certain aspect of the mythic weapon. For example, for the Nirvana, the Einjerhar item will unlock the Avatar:Magic Accuracy +20. Turning in the assault item unlocks the Perpetuation Cost -4. And turning in the Nyzul Isle item will unlock the aftermath.

Upgrading the item from level 75 won't require killing thousands of monsters, but a cost of Alexandrite, with the cost increasing for each level. For example, from 75 to 80 requires 1,000; 80 to 85 requires 5,000; and so on.

And, to make it less of a pain, ancient currency and alexandrite can be traded to a NPC who will switch between the various currencies.

That's how I'd fix it.
#31 Mar 13 2011 at 4:16 AM Rating: Good
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Add +1 versions of the Savlage gear and lvl 90 salvage runs (sort of like how the level cap works in Assualt). Give people a reason to do salvage again and the supply of alexandrites will increase.


Even back in salvage's heyday there weren't any available. 10-15 a run is stupid. You'd often kill everything that drops them and still get only the coin purse off the chariot.

Make it so you get 500 or so a run, and the requirements would be more acceptable. If getting 300 ancient currency a run in dynamis is acceptable when you need 20k~ ancient currency for a relic, you should probably get MORE than 300 alexandrite with a 30k requirement. Especially since there's other requirements beside the alexandrites.

There are still mythic weapons that have never been finished on any server. (aymur for instance.) There obviously wasn't enough of the little bastards.
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