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  • [dev1358] Materia Reform

    [dev1358] Materia Reform


    * The following adjustments, scheduled for patch 1.22, are in development and subject to change.

    Patch 1.22 will usher in a wide range of reforms to materia:
    • The following materia varieties will be added:

      Name Effect Body Part
      Swiftwall Materia Block Rate + Hands
      Sound of Suffering Materia Enfeebling Magic Potency + Hands
      Sanguinary Might Materia Critical Attack Power +
      HP +
      Waist
      Stellar Might Materia Magic Critical Potency +
      MP +
      Waist
      Sound of Serenity Materia Healing Magic Potency +
      MP +
      Feet
      Savage Aim Materia Critical Rate + Legs
      Evenflow Materia Store TP +
      Accuracy +
      Hands
      Sound of Certainty Materia Enhancement Magic Potency + Head
    • The bonus attributes granted by the following materia will be adjusted:

      Name Before → After
      Touch of Rage Materia I Enmity: +1 — 2 → Enmity: +1 — 10
      Touch of Rage Materia II Enmity: +3 — 4 → Enmity: +11 — 15
      Touch of Rage Materia III Enmity: +5 — 8 → Enmity: +16 — 20
      Touch of Rage Materia IV Enmity: +9 — 12 → Enmity: +21 — 25
      Touch of Serenity Materia I Enmity: -1 → Enmity: -1 — 4
      Touch of Serenity Materia II Enmity: -2 — 3 → Enmity: -5 — 8
      Touch of Serenity Materia III Enmity: -3 — 4 → Enmity: -9 — 12
      Touch of Serenity Materia IV Enmity: -5 — 8 → Enmity: -13 — 16
      * The attributes of materia already existing in-game will automatically change to reflect the above following release of patch 1.22.
    • The following unique/untradable items will be made convertible into materia:
      Claret Coif / Claret Breeches / Helm of the Lone Knight / Mitts of the Lone Knight / Verdant Hora / Astaroth Cane / Canopus Bill / Canopus Shield / Templar's Falchion / Verdant Shortbow / Canopus Guisarme / Verdant Scepter / Alpine War Jacket / Warlock's Buckler / Solid Scale Mail / Revolutionary's Bliaud / Bladedancer's Jackboots / Warlock's Pattens / Ifrit's Claws / Ifrit's Blade / Ifrit's Battleaxe / Ifrit's Harpoon / Ifrit's Bow / Ifrit's Cane / Ifrit's Cudgel / Murderous Mogfists / Morbid Mogblade / Malignant Mogaxe / Melancholy Mogfork / Mischievous Mogbow / Malevolent Mogwand / Maleficent Mogstaff / Torturer's Monocle / Torturer's Duckbills / Warden's Barbut / Warden's Gauntlets / Brigand's Acton / Brigand's Gloves / Poacher's Hat / Poacher's Tunic / Ascetic's Halfrobe / Ascetic's Tights / Warden's Dagger / Charred Axe / Tidesplitter / Joukil's Guile / Unbreakable Knuckles / Tenfinger Tallstaff / Heart of House d'Arlendre / Waning Sun Pelta
    • Players will be able to request others to meld materia on their behalf in the same manner as seeking repairs. Upon selecting either a piece of gear or materia in the inventory interface, you will be presented with the “Materia Request“ option. Making the request incurs a fee commensurate with the required level of the item to which materia will be melded, payable in gil to the player who accepts the request.

      * In addition to the abovementioned fee, players must also provide a suitable catalyst.
      * This method allows only the melding of the first piece of materia to any given item.



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    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: [dev1358] Materia Reform

    How do requests work btw?

    Does it work like Bazaar so it just shows in a search and then crafters have to look for you to make the repairs?
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    "In this world, the one who has the most fun is the winner!" C.B.
    Prishe's Knight 2004-Forever.

    その目だれの目。

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    • #3
      Re: [dev1358] Materia Reform

      Originally posted by Raydeus View Post
      How do requests work btw?

      Does it work like Bazaar so it just shows in a search and then crafters have to look for you to make the repairs?
      You have an icon next to your name and so if people are interested in repairing your gear for you, they'll ask you (or if you're stuck doing crafting or something, they'll just start repairing)

      Comment


      • #4
        Re: [dev1358] Materia Reform

        Darklight tank gear became less epic with the new +enmity materia change. And also, now some people with have belts that are +60 enmity or -40 enmity, ofgwtf?
        75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
        RANK 10 Bastok
        CoP: Done
        ZM: Done
        ToA: Done
        Assault rank: Captain
        Campaign Medal: Medals
        Wotg: Complete the quests already and I'll start

        Originally posted by Etra
        This thread brought to you by Malacite's lack of understanding.

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        • #5
          Re: [dev1358] Materia Reform

          Originally posted by Mezlo View Post
          Darklight tank gear became less epic with the new +enmity materia change.
          WTF are you talking about? I'm pretty sure those gear have materia slots in them and can take full advantage of the changes.

          And also, now some people with have belts that are +60 enmity or -40 enmity, ofgwtf?
          You're not making any sense. First of all, 1.22 hasn't rolled out yet and secondly, I got confused with what you're trying to say. Clarification please?

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          • #6
            Re: [dev1358] Materia Reform

            He means by stacking multiple +enmity materia on belts.

            Of course, even just putting 2 materia into a single item is ridiculously hard.

            That's why overall I'm disappointed with the system and the lack of reforms.

            - Catalysts need to be easier to obtain (at least the 1~30 ones) or better yet removed entirely. Every class doesn't have to be interlinked at every freaking stage of the game.
            - We need to be able to select which materia to remove & to keep that materia once removed - just perhaps either have a large fee for doing so, are a small risk of failure based on skill?
            - Putting in up to 3 materia should be relatively risk free. Put the rate of failure at 35% for 4, 40% for 5, 50% for 6 and 75% for the 7th. (can fiddle with the numbers a bit but it's way too high atm)
            - The materia obtained from items needs to be more consistent. Enough of this random BS where you can get multiple types of varying quality. Each item should only transform into 1 materia, with only small variations as to the quality (HQ gear should always give max quality materia).

            This would make the materia system just right IMO. As it stands, it's too much of a pain in the ass to get the gear, max out the spirit bond, then convert it to materia and get the required catalysts etc. to affix it. The whole process is just a nightmare for what typically amounts to a small gain. Level IV materia is incredibly rare, even more so in the higher qualities, and on top of this there's the astronomically low success rates of affixing more than 1 materia to items.

            It's completely absurd and gives little incentive to use anything but R/EX gear.
            Last edited by Malacite; 04-12-2012, 02:26 PM.
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            • #7
              Re: [dev1358] Materia Reform

              First of all, it is absolutely ridiculous from a game balance standpoint to ask that materia melding be made easier with regards to how many you can attach to a piece of gear. Abso-fucking-lutely game breaking. 7 materia slots? Give me a fucking break. You can't do that in any other well-maintained MMO game (unless you're playing those illegal "private server" type of games)

              You have how many gear categories currently in the game that you can meld materia to? SE has said they're looking to expand more materia to more categories. Let's do a simple math.

              On one character with max-level gear, you could have 8 slots (including weapon and off-hand) that you can meld materia to. Everytime you are able to add 1, you increase the carrying capacity of the character as a WHOLE by 8. So, currently in the game, if it is difficult to push to 2 or even 3 (there are some players that have successfully pushed it to 3, however) and that's fine. A potential of 16 added materia will translate to roughly a very large increase (as materia currently stands) to base and direct stats. That nullifies ALL NEW GEAR RELEASES for that level tier without introducing huge stat inflation, on both content and on the gear itself.

              If you want the possibility of an easy 2 or 3 materia melded to a gear, then you better not complain about also severely nerfing the stat values of these materias to the point that they are useless in just quantities of 1.

              I'm not sure about the catalyst point either. Not too long ago, I could've sympathized with you, but from my experience, harvesting these materials have been nothing but loleasy. In one hour, I can pull up 2-3 stacks of a catalysts without trying. And catalysts are cheap depending on how many are up on the markets at any one time. Smart shoppers will pick up more than 1 or 2 if they see an abundance and at low, competitive prices. And yes, we're talking the Grade 1~3 market here.

              In question about materia availability, having Goldsmithers be able to cut specific materia might be a direction SE is willing to take. However, materia being destroyed makes sense for game balance. If you really don't like to see that waste, don't bother melding to gear you're gonna trash in a 2 hour exp party.

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              • #8
                Re: [dev1358] Materia Reform

                Originally posted by Aeni View Post
                WTF are you talking about? I'm pretty sure those gear have materia slots in them and can take full advantage of the changes.



                You're not making any sense. First of all, 1.22 hasn't rolled out yet and secondly, I got confused with what you're trying to say. Clarification please?

                OK, I'm talking about after 1.22 rolls out, since that was what the post was about... <.< It's materia revision for 1.22... ok, now that we've clarified that...

                There is a guy in my LS with a belt with 3 - T3 +enmity and 3 - T3 -enmity. The new materia for t3 +enmity will be +20, +20 x 3 = +60 enmity. Do the same calculation for the 3 - T3 -enmity and you get a belt with -36 enmity. Do you understand now?

                And no, the dark light gear doesnt get slots for materia, so... my point...

                And its not just a select few that have multiple melded + or - enimty belts. I see alot of double melded t4 belts... So if you didnt go for a triple and just went for a double meld t4 you're still looking at +50 enimty and -30 enmity, both still super powerful.

                My relating this to the dark light armor is that when the darklight armor came out seeing +25 and +40 enimty on pieces of equipment it was like OMGWTF?!?! But after this new revision its more like, oh, thats a pretty good stat.
                75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
                RANK 10 Bastok
                CoP: Done
                ZM: Done
                ToA: Done
                Assault rank: Captain
                Campaign Medal: Medals
                Wotg: Complete the quests already and I'll start

                Originally posted by Etra
                This thread brought to you by Malacite's lack of understanding.

                Comment


                • #9
                  Re: [dev1358] Materia Reform

                  @ Mezlo

                  I'm in the same boat as you. I don't like it when they boost the materia stats to the point that it nullifies the need to "raid best in slot" gear. You could pick up a crafted 150K gil armor and meld two super-duper materia to it (or find a good crafter on your server) and then you have the "best in slot" without ever setting foot in a dungeon.

                  However, it's game breaking to want (a) more materia melding per gear slot OR (b) boost materia stat higher WHEN you don't adjust itemization on the gear and/or content balance. This is something that is completely crushing end game for WoW and have pushed Blizzard to a corner (Dragon Soul is a prime example of what happens when you have stat inflation + need to have more stats on gear -- content becomes relatively too easy)

                  The only thing I see in the changes are enmity and it may be that SE is actually recalculating enmity in the game. Right now, it is far too easy for DPS to get ahead of themselves and far too difficult for tanks to retain enmity (there is an issue with either threat generation or threat retention) Yes, there may be some encounters with mechanics in place where a monster will ignore threat mechanics, but by and large those should be novelty encounters with non-combat mechanics to justify having something like that. There is still a lot of fine tuning with threat and encounter difficulty. You can easily make the content trivial or exceedingly too difficult. I've noticed that SE tends to err on the side of difficulty but that was in the past (FFXI) and they may be rethinking their approach to retain a more casual "atmosphere" has Yoshi-P have stated in the past.

                  Edit: To clarify -- as a tank, you need to balance off threat generation (offense, primarily centered around accuracy and damage), threat retention (directly attributed by the enmity stat) and damage mitigation (defense, dodge, parry and crit reduction) If you're forced to blow your opportunities all on +enmity, then you're ignoring all other areas of your role and are causing problems for your raid group.

                  1. Not enough damage mitigation/avoidance will equate to more damage taken, more healing needed and thusly less threat retention.
                  2. Not enough damage generation will equate to less threat generation.
                  Last edited by Aeni; 04-13-2012, 01:15 PM.

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                  • #10
                    Re: [dev1358] Materia Reform

                    Originally posted by Aeni View Post
                    You have an icon next to your name and so if people are interested in repairing your gear for you, they'll ask you (or if you're stuck doing crafting or something, they'll just start repairing)
                    Hmm, I guess AH contracts would be too complicated for this game.

                    But leaving your gear for repair at the AH and having people being able to see it there and repair it for you so you could pick it up later would be kinda nice. Just... not as nice as not having decay at all. <_<;
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                    "In this world, the one who has the most fun is the winner!" C.B.
                    Prishe's Knight 2004-Forever.

                    その目だれの目。

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                    • #11
                      Re: [dev1358] Materia Reform

                      Originally posted by Raydeus View Post
                      Hmm, I guess AH contracts would be too complicated for this game.

                      But leaving your gear for repair at the AH and having people being able to see it there and repair it for you so you could pick it up later would be kinda nice. Just... not as nice as not having decay at all. <_<;
                      You can leave it on your retainer if that is what you're asking about.

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                      • #12
                        Re: [dev1358] Materia Reform

                        Oh, that works.
                        sigpic
                        "In this world, the one who has the most fun is the winner!" C.B.
                        Prishe's Knight 2004-Forever.

                        その目だれの目。

                        Comment


                        • #13
                          Re: [dev1358] Materia Reform

                          I'm saying they need to make it easier to add at least a few materia and scale it so it doesn't become super risky until you're adding at least the 5th materia.

                          Honestly, I think having the 1st 2 free and then capping it at 4 or 5 max instead of 7 would be better. Yoshi P has gone on record saying that HQ gear with 7 materia will surpass rare items, but so far the rares have a hard time competing with gear with even 2~3 good tier IV materia so they need to either nerf materia a bit or raise the stats on some of the rares.

                          It really is stupid to me, that the 1st materia is 100% but then the 2nd drops right to 28% chance of success - that's utter bullshit. So is losing all materia if you only want to remove one, and not being able to salvage them or make the type you like with any sort of consistency. I have a serious problem with constantly being at the mercy of the RNG. I don't have issue with there being substantial risk with melding, just not so early into the process.

                          EDIT: Quite frankly, they should probably put restrictions to how much materia you can add based on the kind of item.

                          For example, if they want to keep the max at 7, set that for 2 handed weapons and body armor. Gloves should be restricted to 1, 2~3 for belts, 3~4 for pants, 1~2 for feet & head (just throwing semi-random values out there but the limit should be relative to the size of the item).
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                          "BLAH BLAH BLAH TIDAL WAVE!!!"

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                          • #14
                            Re: [dev1358] Materia Reform

                            Wha? No, I still want my gloves with the Hidden blade, the gun augment and the poison blade/darts.





                            Fake Edit > Oh, wrong game again. <_<;
                            sigpic
                            "In this world, the one who has the most fun is the winner!" C.B.
                            Prishe's Knight 2004-Forever.

                            その目だれの目。

                            Comment


                            • #15
                              Re: [dev1358] Materia Reform

                              I personally hope that materia never go past T4 so as the level cap rises it becomes less of a nessesety, its just do boring and unsatisfying to just buy 4 sets of lv50 gear and materia it to match your needs than to go out there and get unique pieces of gear to do that.

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