I wouldn't even give the patch an hour of live time before someone bitched about the bads being able to gear up in AF2 without ever killing a boss. These fuckers get testy enough when you even propose crafted gear be competitive because someone somewhere might RMT their gil.
I've learned to pretty much accept it. Hell I remember people claiming a token system in primal fights (seriously, what the fuck, SE) would make the event "easier."
I just wish each job had its own cap of mythology. Or even give "Job token" to the job you go to event on. Sucks if i want to play another job i have to gimp my main for 3 weeks to give it a relic+1 or hope that i get an allagan.
Having 1 cap works fine on games where you only need to max gear a single job it just isn't as great on a game where you're able to play all. Almost made me tempted to level a second character just to be able to play 2 jobs fully.
http://forum.square-enix.com/ffxiv/t...=1#post1428873
Guess not much more than expected.
And gil drops? Don't see that changing much unless significant. Would cover repair costs though, which should make some people happy.
It might be a profit now for Speed Runs at least, gil wise. So I guess that's nice. Now comes the Min/Maxing of WP to figure out which is best. I'd hate to jump on the Garuda train, with how laggy that shit can get early in the week.
It's a huge profit. You're looking at one AK run covering the repair costs of a full week of myth farming.
Excellent adjustment.
Typical Speed Run, I usually kill 29 mobs. Optimal Speed run its 27 (minus the first two Followers). That comes out to what 1450/1350g? With 3 sacks I think that pretty much covers repairs from NPC well over for a tank. Even more so if I gave a shit about repairing my own gear.
Need 8 AK runs a week to cap Myth.
Need 10 WP runs a week to cap Myth.
Fastest time on AK to my knowledge is 18 minutes, so 144 minutes total.
WP runs need to be about 3-4 minutes faster per run to be on par with AK. WP mobs are noticeably weaker than AK mobs, especially the bosses, so a tank can do some pretty heavy pulls can be fine, and DPS can burn bosses without worrying about mechanics. I think it's safe to say they'll be equal.
Kinda funny they reduced inflation by stealing a bunch of RMT gil but now they're making every trash mob drop 50 gil. Given the amount of people running AK and how often they run it, that's going to result in a lot of gil being generated.
WP Speedrun would net more gil. Even the weak-as-shit bugs that spawn when you open chests drop 40-60 gil. Since each boss is gated (you have to kill all tonberries now), it's useless to sac-pull, but mobs there are so weak you'll burn right through them anyway.
Additionally, we're looking at an exponential price drop on Relic crafting mats.
Don't know about other servers, but some of them were already selling for pennies. I bought my axe head on Balmung for 400g a couple weeks ago.
For AK, you skip one of them. If you're comparing a run where you clear to the NMs and a sac run (The only type of speed run):
F1: 11 mobs skipped
F2: 4 to 8 mobs skipped (Some sac runs skip the Houndlights+Taurus at the start and the Dullhan within the treasure room)
F3: 9/10 mobs skipped (If you clear the path, you can skip dullhans; sacs tend to fight the one near the maiden)
Total: 24/29
That's 1.2k/1.45k you gain. Whether that's worthwhile varies by the group. If with a static group, you can manage 18/20min wins and save 5 to 10 per run. Pickup sac runs tend to run 25 which is significantly better than the average clear pickup run (30 to 40).
Yeah some of them are still pricey, but those are the ones I expect to hit rock bottom within 3 days.
Just to add some efficiency here for those that don't need to fill slots with gear drops from AK, six AK runs will net you 240 myths and leave you free to do two runs of WP to cap out at an even 300, exactly 8 dungeon runs per week with no myth loss.
I have no idea why, but that makes me happy.
WP all day, can be done in ~10 min.