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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #14081
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    Quote Originally Posted by Sirious View Post
    I've asked for that like 4 or 5 times. Doesn't make sense to me either.

    Well, I'm lying, it makes perfect sense to me. Wardrobe money. Overcrowding inventory is the number 2 easiest way to steal more money in an MMO/p2w game.
    The storage requests they were answering were probably not asking for simply new slips, and more like asking for a slip that would function as wardrobe(BLM). A UNM storage slip would be far more reasonable I think, but they'd have to add 2x (NQ / HQ) because I don't think that a single slip can handle all of them.

  2. #14082
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    I dunno a couple slips have a super amount of items already. But I think there already enuf aug'd items to overcrowd the invo to try and get wardrobe money. But for me the extra drobes are more for having more equipable items available or so i dont have to switch gear around so much.

  3. #14083
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    My bet is that each slip is maxed @ 80slots, just like inventory bags because of PS2 Limitations.

  4. #14084
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    Plenty of the slips store more than 80 items since they can often store 5 (or more) items per job, with 20 or 22 jobs represented. Whatever the max is, it's easily over 100.

    I don't think they're as subject to memory limitations since they're likely more akin to the Key Item lists or the like. A list with binary values for if you have it stored or not.

    To a point, it's why the idea of having job-specific inventory makes sense. If all it could handle is AF/Relic/etc, then it'd just be a similar checklist, just automatically loaded when you swapped jobs. However, even that would have odd cases - like what happens when you randomly got some NQ relic in Dynamis? Pulling from a slip individually it can error out. Harder to do if it's an inventory that auto-loads.
    Still, I get the impression that SE was thinking bigger when they nixed the idea.

  5. #14085
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    Augmented stuff aside, there is a shit ton of regular r/ex gear from modern content that has no storage slip, from delve, unity, htbf, escha, quests, etc.

    I can't imagine why most of this isn't storable besides SE trying to push mules and mog wardrobes.

  6. #14086
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    New devpost:

    JP1) They can't add a new stack size to an item, they can only change/replace. Everything is defined for only 2x values (single, stack) which is why they don't like to change 12>99 often. AH issues and such.

  7. #14087
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    If they have an issue with changing 12 > 99 then they should stop making excuses and stop making anything stack to 12.

    Pretty simple shit.

    They make it seem like a 5 year old would do a better job.

    Bullshit excuse after bullshit excuse. ps2 limitations. balance. tanaka. resources. spaghetti code.

    Just cut the bullshit.

  8. #14088
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    Coming off the VoidWatch campaign, how about a way to add to your server stored Voidstones? I know you can obtain voiddust and turn those in to get voidstones, but those go into your personal key items - so you are limited to having only 6. Due to a quirk of time active and inactive on the game, my Voidstone total is pitiful - after a couple of campaigns, I am down to less than 300 - doing 6 pops and having to recycle for more stones would be a painful throwback.

  9. #14089
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    Quote Originally Posted by Gigantormd View Post
    Coming off the VoidWatch campaign, how about a way to add to your server stored Voidstones? I know you can obtain voiddust and turn those in to get voidstones, but those go into your personal key items - so you are limited to having only 6. Due to a quirk of time active and inactive on the game, my Voidstone total is pitiful - after a couple of campaigns, I am down to less than 300 - doing 6 pops and having to recycle for more stones would be a painful throwback.
    That was already asked about, lied about, and called out. Then ignored. On the OF.

    Quote Originally Posted by Rydal View Post
    I hope we can also trade voiddust to the NPC stock now too. That's much more of an issue than displacers.
    Greetings,

    It’s no doubt that having a feature such as this would be beneficial for those that have run out of their voidstone stock and are aspiring to finish upgrading Empyrean weapons (or those who are looking to make some gil!). Unfortunately, due to how the system is structured, addressing this change is not something that is possible at the moment.

    Your stock of voidstones and the voidstone key items function in different ways. When trading in voiddust, these items are automatically converted into key items held in your character data. However, the stock of voidstones is only calculated through time, and it cannot be added to in any other way besides time adjustments such as through the obtainment of abyssites.

    Therefore in order to address this we would either have to revamp the key item system to accommodate for a much larger amount of voidstones to be held or address the way stock is managed. Both of these options would require a considerable amount of resources to accomplish, and unfortunately is not something that we can realistically do at the moment.

    Apologies for the inconvenience of having to head back to town to trade in more voiddust, but we would greatly appreciate your understanding.

    (2)

    Devin "Camate" Casadey - Community Team

    If you can do it with Crystal Petrifacts, you can do it with Voiddust. Stop making lame excuses.

  10. #14090
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    But tell us how you really feel

  11. #14091
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    New devposts:

    JP1) Repeating that they have no plans to nerf the ROV Last Boss. Iroha NPC in that fight will try to avoid the magic dmg absorption but if boss mode changes while casting, it will still be absorbed and is working as intended. Iroha NPC vs Iroha Trust have different AIs, priority lists, etc as well.

    JP2) 2part post:
    1) They have no intention to make REM's chapters sellable/tradeable or exchangeable for others 3:1 like seals.
    2) As they have repeatedly stated, they have no intention to add magic acc to /checkparam due to the numerous variables involved that are not static values like phys acc. (Note: They specifically mentioned that they have answered this one repeatedly already. lol)

  12. #14092
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    What variables exactly are there, this dead horse feels overly beaten, but how is it -any- different than physical acc.

    The excuse is that they can't give a stat because the spell might check int or mnd or chr? Just add all 3 then.

    All spells still use base MACC, it's like saying we can't add ranged attack cause some things give attack and somethings give ranged attack and attack.

    Or are we talking about things like wildfire jinpu leaden aeolean having different stats that (do?) modify macc. I suppose that a cor using the exact same set for let's say; leaden and seraph blade would have different macc's for each ws resectively? That's the excuse?

  13. #14093
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    Quote Originally Posted by Sirious View Post
    What variables exactly are there, this dead horse feels overly beaten, but how is it -any- different than physical acc.
    Just offhand, the first consideration is that physical/ranged accuracy is inherently focused, whereas magic is not. You can have one each of main/sub/ranged equipped when you type /checkparam to base the results off of. With magic, there isn't one answer to give, since very few spells are tied to any particular gear. They could potentially have /checkparam spit out a result next to every type of offensive magic available to your main/sub could cast, but it's a bit beyond what it does now.

    Additionally, they might be taking into consideration the effects of things like day/weather, or other ways that specific elements might vary like mobs having higher or lower resists. Maybe different dINT/dMND changing things too? Dunno. Not having a single skill to narrow the check down probably is enough to complicate it.

  14. #14094
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    It's not a matter of your stats so much as the mob. That said it's really more a matter of perspective. You could see the dstat factor as directly modifying macc and say for that reason can't do it or ignore it and see it as just adding to meva or much more accurately as 3rd term in the difference of macc to meva. Same matter of perspective can apply to their silly resistance arguments as well that's mob end and not your macc

    There is the added annoyance of each skill playing roles specifically for those magics too (with triple annoyance for songs). So to properly do it they couldn't just tack on a macc but would have to have a separate magical checkparam that gave different maccs for each type of magic that can be used directly against mobs. So 1 for elemental, 1 for enfeebling, 1 for divine, 1 for dark, 1 for blue, 1 ninjitsu, and 3 for songs technically healing too but lol at offensive cures. The reason why this is different from physical because the only ones that ever matter are the current accs in main/offhand and ranged.

  15. #14095
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    Well, I got beat to it, but I'll post anyway since I had this mostly written when I checked the thread again.

    There is a valid difference between physical/ranged acc and magic acc.
    The Physical acc stat is solely determined by player stats. Stack up skill, acc/dex, and any buffs and you have a value. It's all player side. It's only when you go to determine hit rate, that the target comes into play. But magic is different.

    Magic acc has different dSTATs depending on the type of magic, or individual spell. And the value of the dSTAT varies based on where the dSTAT is. so depending on your target, you could have more or less macc. Also the spell determines what magic skills are checked.

    So to determine MACC, you need things that the game has no way of knowing without a target,

    -What spell/magic type of the spell to determine what dSTAT and skills are checked.
    -A target to evaluate the dSTAT and determine how much MACC is gained from it.

    If you're sitting in town and tried to check param for macc, these would cause errors.

    Now, this isn't to say I'm letting SE off the hook, but there is a notable difference I the mechanics of physical and magical acc.

    What they should do is let us use a command that emulates a given action.

    say, /checkparam /ma "Stun" <t>

    if there's no target we get no result. But if you target a mob and do so, all the variables should be present. Then all it has to do is report the stats it gets as a result of emulating casting stun on the chosen target.

  16. #14096
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    But look. Your acc is still the same acc if the mobs eva gets higher and higher and higher. Your base macc is still your base macc, no matter what element the mob is. No matter how much int the mob has no matter how much meva the mob has.

    Day and weather is valid, for each element but that doesnt stop them from doing a base macc check.

    If I'm wearing 1000 macc then checkparam can say 1000.

    I'm not sure anyone wants to know exactly how much macc they'll have when they cast every single spell. Just a stat to know what the hell their base is.

    That way you can find out exactly how much macc and how much int it takes to say blind maju. If your shout blm only has 1050 base macc, it's not gonna happen. (random numbers)

  17. #14097
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    Quote Originally Posted by Sirious View Post
    But look. Your acc is still the same acc if the mobs eva gets higher and higher and higher. Your base macc is still your base macc, no matter what element the mob is. No matter how much int the mob has no matter how much meva the mob has.

    Day and weather is valid, for each element but that doesnt stop them from doing a base macc check.

    If I'm wearing 1000 macc then checkparam can say 1000.

    I'm not sure anyone wants to know exactly how much macc they'll have when they cast every single spell. Just a stat to know what the hell their base is.

    That way you can find out exactly how much macc and how much int it takes to say blind maju. If your shout blm only has 1050 base macc, it's not gonna happen. (random numbers)
    Using Blind as an example for magic accuracy, /checkparam would need to determine/track: dINT, Enfeebling Skill, magic acc skill, magic acc, gameday of the week, weather, and relevant buffs like Saboteur. dINT varies based on your target, so can't be tracked w/o a target. This value changes and requires a full recalculation/check every time it's used due to the various magic skills. Probably not actively tracked to begin with and gets calc'd every time an offensive spell is cast.

    By comparison, for physical accuracy, it needs to determine/track: accuracy OR ranged accuracy. That's it. A single value that doesn't change depending on your target. Since we don't change weapons all that often during combat, odds are good IMO that the game normally tracks these values constantly to begin with, and it's just being reported directly by /checkparam. Same thing with atk/def.

    As far as the devs response, their usual stance on this issue is that they do not want to cause confusion by adding an incomplete reporting method, such as a blanket/baseline macc rate taking only gear into account.

  18. #14098
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    Quote Originally Posted by Sirious View Post
    But look. Your acc is still the same acc if the mobs eva gets higher and higher and higher. Your base macc is still your base macc, no matter what element the mob is. No matter how much int the mob has no matter how much meva the mob has.

    Day and weather is valid, for each element but that doesnt stop them from doing a base macc check.

    If I'm wearing 1000 macc then checkparam can say 1000.

    I'm not sure anyone wants to know exactly how much macc they'll have when they cast every single spell. Just a stat to know what the hell their base is.

    That way you can find out exactly how much macc and how much int it takes to say blind maju. If your shout blm only has 1050 base macc, it's not gonna happen. (random numbers)
    I do!

    Also, you managed to completely miss the point and miss understand everything we all said about macc.

    No, you don't have base macc. It's determined by multiple factors that vary by spell/magic type/target stats.

    You could have 0 enfeebling skill, but 400+ dark skill. You're enfeebling macc would suck, but your stun acc should be fairly good. How the hell is SE supposed to provide a "Base" for that?

    In a nutshell, It's situational. This only works for physical acc cause wearing a weapon/ranged wep tells the game what skills to check. there's no such certainty about what spell you're going to cast.

  19. #14099
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    Quote Originally Posted by Martel View Post
    Magic acc has different dSTATs depending on the type of magic, or individual spell. And the value of the dSTAT varies based on where the dSTAT is. so depending on your target, you could have more or less macc.
    I debate this point. Such a dstat would only come into play/matter with a target and determining actual hit rates. Calling it macc meva or a 3rd dstat modifier when calculating hit rate wouldn't change a thing mathematically . Using similar you could say acc wasn't checkable because the game uses level correction to modify "accuracy" but instead we all except it's a term separate from acc-evasion term when calculating physical hit rate

  20. #14100
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    Quote Originally Posted by dasva View Post
    I debate this point. Such a dstat would only come into play with a target and mathematically calling it macc meva or a 3rd dstat modifier when calculating hit rate. Using similar you could say acc wasn't checkable because the game uses level correction to modify "accuracy"
    Level correction doesn't actually modify the accuracy values tho? It may mess with your target's evasion rating in some way, but your accuracy rating won't change even if your target is +50lvl above you.

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