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  1. #21
    As I beavered away...
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    Quote Originally Posted by test123 View Post
    Kraken Grip, Occ 2-3

    Smithing 100
    Earth Crystal
    Kraken Club
    Adaman Chain x2
    Tiger Leather
    Best idea in this thread so far.

  2. #22
    Relic Horn
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    Quote Originally Posted by Waef View Post
    Best idea in this thread so far.
    Especially if it stacks with bahamut's zagh/soboro/etc.

  3. #23
    Salvage Bans
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    Mage Relics should give access to the ultimate spell instead of a ws or on top of a ws.

    BLMs - Comet/Meteor

  4. #24
    Sea Torques
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    Quote Originally Posted by tymora View Post
    Mage Relics should give access to the ultimate spell instead of a ws or on top of a ws.

    BLMs - Comet/Meteor
    This is actually a really fucking good Idea.

    Claustrum: Comet/Meteor
    Mjollnir: Holy II

  5. #25
    Old Odin
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    Nerf bat: (Club)
    Dmg: 1
    Delay: 207
    Additional Effect: Weakness on target.

  6. #26
    Champion of the House of Weave
    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by test123 View Post
    Kraken Grip, Occ 2-3

    Smithing 100
    Earth Crystal
    Kraken Club
    Adaman Chain x2
    Tiger Leather
    +1 should be 2-8 times, but it would probably just add 1 Def instead.

    I like the idea though.

  7. #27
    Sea Torques
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    MARTIAL GRIP
    double tp bonus (all WS count like 300TP)

    =>effect 1 /goodbye hagun
    => effect2 hello DA mythic

  8. #28
    Hydra
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    Quote Originally Posted by seiji View Post
    MARTIAL GRIP
    double tp bonus (all WS count like 300TP)

    =>effect 1 /goodbye hagun
    => effect2 hello DA mythic
    Sorry to have to burst your bubble, but that would actually make hagun stronger, IF it stacked with hagun's tp bonus. Hagun would then be a 33.3% damage boost on WS instead of the current 20%. If it didn't stack with Hagun, then yeah, hagun would be worthless, which is why SE would never make this grip.

  9. #29
    Sandworm Swallows
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    Quote Originally Posted by Charismatic View Post
    It sure would, ringthree, but that would be broken.
    ACC and Double Attack is about what you should expect given the effort you have to go through to obtain the damn weapon.
    Just to be clear, the amount of effort that goes into relics and mythics would create the expectation of a blow job from Christy Turlington.

    With SE's idea of effort vs. reward, what we have is probably what we should have expected. Is it a let down? Yes. Should we have expected the let down? Probably. But hope always springs eternal.

  10. #30
    Sponsored by Orton
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    Valefor

    Give either the Burtgang Double Attack as a base trait or make Double Attack the first aftermath bonus instead of the Accuracy bonus and I would consider it an ultimate weapon for PLD.

    Personally, I'd be more for the later adjustment of swapping the aftermath affects. That would allow me to take advantages of the bonuses on the sword and also let me have the double attack rate to keep spamming atonement and keep the DA aftermath effect up.

  11. #31
    Banned.

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    Excalibur RareExclusive
    (Sword) All Races
    DMG: 49 Delay: 233 Attack +20
    Additional effect:
    Damage proportionate to current HP
    "Knights of Round"
    Lv. 75 RDM / PLD

    PLD equip hidden effect +15 enmity
    RDM equip hidden effect -15enmity

    Actually giving both jobs +15 enmity wouldn't hurt anyway..

  12. #32
    Banned.

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    Quote Originally Posted by test123 View Post
    Kraken Grip, Occ 2-3

    Smithing 100
    Earth Crystal
    Kraken Club
    Adaman Chain x2
    Tiger Leather
    That's a gamebreaker lol. Every 2 handed relic holder would get that.

  13. #33
    Quizno
    Guest

    yes, every 2h in the game would have a 35m gil grip.

  14. #34
    Old Merits
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    Leviathan

    The much needed ultimate staff

    Spoiler: show

    This is what we have now:

    High Quality Elemental Staves
    (Staff) All Races
    DMG: 35 Delay: 356
    Lv. 51 All Jobs
    Hidden Effects:
    Elemental magic potency to magic of the same element +15%
    Elemental magic potency to magic of the opposing element -15%
    Magic accuracy to magic of the same element +30%
    Magic accuracy to magic of the opposing element -30%
    Avatar and spirit perpetuation cost to avatars and spirit of the same element -3
    Avatar and spirit perpetuation cost to avatars and spirit of the opposing element +3
    Charm success rate +15% (Apollo's Staff)
    Charm success rate -15% (Pluto's Staff)

    Vulcan's staff
    STR +5 Ice +20
    Attack +10 Ranged Attack +10
    Additional Effect: Fire damage

    Aquilo's staff
    INT +5 Wind +20
    Elemental magic skill +10
    Additional effect: Ice damage

    Auster's staff
    AGI +5 Earth +20
    Evasion +10
    Additional effect: Wind damage

    Terra's staff
    VIT +5 Lightning +20
    Physical damage taken -20%
    Additional effect: Earth damage

    Jupiter's staff
    DEX +5 Water +20
    Critical hit rate +15%
    Additional effect: Lightning damage

    Neptune's staff
    MND +5 Fire +20
    Divine magic skill +10
    Additional effect: Water damage

    Apollo's staff
    STR +2 DEX +2 VIT +2
    AGI +2 INT +2 MND +2 CHR +2 Dark +20
    "Cure" potency +10%
    Additional effect: Light damage

    Pluto's staff
    STR +2 DEX +2 VIT +2
    AGI +2 INT +2 MND +2 CHR +2 Light +20
    MP recovered while healing +10
    Additional effect: Darkness damage

    Now let's make the ultimate staff by combining these:

    Insert cool name for the ultimate staff here. (R/E)
    (Staff) All Races
    DMG: 35 Delay: 356 STR +5 DEX +5 VIT +5
    AGI +5 INT +5 MND +5 CHR +2
    Fire +20 Ice +20 Wind +20 Earth +20
    Lightning +20 Water +20 Light +20 Dark +20
    Attack +10 Ranged Attack +10
    Elemental magic skill +10 Evasion +10
    Physical damage taken -20% Critical hit rate +15%
    Divine magic skill +10 "Cure" potency +10%
    MP recovered while healing +10
    Additional Effect: Fire damage
    Additional effect: Ice damage
    Additional effect: Wind damage
    Additional effect: Earth damage
    Additional effect: Lightning damage
    Additional effect: Water damage
    Additional effect: Light damage
    Additional effect: Darkness damage
    Lv. 75 All Jobs

    Hidden Effects:
    Elemental magic potency +15%
    Magic accuracy +30%
    Avatar and spirit perpetuation costs -3
    Charm success rate +15%

    This description is very large, so obviously this item could not exist. But, we can all agree that nobody who uses elemental staves cares about the additional effects. If you really want to do melee damage with a staff, their are much better choices available. So let's just delete those. Now let's group the elemental resistances together so they only take up 1 line. But the description is still too big. But since half of the hidden effects of the original staves are gone, why not just move the extra bonuses there? Now look at the description:

    Insert cool name for the ultimate staff here. (R/E)
    (Staff) All Races
    DMG: 35 Delay: 356 STR +5 DEX +5 VIT +5
    AGI +5 INT +5 MND +5 CHR +2
    Elemental Resistances +20
    Lv. 75 All Jobs

    Hidden Effects:
    Elemental magic potency +15%
    Magic accuracy +30%
    Avatar and spirit perpetuation costs -3
    Charm success rate +15%
    Attack +10
    Ranged Attack +10
    Elemental magic skill +10
    Evasion +10
    Physical damage taken -20%
    Critical hit rate +15%
    Divine magic skill +10
    "Cure" potency +10%
    MP recovered while healing +10

    The description of the item now fits. If there's a limit to the amount of hidden effects the game can handle on one item, I don't think anyone would mind if we removed attack, ranged attack, and critical hit rate, and possibly more. This staff is not any more powerful than anything we have now. It is not game breaking, it is just 7 more inventory spaces. But anyone with any mage job leveled would want one.

    Being a better alternative than the relics and mythics mage jobs have to choose from, it would seem fair to make this staff extremely hard to obtain, and require lots of time and effort. An upgrading system like the relic weapons, requiring all 8 high quality staves would be appropriate. A series of 7 quests, each combining 2 staves into 1 until the ultimate staff of all 8 elements is created would be nice. Each of these quests would require collecting rare and exclusive items from around Vana'diel, defeating a very difficult instanced battlefield, and who knows what else Square-Enix decides to throw at us. You would probably have to wait until the next Sunday to receive your prize, and to start the next stage of upgrading.

    The intermediary stages would probably look something like this:

    Combined Elemental Staves
    (Staff) All Races
    DMG: 35 Delay: 356
    Lv. 59 All Jobs

    Staff of the Stars (R/E)
    STR +5 DEX +2 VIT +2
    AGI +2 INT +2 MND +2 CHR +2
    Ice +20 Dark +20
    Attack +10 Ranged Attack +10
    "Cure" potency +10%

    Staff of the Clouds (R/E)
    DEX +5 AGI +5 Earth +20 Water +20
    Evasion +10 Critical hit rate +15%

    Staff of the Seas (R/E)
    INT +5 MND +5 Fire +20 Lightning +20
    Elemental magic skill +10
    Divine magic skill +10

    Staff of the Earth (R/E)
    STR +2 DEX +2 VIT +5
    AGI +2 INT +2 MND +2 CHR +2
    Lightning +20 Light +20
    Physical damage taken -20%
    MP recovered while healing +10

    Combined Elemental Staves (Tier II)
    (Staff) All Races
    DMG: 35 Delay: 356
    Lv. 67 All Jobs

    Sol Staff (R/E)
    STR +5 DEX +5 VIT +2
    AGI +5 INT +2 MND +2 CHR +2
    Ice +20 Earth +20 Water +20 Dark +20
    Attack +10 Ranged Attack +10
    Evasion +10 Critical hit rate +15%
    "Cure" potency +10%

    Luna Staff (R/E)
    STR +2 DEX +2 VIT +5
    AGI +2 INT +5 MND +5 CHR +2
    Fire +20 Wind +20 Lightning +20 Light +20
    Elemental magic skill +10
    Physical damage taken -20%
    Divine magic skill +10
    MP recovered while healing +10

    These staves obviously have large descriptions too, but you can just pull the hidden effects trick to make them smaller.

    Combining the Sol and Luna staves together would have to be one of the hardest accomplishments, just below defeating Absolute Virtue or Pandemonium Warden. But it would totally be worthwhile for this:

    Spoiler: show

    Twilight Staff (R/E)

    (Staff) All Races
    DMG: 35 Delay: 356 STR +5 DEX +5 VIT +5
    AGI +5 INT +5 MND +5 CHR +2
    Elemental Resistances +20
    Lv. 75 All Jobs

    Hidden Effects:
    Elemental magic potency +15%
    Magic accuracy +30%
    Avatar and spirit perpetuation costs -3
    Charm success rate +15%
    Attack +10
    Ranged Attack +10
    Elemental magic skill +10
    Evasion +10
    Physical damage taken -20%
    Critical hit rate +15%
    Divine magic skill +10
    "Cure" potency +10%
    MP recovered while healing +10

    Edit:
    And while I'm at it, why not make an ultimate Grip, Gorget, and Obi too:

    Twilight Grip (R/E)
    All Races
    Converts 20 HP to MP
    Magic Accuracy +2
    Lv. 75 All Jobs

    Luminescent Gorget (R/E)
    [Neck] All Races
    Latent effect: Increases weapon skill
    accuracy and damage
    Lv. 72 All Jobs

    Higurin Obi (R/E)
    [Waist] All Races
    DEF: 7 Gain Full Effect of Day and Weather Bonuses
    Lv. 71 All Jobs

  15. #35
    E. Body
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    Quetzalcoatl

    Violent (Weapon Type here)

    Weaponskill Bonus

    "Increases damage done by weaponskills"

    (Increases it by 30%, pretty much like building flourish, can bu used off hand)

    HOWv ABOUT THIS

    Not necisserily weapons,. but lets get some friggin throwing WSs please.

    Skill 10: Recurve. chance of crit varies with %, all jobs

    Skill 40: Sickleslash. Two hit throw, acc varies with tp., all jobs

    Skill 70: Penetration (lulz) Deals poent poisen effect, length varies with %. ex, dnc/nin (ex means only for main or su for thsoe that dont know)

    skill 100: Silent Wind, single hit, ingores defense, amoutn ignored varies with tp.

    Skill 125, Dragon's Fury, Aoe attack, requires 5 if consumable throwing, distance varies with %

    Skill 150, Driving Howl, 5 hit attack, accuracy varies with %, dnc/nin ex

    skill 175, Screaming Wind, 7 hit attack, accurace varies with tp, dnc/nin sp (main onry)

    Skill 200, Rising Sun, 3 hi attack, chance of crit varies with tp, ignores def. dnc/nin sp

    Skill 225, Reaving slice, 12 hit attack, potent knockback, stun, length of stun varies with tp. (low damage, but stuns the mob for 30-50 seconds, most NMs, HNMs immune to this, good for arrow burn and such)

    Skill 230, Desolation, 25 hit attack, low damage, high acc, pretty much turns the mob into a pincusion, uses up 25 ammo, if you have <25 it will use all ammo, and all attacks after you run out automaticl ymiss.

    IE if you have 18 shurkien and use it, 18 of the attacks have chanc eof missing, remaining 7 all miss since you dotn have enough ammo. Devestatign on mob almost as much as your wallet.

    Finally our ultimate weapon sinc ewith WSs we'll actually wanna try this.

    Chakram:

    Heaven's Rage:

    Damage: 50

    Delay: 320

    Str/dex +5, rng acc/att +15

    Boomerang:

    Whiplash

    Dmg: 45

    Delay: 350

    Additional effect: knockback, semi potent stun, cannot be resisted (yeah thats right, knockback, about 5 units though, but repeated use can get fun)

    Shuriken:

    The Wild Fang

    Dmg: 120

    Delay: 200

    Additional effect: Return

  16. #36
    29 in magical dog years
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    Excalibur

    Quote Originally Posted by MillionDollarMan View Post
    That's a gamebreaker lol. Every 2 handed relic holder would get that.
    Quote Originally Posted by Quizno v2.0 View Post
    yes, every 2h in the game would have a 35m gil grip.
    ?

  17. #37
    E. Body
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    Quote Originally Posted by Jakson View Post
    ?
    Must be price of K club on their server?

    I wouldnt make it synthed with k club though...

    I think it'd be betetr to add a mat to the NM that drops k club, like, kraken tail, or something, and make that the recipe piece... Similiar to SH's stinger mat, you know?

  18. #38
    Sea Torques
    Join Date
    Oct 2006
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    506
    BG Level
    5

    I want a dagger that has Mandau base damage (39) but a delay of 231 that puts it around 10.1 DPS. And to explain why it's so slow let it be something like "Solid Gold Dagger".

  19. #39
    Banned.

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    7

    Might aswell just use PHarpe, 2 base damage means jack shit really.

  20. #40
    Sea Torques
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    Asura

    Vigilante's Gun:
    Lets you fire at other players on any battlefield

    gimme one of those, and i'll lvl cor and be happy to camp kings again

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