Rubbish, before I quit salvage I had only done it for 2 years and I have 3 full sets + 3/5 Ares and 1/5 Usukane. That's even after passing 5-6 lv35 U legs and several other Ares pieces. I can count at least 4-5 members who have completed minimum 1 full set in my group.
Salvage rewards hardworking players, you can do salvage 7 days a week but you won't get to fight K.behemoth everyday.
this is what was said. thank you for saving me from having to go out to find a quote. Game design like that is pretty lame.
And for people who say it is rubish, "i did it for two years and recieved 3 gear sets, with other people in our group passing pieces as well", SE raise drop rates on salvage a couple times. But, when it was originally implemented they didnt expect more than 1 full gear set to drop per year.
If they continue that trend with the new events, ill definately be jumping ship to ffxiv asap. I might as well get a grahics upgrade if im going to deal with that ideology again.
I really hope SE learned something from Aion, which has a 6-man Dynamis type instance that drops job specific armor. The problem was of course the horrendous drop rates of said tiered gear. Doing 50 runs of the same instance and only getting the equivalent of a fire crystal for your time is unacceptable and basically just turns people off. Now if they hopefully make the exp fantastic, along with decent drop rates and actually money drops, then it's a win win.
I still want Dynamis monsters to give a nominal amount of xp and gil, and I don't understand the decision making process that SE was going through when they decided to have them not.
Actually, that's a lie. SE was probably thinking, "Sheesh, party structure here is different from other zones . . . making a system to distribute experience points and gil would be too difficult! /giveup"
Timed lock outs suck, low drop rates suck, getting gear too fast sucks...
Do you see where this is heading?
Every game has to pick between delayed gratification and reward trivialization. Pick your poison.
I'd like to see Anima added as an hnm. Would be fun to have to fight both levels of him at same time around a spiral stair case of sorts, one half susceptible to melee, one half susceptible to magic, thrown in with some wacky abilities, spells, 2hr's etc. Just to spice the game up a bit, I want something where even the best of linkshells will struggle but it's still probable. A quest for a custom title would be cool too, I'm just tired of scanning/camping, how's bout some insane quests where you fight through hordes of mobs run back and forth, idk just throwing out ideas![]()
well, the salvage bodies that I spent about 13mil on each will probably become obsolete which will worry me cause 13mil takes yrs for ME to get. I spent all my money in one place...
Now if they release some good job abilties, nasty subjob combos at 49 without too bad of a subjob JA nerf, more job trait extensions (fast cast, MAB,MDB, Max HP bonus, martial arts trait, counter, Dual Wield enhancements etc and maybe some new traits that the job never had), new spells, and new innovative HNMs that use strategy to kill.... then the new content might make this game feel like a brand new game again and alive.
If they up us to lvl 99 and don't add any new job traits or JA's.... and just make us lvl 75 with more HP MP and STR DEX etc.... but no new JA's.. It will be epic fail. I wouldn't put it past SE to make a generic version of lvl 99.
Someone said MNKs skill rating at lvl 99 would put them at an estimated +12 base dmg higher.
So what are they going to add for the other jobs in terms of base dmg.... lvl 99 weapons will be 15+ base dmg higher then the lvl 75 weapons of their type?
85 DMG great swords will be 97 DMG at lvl 99 perhaps?
95 DMG Great Katanas?
52 DMG Guns for COR. 0-o
If MNK gets +12 base DMG higher then why wouldn't they. (12 sounds too high tho, just going by what someone else wrote).
They must have to buff the relics really hard then to make up for the lvl cap or I am just missing a valueable DMG point and not paying attention to what I wrote.
If MNK gets +12 DMG then twohanders should get at least +30ish.
Except MNK needs help, 2 handers don't. Does ~51 damage weapons with 348 (so 174 per fist) delay at 75 currently make people want them in their HNM fights?
MNK definitely doesn't need help.
I quit salvage before they adjusted SSR drop rate, before they made Mad Bomber 100% spawn, that's back in March 2009. Salvage (post adding free cell chest) in my opinion is the best event ever created in this game. It offers some of the best gear. It's challenging enough to stop greedy skillless ppl from getting free drop. Every member must contribute and you can't just go afk like most ppl do in Dynamis.
Check out the remnant threads on this forum, no other event in this game has ever received as many attention/discussions compared to salvage, and new strategies were constantly discovered even years after salvage was introduced. The reward is great and a small group of skilled players can do better than a full alliance of 18 clueless players. It's the only event in this game throwing more players at it will not give you better results.
The highest number of lv35 I have seen in one month is 15, and I will say on average a dedicated group should see 4-8 lv35 per month. That's 48-96 pieces of salvage upgrade for a single salvage group in one year, and I bet the number is much higher after salvage adjustment. How many D.rings can you expect to see on your server per year?
Maybe without upgrading them further, but SE would be foolish to make current endgame gear worthless. If they keep it useful, even as a basis for upgrades, then that keeps the content relevant. Making all current endgame content pointless would require a massive addition of content to replace it, which just doesn't make sense.
If anything, FFXI has leeway for making individual items somewhat easier to get due to the multiple job system. If someone does get, say, a Morrigan's body, having that not be an overly long, expensive process makes it more likely that they'll turn around and try for another body as well.Well, I wasnt making the argument that shitty drop rate are good, but I don't feel the same obligation toward solo farming than team farming. If I get morrigan body, I'm not going to leave the group 2 days after, I'm stuck with them until I farm something equivalent for everyone. Incidently, if someone else get it, I don't want to hate him if he ditches us 3 weeks later because he lost desire to play...it's a game, everyone should feel free to play whenever they feel like and enjoy that time.
That said, I agree entirely that longevity through shit drop rate is retarded.
I don't see why they don't at least do XP from most/all quests/events. To me, one of the bigger shortcomings of FFXI is that so many things are segregated that way. You do this to make money, that to get XP, some other thing for Rare/EX, and so on.I still want Dynamis monsters to give a nominal amount of xp and gil, and I don't understand the decision making process that SE was going through when they decided to have them not.
If we're spending 2-3 hours in a Dynamis zone, gaining 10-15k XP from it isn't exactly game breaking.
24 levels, 5 skills per level (at least if you follow the current trend): +120 skill.
currently : 299 skill => 3+floor(299*0.11)=35
at level 99 : 419 skill => 3+floor(419*0.11)=49
so +14 DMG actually. MNK typically uses D18 weapons, so you go from 53 to 67 : +26% damage, without even considering the possibility of getting new weapons.
Now, SE can release higher base damage weapons too... Let's say you have D+10 weapons at level 50 and D+18 at level 75, then you'll get D+ .. 26 ? So if they follow their trend for H2H, monks will punch with 49+26=75 DMG while currently it's 53 so ~ +41% increase.
This is the reason I initially thought that the levels past 75 would be fake.
really? you're complaining about potentially broken DDs in a game with something like SAM?
MNK might not be a red-headed stepchild but it's supposed to be the most pure, straight up physical damage dealer in the game and all people use it for is abusing colibri and tanking salvage.
1) SAM is not broken
2) if you want to keep the game balance like they pretended to you have to either gimp the level up (monk no longer get +dmg) or give 2H DD +30-40 DMG on their level 99 wpn, making every single weapon trash including mythic/relic and their augmented counterparts through the magian augments.