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011Samurai TP CatBeanie010MNK76/NIN386176767350486937801914143776765340236050
343178.86051129706046000 8015400 
HQ Adventure = Death+1 :D
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Beanie 's profile
Handlename
POL Handlenamegbeans
e-mailgbeans@pol.com
Homepagehttp://www.centragarden.net
CommentHydrabo (L80) and Tunafish (L80) (Windurst), Aisierra (L70) (Bastok), Ammoboxes (L80) (San d'Oria) are my assistants.

Maps: 79 || Nyzul: 100 || Cobra Rank: Medal of Altana § § § § || Maat's Cap (lol): 5/15 || Highest Fish Ranking: 18th Place || Synergy 35.2; Feed Fewell 5, Furnace Thwacking 2

QUESTS -- Windurst: 83 || San d'Oria: 67 || Bastok: 82 || Jeuno: 90 || Other: 51 || Outlands: 43 || Aht Urhgan: 52 || Crystal Era: 56 || Abyssea: 2
SCENARIOS -- A Crystalline Prophecy: Fin || A Moogle Kupo d'Etat: Fin || A Shantotto Ascension: Fin
CRAFTING KEY ITEMS -- Lumberjack, Chainworking, Sheeting, Gold Purification, Clockmaking, Trituration, Concoction, Iatrochemistry, Anima Synthesis, Patissier, Synergy Crucible, Frog Fishing
CRAFTING ITEMS -- Shaded Spectacles, Caduceus, Alchemy Apron, Portafurnace, Waders, Seagull Ring, Pelican Ring, Heron Ring, Fishing Smock
WEAPON SKILLS -- Asuran Fists, Retribution, Black Halo, Detonator, Empyreal Arrow, Evisceration, Decimation, Blade: Ku, Tachi: Kasha, Impulse Drive
MYTHIC WEAPON SKILLS -- Ascetic's Fury, Tachi: Rana, Blade: Kamu, Trueflight

Merit Points (469):
HP/MP -- Max MP OOOOOOOO
ATTRIBUTES -- STR OOOOO
COMBAT SKILLS -- Hand-to-Hand OOOOOOOO || Marksmanship OOOO || Katana OOOO || Evasion OOOO
MAGIC SKILLS -- Enfeebling OOOOOOOO
OTHER -- Critical Hit Rate Up OOOO || Enemy Critical Hit Rate Down OOOO
MONK -- Counter Rate OOOOO || Kick Attack Rate OOOOO || Mantra O || Formless Strikes O || Invigorate OOO || Penance OOOOO
RANGER -- Unlimited Shot OOOOO || Rapid Shot Rate OOOOO || Flashy Shot O || Snapshot OOOOO || Recycle OOOO
NINJA -- Subtle Blow OOOOO || Ninja Tool Expertise OOO
WHITE MAGE -- Cure Cast Time OOOOO || Barspell OOOOO || Devotion OOOOO || Protectra V O || Shellra V OOOO
SAMURAI -- Store TP OOOOO || Meditate OOOOO || Shikikoyo OOOOO || Blade Bash O || Overwhelm OOOO

Adventuring Companions:
* Sasavi -- Neglected Wyvern
* Raka Maimhov, lv.70 Soothing Healer, Katana -- Max Active Time OOO, Fashion Advice O
* Petra, Valoredge, Stormwaker -- Puppet that has more parts than ACE Hardware
* BestArcher, F, Chocobo adult -- Yellow feathers. Strength: First-Class, Endurance: First-Class, Knows Burrow and Treasure Finder :3
* NimbleArcher, F, Chocobo adult -- Black feathers. Strength: First-Class, Endurance: Outstanding, Recp: Average, Disc: Average, Knows Canter and Gallop

Diary Index
Beanie's diary (20 articles)

09/10/29 20:38(open)09/10/29 21:39(1423)
[pulls out soapbox] Hey! Don't run away! This is a good one, trust me!

SE announced the augments for the Shantotto leg armor today. If I'm being truthful I must admit that the first thought that hit me was "Wow. Where have I seen those stats on leg armor before? Oh yeah, in my Mog House." There's some unique stuff in there, don't get me wrong, but there was nothing that made me go "Wow! :Q!!!" Maybe I'm just jaded after 6+ years and being completely unfair before the Scenario is even released. So I asked myself what could have SE put on the leg slot that would've made me go "Wow! :Q!!!"? I've come up with three ideas. I want to emphasize that these are three separate ideas. I wouldn't combine them with each other 'cause I feel that would range into game breaking. I'm trying to be realistic with my ideas.

IDEA #1:
The first idea is two-pronged. One emphasis would be to increase the base stats on the leg armor and the other would be some combining (or uncombining) of stats on the augment list.

See, I was looking up armor and to be completely honest, +2 to any base stat on the leg slot is a slap in the face. The fact that the augments don't add anything either only makes it worse. Looking through Dynamis pieces and other high end gear, +3 seems to be the low end and the high end is +5 (or +15 if you have Sky stuff). So, if I was being an evil developer I'd make the stat increase +3. If I was being Beanie I'd make it +4.

I'm also not very pleased by how the stats were distributed except on the mage legs. I would add a third stat to the other other two. For light armor that would be STR. For the heavy armor I'm a bit torn, but leaning more towards DEX. It's hard to go wrong with DEX. DEX gives you accuracy and crits.

The third change I'd make to the base armor stats is to give it an additional stat like the headwear got. I mean, really, by themselves the legs got nothing D: For the mage armor I'd give it a base HMP+2. For the light armor I'd give a base Haste+2%. For the heavy armor I'd give a base Phys Damage-4%. The reasons for why will become clear when we get to the augment changes I'd make, but you can prolly see where I'm going with the light armor at least.

For the augments themselves. I would separate the MP+25, ENM-4 and HP+25, ENM+4. Just for the reason that I'm sure there's a Galka PLD out there somewhere crying about the MP+25 augment. In it's place I would make the augments: MP+25 & HP+25; ENM-4; ENM+4. I would add an augment of HMP+2. I would combine Ratt & Att. I would combine Racc & Acc. (Honestly, it pisses me off when those keep getting separated x.x It's a conspiracy, I tell you.)

So! Going with what I've outlined let's look at what you could now create. On the mage side you could make HMP+4 pants, which I think would be a good thing. SE has been adding more and more HMP pieces that make it advantageous to break the Yigit set and get more HMP from doing that. Let's keep going in that direction. Not that I dislike Yigit, but it's so 3 years ago.

It would also allow light melee to create Haste+5% pants if they wanted. I don't see this as being a bad thing either. I also don't think it'd cheapen Haidate since those have DEX+15 on them and that's nothing to sniff at by itself :x Even if they didn't go for the Haste+3%, something very utilitarian could be created by going with the Att and Acc augments. Nothing that's *better* than individual pieces, but a very nice melding pot of stats.

For the heavy armor I feel the phys dmg-4% as a base stat would lend weight if they went for an additional -4% as an augment. It also wouldn't hurt the DRKs one damn bit >.>;


IDEA #2:
Ideas #2 and #3 would introduce a "Group 1" and "Group 2" system to augments. You could choose any two Group 1 augments or you could have one Group 1 and one Group 2. You could not have two Group 2 augments.

I'd start by making the same adjustments to augments themselves that I discussed in Idea #1. Everything already introduced would be a Group 1 augment.

Group 2 augment would be very straight forward: Any skills stat +3 (or +5 if I'm being Beanie). I just made you jaw drop, didn't I? So you could have H2H skill+5 on the leg slot. Or Shield skill+5. That's why you could only have one Group 2 augment, but allow yourself to consider the possibilities for a while >.>; Sea Torques aren't as common as other gear and I don't think even with Sea Torques you could make anything game breaking. For some jobs like PUP, though, you could help them out a lot :>


IDEA #3:
See: Idea #2 Group 1 & 2 outline and Idea #1 Group 1 augments.

Group 2 augments would be *Main Job Specific*. Meaning that the augment will only activate if it is your current main job. For Group 2 I would do what I thought SE *should* have done with the Mythic Weapons and used it as an opportunity to give every job a non-generic biscuit. Let me throw out some ideas since I don't have all 20 jobs thought out yet (though I'm sure I could if I tried).

WHM : Goddess's Blessing (or some equally hokey name): Gives +5% Cure Potency and makes it so that Esuna removes Amnesia.

MNK : Enhanced Chakra: Adds another 1.0 to the VIT modifier and adds Silence to the ailments Chakra removes.

NIN : (I have 3 ideas for this one, I'd only use one of them):
a: Ninjutsu Master: Makes it so Utsusemi: Ichi grants 4 shadows
b: Ninjutsu Master: Makes it so Elemental spells damage increased 10~15%
c: Jubaku: Ni

PUP: Master Performance: *Greatly* reduce the chance of Overload or cut down the summon / zone overload strain to almost nothing.

Are you getting the idea?


Well, that's what I would have liked to have seen. There's always hope for future Scenarios or something /lame. I'm gonna go back and think some more on what I want with what we've got, but I'll prolly become depressed again and resume my wishful thinking D:
Sivara > Oh good. I'm not the only person who looked at those pants and {Yawn}ed. (09/10/29 21:44)
Guppy > Movement speed is enough for me at the moment, considering that Herald's Gaiters costs more than the rest of all my gearsets combined. Not sure what I'd pick as the 2nd augment, though. (09/10/31 17:20)
Morlock > I was quite pleased with the PUP augments available across the entire spectrum of the expansion packs. I know I will be taking some heat when I pick up my head piece for PUP since the melee piece is also extremely nice. Fundamentally, though, EQ that provides pet augments is pretty darned difficult to come by, so the expansions help that considerably. As for the comments above about the quality of the augments, I am extremely pleased that SE has managed to keep the augments from going completely overboard. Sure there is good stuff, but it is not so overpowering to mandate that you absolutely MUST complete the expansion (or any part) just for the piece. I give the developers credit because it is very easy to obsolete great EQ without intending to. So, sure, the stuff is not *ZOMG INSANE* but it does not have to be, it needs to be compelling enough to become part of one's toolset without making every other tool useless. (09/11/02 11:35)
Beanie > Sadly, I think SE hit the "obsolete toolset" point around TAU. As I mentioned in my post, I've seen this gear before. I've seen it before because it's in my Mog House. In fact, some of it (like the Haste+3%) is in my Mog House no fewer than *four* times (and there are Haste+3% leg pieces I don't own). I wholeheartedly agree with the idea of making a particular stat more widely available, but I just as vehemently disagree with the idea of doing the same middle-of-the-road-thing every single time they come out with something "new". Byakko Haidate have been the endgame pants since ZILART. Let's me emphasize that just a bit more. Nothing has matched them since NA launch 6+ years ago. As someone who's played that entire time it wouldn't hurt my feelings in the least to see some, ah, forward movement on the equipment slot. I don't want gamebreaking, I just want something genuinely *new* or at least even with what's already out there. Since if a Haidate-job was given the option of these pants or Haidate they'd be hard pressed to wave and jump up and down for these as their first choice. Speaking as a PUP your options are obviously different, but not so much so since PUP has access to Haste+3% pants otherwise and your emphasis is on the automaton. I don't disagree that SE finally loosened up with giving nice pet stats in these expansions, but otherwise they could've done a bit more since there are 4 pet jobs and 16 non-pet jobs :x (09/11/02 15:27)

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