Taruwaru said:
The silver ingot price is so high because they're used in a ton of recipies, and they're a pain in the arse to make. 48 non-stackable items to get 1 stack of ingots?! ugh!
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And let me also state that the equip to be an "average" RNG (no HQ) is REALLY cheap. I wouldn't doubt if you can get away with a sub 500k setup and still do *ok*. I'm not really sure on the price of guns though, since the only RNG I've ever partied with has HQ everything, and I've never had a reason to check gun prices.
There are other ways to get silver ingots besides synthing them. Desynth of silver rings/earrings (NPC in jeuno, always open, always the same price)
Ranger does have fairly cheap equipment, but is that really a good thing? Rng has no SH, no Hauby, no Byrnie. E-Bow isn't overpowered vs other ranged weapons, and PCC is nominally better than ranger necklace/jagd gorget for rng in most situations. When I hit 70, I had less than 1M in equip at the time, and there wasn't really any gear that I would swap out if I could, with the exception of minimal upgrades not worth the price (genin earring, 1 more AGI for 1M, PCC, 5 racc and 10 acc for a loss of 6 ratt, etc)
Look at gear for ranger through level 70, you get gear at 30, which lasts to/beyond AF, and then that lasts til god gear at 75. Feet, 3 AGI, then 4 AGI. Body, 3 racc, then 10 racc or 4 STR/AGI. Legs, 2 racc or 1 STR. Hands, 2 racc, 2 AGI, or 1 STR. The rangers that were doing these large numbers that were overpowered were the ones that hit 70+ and finally had access to actual damage gear. So putting them "on par" does what to the level 1-60 rng that has no damage gear, and couldn't afford to lose racc before the nerf, let alone after it even if they had gear?
hellstorm said:
what are you complaining about beside pal, whm, rdm, and blm rng is one the only classes that stay in a kirin alliance full time, and you bitching
Nice response, one fight = the entire fucking game.
Elemmire said:
I'm just also stating that in end game the need for accuracy is not that great.
It's shows that you don't have an end game rng, the need for acc for rng is higher now than for melee, and we have 4 accuracy bonus traits.
hellstorm said:
the nerf was needed to balance to melee deal with it, dont whine.
Balance would be fine with me, but what happened was way beyond balace. And damage, why does everyone look at the one big ws? Yes, Jonas can do 2k+ damage ws with warcry/berserk/double minuet/damage food/Dia II/choke/100M worth of gear to a VT mob at 75. Can't all melee? War/nin and Mnk/war could out DoT rng BEFORE the nerf in exp, the only difference was their damage on the ultra high level mobs.
hellstorm said:
skillz rng know about timing yes kirin run around but he run in a prettey set pattern around and around if a whm/smn can stick blink on a tank while he is running you should have no trouble hitting kirin
Hitting someone that is Co-operating with your casting is a little different than hitting a mob that will stop to cast spells at random, and if you want to say "Just shoot when he stops to cast then" You first need to get to the right distance, then shoot that high delay ranged weapon at him before he gets done and takes off again.
Ugotjacked said:
It doesnt even make sense in terms of how a gun or crossbow or bow works in RL. If you shoot someone with a gun at point blank it is going to be very accurate but in Final Fantasy its gonna have horrible accuracy and damage.
Yes, and at 30 paces taking 10 seconds to aim a gun missing a stationairy target is retarded for someone who is supposed to have high marksmanship, and being unable to even aim and fire a gun from beyond that range is even worse. The "works like in RL now" arguement is terrible, it makes no sense.
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The biggest thing ranger lost in the nerf was accuracy. Yes, if you stand at the right distance, click your heels together 3 times, and say a prayer for world peace, you can still do the same damage per shot
when you hit. However, in those circumstances, accuracy is noticeably down from before the patch while wearing the same gear, and TP gain from melee is lost. This balances out ranger in the area that they were overpowered vs other melee how? (ultra high level mobs)
When I heard they were going to change ranger to balance it with other melee, I didn't think it would be anything too bad, I figured they would make ranged attacks vary in damage the way melee attacks do, and lower damage vs ultra high level mobs. That would have been balance. What the nerf did was not balance.