Merit - Level Up

Ruffyreborn

Jai Guru Deva, Om
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FFXIV
Ruffyreborn
I know it would be very unbalanced to be able to Level Up anymore... More level caps would just ruin everything, in a sense. But what if these "Higher level caps" could only be activated in certain areas, or can only be activated at certain times, or activated, but cannot claim NM's while activated.

How to increase level cap? Merits! 10 merits to increase from 75 to 76, and increase this by 2k each level.

I know you cannot accumulate more than 10 points, but have a "Merit Bank" inside the MH used to accumulate points to use on the Level Cap only.

So, how would you react if you could actually reach level 99, or 100? Now, the only real use of this is to make missions, quests, escorting, things of that sort, much easier, and more soloable.

Yeah, it would be 'broken' but FFXI is taking a plunge. Its hard to get a group together to do anything, these days, and theres nothing more broken than having nothing you can do mission or quest-wise.
 
it would be broken yes but...

SE can keep certain job abilities from being subbed the only example I know of is call wyren by drg which cant be called from as a sub

is it really worth it to up lvs of players? only 65 but dont think so makes hnms easier as hell but to keep the challenge you have to up their lvs as well so the difference should be about the same no?

the merit stuff cant talk about since I'm a lowbie^_^;
 
no, the levels in short wont help a lot, (will a little, though) because basically, what youre getting are a lot of stats that cost more merits to get if you get them seperated. Like MP +, HP +, STR, DEX, etc, and higher Aggro leniency

With a WAR, a level 100 would have around, or higher, base of 100 STR. Thats quite a bit. Same will go for other jobs and their focused stat. Think of 6 level 100's going in to take on Divine Might themselves. Nifty.
 
Going from 42k tnl to 100k tnl? Ow.
I actually thing this'd be a good idea, but if you're gonna make it that tough on them to level why bother to limit it to certain criteria?
 
no, the levels in short wont help a lot, (will a little, though) because basically, what youre getting are a lot of stats that cost more merits to get if you get them seperated. Like MP +, HP +, STR, DEX, etc, and higher Aggro leniency.

Your're talking about 25 levels not helping a whole lot? Is that serious? Try sending alliances of level 50s at most HNMs and they would get wiped without a doubt.

25 levels would make such a massive difference to so many jobs. Just depending on any skill it would let you unlock, if it did or not would make it even more broken, but having a SJ of level 50 too? Any melee that decided to max out level cap would have access to bergressor (aggressor is < lvl 50) and that alone could cause a huge shift in many things, just as an example.
 
If this happen I'm sure a lot of people would quit. It doesn't matter how you put it or in what type of system you have it in. They won't raise the level cap and they've said this a number of times in interview if I remember correctly.

And if theres nothing new except 25 more levels, whats the overall point? Especially if its only active in certain conditions.
 
no, the levels in short wont help a lot, (will a little, though) because basically, what youre getting are a lot of stats that cost more merits to get if you get them seperated. Like MP +, HP +, STR, DEX, etc, and higher Aggro leniency

With a WAR, a level 100 would have around, or higher, base of 100 STR. Thats quite a bit. Same will go for other jobs and their focused stat. Think of 6 level 100's going in to take on Divine Might themselves. Nifty.

Levels themselves would help, A LOT, due to the simple fact that level is included in the damage dealt, damage taken, accuracy and evasion for everything but magic spells.

I don't remember the xact formula, but to make an example, [base formula] *(yourlvl/moblvl). So if you'd originally deal 100 damage, you'd now deal 133 damage to a lvl 75 mob (if you're 100) instead of the original 100 you'd deal. This is ignoring the extra stat boost from your SJ, and the the almost 100 skill lvl boost from your skills.
 
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"Levels in short" means a level jump from 75 to 76. 1 level wont make a BIG difference. That 1 level is "in short"

25 levels seems like a pretty big jump to me. I made it clear
 
While yes, that'd only increase damage by 1, other then the stat and skill boosts, so I guess 1 lvl would be ok. I highly doubt people would merit it though if you can't fight NM's with it, and it'd also decrease the exp you get in merit parties, so there would really be no real point in it xD
 
One level makes such a big difference in this game... I don't even know where to start on this one. Someone else do it.
 
Also, in terms of needing to get 100k for the level, it seems fair to me. The levels in short dont mean a lot, but when you start to get lv 80 and such, its going to start making a big difference. Kind of like the stats. (come on, you need 30k just to up your FIRST stat by 1 point)

In comparison to the stat cost themselves, I think 10 merits per level is kind of low.
 
I don't remember the xact formula, but to make an example, [base formula] *(yourlvl/moblvl). So if you'd originally deal 100 damage, you'd now deal 133 damage to a lvl 75 mob (if you're 100) instead of the original 100 you'd deal. This is ignoring the extra stat boost from your SJ, and the the almost 100 skill lvl boost from your skills.
That's not exactly how it works, melee attacks get a penalty for mobs higher level than you. It would be huge vs HNM's getting closer to or past their level. Magic would also see a dramatic increase vs higher level mobs when you have a higher skill.
 
That's not exactly how it works, melee attacks get a penalty for mobs higher level than you. It would be huge vs HNM's getting closer to or past their level. Magic would also see a dramatic increase vs higher level mobs when you have a higher skill.

Um, what exactly was it I wrote? I'm rather sure that IS what I wrote. So unless you missread my post, I'm sure I wrote the very same thing you're trying to explain.

And it do work like that. That's why you can hit a lvl 40 mob at 75 unarmed as a WHM with close to 100% accuracy, because the lvl difference is so huge. You can even equip -DEX and -accuracy gear and your accuracy will still be the same. Hell, I only have 46 DEX as 75 RDM, which technically would be 23 accuracy only. And I'm sure your accuracy as a lvl 40 WHM would be 0 with +23 accuracy meleeing it unarmed.
 
Um, what exactly was it I wrote? I'm rather sure that IS what I wrote. So unless you missread my post, I'm sure I wrote the very same thing you're trying to explain.
No, you indirectly stated that there's also a bonus to damage vs mobs below your level. If you had the same STR/attack/weapon damage at lvl 75 that a lvl 50 player has, you would hit for the same damage against a mob level 50 or lower. Level 51-75 he would recieve a damage penalty but you would not.

I don't remember the xact formula, but to make an example, [base formula] *(yourlvl/moblvl). So if you'd originally deal 100 damage, you'd now deal 133 damage to a lvl 75 mob (if you're 100) instead of the original 100 you'd deal. This is ignoring the extra stat boost from your SJ, and the the almost 100 skill lvl boost from your skills.
Being higher than 75 won't increase your damage vs a lvl 75 mob, only attack/STR will do that (or lowering his def/VIT)
 
Sure lets get lv 82 mages with rdm subs refreshing themselfs, way to kill any kind of job specific need. Make the game more boring with higher levels not needing any kind of help to do anything, ruin a party based game by making lv 100 gods.
 
No, you indirectly stated that there's also a bonus to damage vs mobs below your level. If you had the same STR/attack/weapon damage at lvl 75 that a lvl 50 player has, you would hit for the same damage against a mob level 50 or lower. Level 51-75 he would recieve a damage penalty but you would not.


Being higher than 75 won't increase your damage vs a lvl 75 mob, only attack/STR will do that (or lowering his def/VIT)
If you'd have read what I said, it was an example. While no, it might not have been a godo example, it was an example. It still increases your accuracy versus lower mobs, and lwoers your damage versus higher mobs. If you're closer to the mob level if its above you, your accuracy and damage will increase, whic hwas the example I was tryigng to set. By setting a lower level my point was proven better. It wouldn't have given the same effect if it was a mob level of 90 versus the player at 75 or 76
 
Sure lets get lv 82 mages with rdm subs refreshing themselfs, way to kill any kind of job specific need. Make the game more boring with higher levels not needing any kind of help to do anything, ruin a party based game by making lv 100 gods.

This right here is what I hate about 90% the redmages in this game. They think theyre job is to refresh and thats it.

A redmage is a support job, refreshing and doing nothing more is not much support. if this patch were to come out wed see MUCH stronger mobs and just like 75 now a RDM would be the job that could best enfeeble them.

Don't pick up rdm if you think itll be a easy job to quickly level by refreshing a couple members of the party
 
I don't quite like the fact of adding 25 levels. I mean..that's alot of levels, Honestly if you wanted to add something to make missions easier...how about this:

Unbalanced Heroism : Required 20 Merit Points to unlock.(I like the Merit Bank idea) When used, for one hour your stats are raise by and equivelant of 25 levels. Recast Timer: 1 week. The skill will not work in capped areas or BCNM. it would not work in Dynamis. EXP aquired and drop rates while under this affect are cut in half.(I.E. Drop rate on a 100% drop would become 50%.)

This would keep RMT using it to dominate the HNM world, it would be used for completeing Missions and Missions alone. Just my opinion though.
 
yeah, in the description, I posted about HNM's, NM's and etc. With levels past 75, you cannot gain EXP or merits, you cannot engage NM's or HNM's (that are timed spawns, force spawns can still be engaged, but alone only), and they cannot attack you. You cannot heal people outside of your party/alliance, and you cannot join a party or alliance while theyre engaged to a NM or HNM, and vice versa. This could be brainstormed to improve, because its really rough, lol.

I first thought of this because of the missions and quests that NO ONE wants to help with. Its very difficult to finish missions and quests these days due to the number of people that either: Have finished already and dont want to do so again, or arent on that mission yet, or are lazy.

I also miss the "god-like" characters of mmorpg's. Yeah, ffxi is team based, but its aged now. Missions are difficult to finish, anymore.

Also, this is just a topic to discuss for fun really. Please no one take it too seriously.
 
I don't quite like the fact of adding 25 levels. I mean..that's alot of levels, Honestly if you wanted to add something to make missions easier...how about this:

Unbalanced Heroism : Required 20 Merit Points to unlock.(I like the Merit Bank idea) When used, for one hour your stats are raise by and equivelant of 25 levels. Recast Timer: 1 week. The skill will not work in capped areas or BCNM. it would not work in Dynamis. EXP aquired and drop rates while under this affect are cut in half.(I.E. Drop rate on a 100% drop would become 50%.)

This would keep RMT using it to dominate the HNM world, it would be used for completeing Missions and Missions alone. Just my opinion though.

I like that ability idea. The name is funny too, lol
 
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