missing gear in the game..?

That still isn't anything but a "HAY GUYS I POST NUMBERS LOL" post.. No wonder I always believed KI forum goers to be retarded, because obviously they are.

"This deserves a sticky" to a thread that offers nothing technical being tested :|
 
Skaw said:
That still isn't anything but a "HAY GUYS I POST NUMBERS LOL" post.. No wonder I always believed KI forum goers to be retarded, because obviously they are.

"This deserves a sticky" to a thread that offers nothing technical being tested :|
Can not be bothered to say more as you just dont expect things
 
delsus said:
Can not be bothered to say more as you just dont expect things


Explain to me how going "348 -50% is 174!" is actually testing things out? Because thats all he did. He even said it was number crunching, and that there was absolutely no testing involved.
 
Skaw said:
Explain to me how going "348 -50% is 174!" is actually testing things out? Because thats all he did. He even said it was number crunching, and that there was absolutely no testing involved.
www.fraps.com
go use it record with 0% haste and 50% haste send me the video and will come back with an answer for u


Answer: u suxz w XD
 
Thats good and all. But he didn't do that. He did nothing but show numbers. Something anyone can do without even opening the game, much less graduate elementary school doing.

Watch this guys I'm going to post this, and you better believe it because obviously everything on the internet is true.

348 delay, at 13% Haste results in 257 delay! Thats right! Hastes effect on delay is actually twice the displayed amount!
 
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Skaw said:
Yeah, Summoners already have a single purpose staff. Think they should just throw Black Mages a bone and give them one as well.
bah why blms us rdm need some <3 to. We use all them staff to plus have to have gear for 1000 different scenarios. I would like to see SE give rdms some staff skill as well nothing to big 210 be fine. Also like see rdm get vorpal blade. I have 2 great swords joy+justice but best skill I can use is savage blade. With the ws mods as they are and over +25 str without food I cant even beat hex strike from a whm with exp gear on. Also more elemental/ma atk/mag ac gear be great.

Other things id like to see is that the linkpearls not be apart of your inventory, or if they are have a pack that can hold like 10 and only take 1 slot.

As for mnk jse you pretty much have it just not how you think, it called white, purple, brown, black belts that is your jse.

I would like see them mess with some the drop list of some the hnm/wyrms in this game. For example give jorg and guivre and almost all the toau hnm better drop pulls so they be more worth wild to go after. Id also like them to come out with alot of new synthesis items and lots new (worth wild) armor that can be crafted.
 
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hellstorm said:
bah why blms us rdm need some <3 to. We use all them staff to plus have to have gear for 1000 different scenarios. I would like to see SE give rdms some staff skill as well nothing to big 210 be fine. Also like see rdm get vorpal blade. I have 2 great swords joy+justice but best skill I can use is savage blade. With the ws mods as they are and over +25 str without food I cant even beat hex strike from a whm with exp gear on. Also more elemental/ma atk/mag ac gear be great.
You have enfeebling gear, nuking gear(only reason for all 8 staffs, and really not a good one), and dark/aspir gear for group use; I guess you can throw in soloing gear if you really need to. It doesn't sound like much more than a blm would have. If you can make it so that rdm's won't be meleeing in parties now that they have vorpal blade, sure. I don't really have a problem with rdm's having the weapon skills as long as they aren't trying to use them while getting exp.

Other things id like to see is that the linkpearls not be apart of your inventory, or if they are have a pack that can hold like 10 and only take 1 slot.
Yeah, everyone would love that, but SE already said they can't fix it since it's so imbeded in the game's code.

As for mnk jse you pretty much have it just not how you think, it called white, purple, brown, black belts that is your jse.
This is just stupid, every job has some gear that only it can equip and it's not JSE. JSE is a full set of gear, body, hands, legs, feet and often head. I don't call my healing staff WHM JSE, so calling the belts JSE is just trying to appease people with bullshit.
 
Bajaratt said:
Yeah, everyone would love that, but SE already said they can't fix it since it's so imbeded in the game's code.

I'm going to have to call bullshit on that, just like most of their reasoning towards changing things.

If it was so impossible, why do Temporary items not count toward inventory space? Exactly how difficult would it to make a mirror of that coding and slap the flag on linkshell items? Game code isn't layered like building masonry. You CAN go back and change things without affecting more recent things.
 
Bajaratt said:
You have enfeebling gear, nuking gear(only reason for all 8 staffs, and really not a good one), and dark/aspir gear for group use; I guess you can throw in soloing gear if you really need to. It doesn't sound like much more than a blm would have. If you can make it so that rdm's won't be meleeing in parties now that they have vorpal blade, sure. I don't really have a problem with rdm's having the weapon skills as long as they aren't trying to use them while getting exp.
Enfeebling gear
MND gear
INT gear
MB'ing gear
Random nuke gear
dark gear
fast cast/haste gear (for Haste/Refresh etc.)
convert gear
soloing gear

That's more then my BLM have atleast =/
 
Uzor said:
Enfeebling gear
MND gear
INT gear
MB'ing gear
Random nuke gear
dark gear
fast cast/haste gear (for Haste/Refresh etc.)
convert gear
soloing gear

That's more then my BLM have atleast =/
I'm willing to bet there's a shitload of overlap in there so it's not nearly as much as you're making it out to be.
 
Bajaratt said:
I'm willing to bet there's a shitload of overlap in there so it's not nearly as much as you're making it out to be.
Convert gear is entirely all Zenith, which I don't use for much else, together with Forest Rope + Altruistic Cape

refresh/haste gear etc. is Duelist's Tabard and Warlock's Chapeau + Nashira Seraweels

Enfeebling gear is Duelist's Chapeau, Warlock's Tabard, Enfeebling Torque, Enfeebling Earring, + Nashira Seraweels and Altruistic Cape

MB'ing gear is Zenith Mitts, Moldavite Earring, and Duelist's Boots when I get those, together with Mahatma Slops and Errant's Houppelande + Warlock's Chapeau and Static Earring

MND gear is Mahatma Slops, Geist Earring, Static Earring, Aqua Ring, Errant Houppelande, Penitent's Rope, Holy Phial, Zenith Crown and Prism Cape

random nuking gear is Elemental Torque, Duelist's Legs, Zenith Mitts, Phantom Earring, Moldavite Earring, Errant Houppelande

Dark gear is Dark torque and Crimson hands.

Soloing gear depends on the situation.

Other then that, I also have Crimson leegs for running around, stacked with Crimson feet, and crimson head for more DEF and elemental resistance gear.

I also forgot to mention earlier Enhancing Magic gear, for bar-spells and Phalanx II. This is Duelist's hands ans Warlock's legs + Enhancing Torque.

This is still ignoring elemental staves and other random gear that I've forgot to mention.

Totaly, I have around 63 pieces of gear that I use on my RDM. This is why I normally don't bring my melee gear with me to exp parties or other events.

This is still not mentioning BLM, WHM and BLU gear. Although my WHM and BLM share much of the same equipment as my RDM do.
 
The sword of banning

you hit some one with it and they are baned
 
I wouldn't want to drop that blade on my toe... v.v; - or would I -
 
Bajaratt said:
I'm willing to bet there's a shitload of overlap in there so it's not nearly as much as you're making it out to be.

I wish I could agree=/
 
I want to see gear which requires thought and effort to work and completely different from the current gear available. Something that's almost a double-edged blade. For example, a body armor that has +50% Critical Hits and -100 accuracy (I know the numbers seem bad, but just an extreme example). At first, it seems not worth it for such a huge loss in accuracy; however, 50% criticals is huge and a player who can work their current gear set around this one should be able to compensate for some or all of the accuracy loss. While fighting weaker mobs like farming or chaining VT mobs in accuracy gear or with a bard and acc. songs, this piece might be worthwhile to use. Another armor could give the wearer haste at the cost of a damage reduction. Or perhaps added abilities at the cost of slow, maybe DA+% and +slow%. Just some equipment that would make an alternative superior gear selection via one piece which would force the other gear to change to be beneficial.
 
Lavi said:
I want to see gear which requires thought and effort to work and completely different from the current gear available. Something that's almost a double-edged blade. For example, a body armor that has +50% Critical Hits and -100 accuracy (I know the numbers seem bad, but just an extreme example). At first, it seems not worth it for such a huge loss in accuracy; however, 50% criticals is huge and a player who can work their current gear set around this one should be able to compensate for some or all of the accuracy loss. While fighting weaker mobs like farming or chaining VT mobs in accuracy gear or with a bard and acc. songs, this piece might be worthwhile to use. Another armor could give the wearer haste at the cost of a damage reduction. Or perhaps added abilities at the cost of slow, maybe DA+% and +slow%. Just some equipment that would make an alternative superior gear selection via one piece which would force the other gear to change to be beneficial.
Technically the Plastron set fits your desire. It's got some great +damage stats, but if you ever pull hate you're in for a world of hurt. Hectacomb is another example, massive +STR and +DEX, but it slows you to a crawl. There's probably a few others, but those are the only two I can think of off the top of my head. The result of that kind of gear would be used only for macros, put it on for 2 seconds, then take it off for something better.
 
RDM onry gear that makes us perma-invincible and gives us reflect that reflects all spells and whatnot upon the mob (or a random player in the area.. that'd be funny). Sounds good to me!

in seriousness though.. hmm.. I really can't think of much.. I'd like it if you could combine stats of items XD that'd be fun.. but I doubt they'd let us do that..
 
Bajaratt said:
Technically the Plastron set fits your desire. It's got some great +damage stats, but if you ever pull hate you're in for a world of hurt. Hectacomb is another example, massive +STR and +DEX, but it slows you to a crawl. There's probably a few others, but those are the only two I can think of off the top of my head. The result of that kind of gear would be used only for macros, put it on for 2 seconds, then take it off for something better.

Yes, but in both cases, they aren't quite what I meant. Plastron isn't meant for tanking and the negative effect isn't really a huge issue. If it does become one, most would be smart enough to change gear otherwise promptly die. The heca set is situation and the bad (massive +slow%) doesn't come into effect with the good for the most part since it's only equipped momentarily during WS. I am talking long term TP gear where the use of it would effect all your gear, gear that requires the user to compensate for the bad while making use of the good or something along those lines. In the example of crit vs acc, it would be used long term on TP build to increase DoT. If it's not effective in increasing DoT, then it probably wouldn't do anything for WS either, but the main part of it is that in order for the gear to be of any use, the player has to first compensate for the negative effect.

Edit: I do see why you get that idea, the slow vs DA is similar to the heca set, but I was looking for gear that was more than just a quick swap, mainly TP. In DA vs slow, you'd lose speed but if you were able to DA frequently enough, it would compensate for the loss of guaranteed attacks with random chances of multiple attacks.
 
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