Critical Break is our crafting and economics column written by Qtipus. Q is an experienced crafter and also well versed in using the Auction House to turn a decent profit. Enough so that he was able to fund his own relic, Gungnir. Every Tuesday you will find Q's rants, raves and good crafting practices here. Today, Q is poking around to see if he can find anything of value in the July Update.
In July's update, SE released a number of new weapons and crafting ingredients for the various crafts. While they typically will release a number of new crafting items in each update, it's not all that often they actually release something useful.
On top of that, it's not all that often they actually release something that's not only useful, but affordable. Most of these require one or two subs that should already be leveled to some degree if you're serious about making money in the crafting market. A lot of them won't be in high demand due to the lack of people that either A) Don't have the job leveled or B) Don't see anything particularly appealing about the weapons. Some of them will be though. Particularly the 1h weapons where the Dancers, Blue Mages et al of the world will be subbing NIN more often than not.
The money and demand portions of these are not why I'm writing about them though. Keep reading to see why I'm hyped about these.
First, a run down of the items themselves:
Crafting Materials
Dweomer Steel Ingot(Smithing 67)
Ruszor Leather(Leather 83ish)
Feyweald Lumber(Woodworking 67)
Oberon's Gold Ingot(Goldsmithing 69)
Oberon's Gold Sheet(Goldsmithing cap unknown, but probably within a couple levels of the ingot)
New Weapons
Fay Crozier (Woodworking 63)
Fay Gendawa (Woodworking 70, Bone ??)
Fay Lance (Woodworking 67, Smithing ??)
Fay Staff (Woodworking 63)
Fane Baselard (Smithing ~64)
Fane Hexagun (Smithing ~67)
Oberon's Sainti (Goldsmithing 64, Woodworking ??, Smithing ??)
Oberon's Rapier (Goldsmithing 69, Smithing ??)
Oberon's Knuckles (Goldsmithing 64, Smithing ~53, Woodworking ??)
Ogre Jambiya (Bonecraft 64, Smithing 52, Goldsmithing ~30)
Ogre Sickle (Bonecraft ~67, Smthing ~52, Woodworking ??)
Dweomer Knife (Smithing ~64)
Dweomer Scythe (Smithing ~64, Alchemy ??, Woodworking ??)
Dweomer Maul (Smithing ~64)
Erlking's Blade (Smithing 61)
Erlkings's Tabar (Smithing ~66, Woodworking ??)
Erlking's Kheten (Smithing 74, Woodworking ??)
Erlking's Sword (Smithing ~67)
Rindomaru (Smithing ~64, Leathercraft ~52, Woodworking ??)
Tsukomo (Smithing ~70, Goldsmithing ~54)
The pattern I want you to notice here are the level ranges for the crafts involved. For most of these crafts, 60-75ish is a veritable sinkhole of gil. Obviously some can argue anything above 20 for Goldsmithing is a sinkhole, but to that I just say these synths become even more important. At least for the time being. SE adding these in this range gives a player some very solid options for skill up and a little profit along the way.
The other thing to notice here are the sub-crafts on these weapons. It's not all that often that we run into crafts where the sub is nearly the same level as the main. This will generally discourage a lot of people from making these as they're usually too lazy to level their subs to begin with.
Depending on how much gil one wants to sink into that "perfect augment", these things shouldn't drop below the break-even point for at least a couple months. If you're at the latter points in skilling up subcrafts (like I am with Smithing and Goldsmithing), give these items a good look. Odds are, you can make a little gil and finish off your subs at the same time. That's particularly difficult to say for some of these crafts. Smithing obviously got the lion's share when it comes to these new items (and it was sorely needed as this is as close to a "consumable" as smithing will probably ever get).
The last thing to note here is that these weapons do drop from union spoils in campaign. Some may choose to take their chances there instead of buying off the AH. This will also add to the influx of weapons on the AH for sale.
Tuesday, August 11, 2009
Critical Break: July Update - Weapons
Wednesday, August 05, 2009
Morning in Vana'diel: Plain Old Fun Vs. Shiney New Fun.
Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! I don't know about you, but I am not having less fun in game but I am having less fun anticipating having less fun in game.
I have no internet at work this morning so I have no idea when this is going to be posted. And in this moment without instantaneous entertainment I am left to think about things a little more slowly, and a little more globally. I made me wonder how the developers really think about monster and event creation.
Now it is obvious that SE really isn’t putting anywhere as much heart into their events as they once did. The last two updates have seen events that mirror one of their oldest event systems: Garrison. Maybe they decided to use it because no one uses this kind of semi-instanced event anymore, but I have a feeling it is more to do to the need to spend less time developing new programming for events so they can work on the mini-expansions and FFXIV.
These events are not bad at all. The ANNM and Fey Weapons events are actually quite challenging and rewarding. They do require a little more thought than some other things that have been introduced lately and some of them like the Xarcabard Fey Weapon battle are actually very difficult. It is not the challenge or the reward I am concerned about, it is how they come up with the events they do implement.
There are weird balances between the different events. Some of the things they come up with are very interesting, intriguing and challenging. Salvage, for example, is probably the best implemented idea SE ever had, or at least after they added the crate of cells at the beginning of the run. Some zones were hard, some thought provoking and some required trickery, but all were interesting. But then you have something like Pandemonium Warden and Absolute Virtue, which are nothing more than insane puzzles that only the developers have the answers to the riddles. Why even create challenges that are not meant to be defeated? If we were reading a story or watching a movie these would be fine, but in a game are challenges that are too challenging even worth the development time?
[Note: Of course, Pandemonium Warden has become increasingly defeatable, but that is only because of the changes that occurred because of the way it was originally designed.]
Wednesday, July 29, 2009
Morning in Vana'diel: Fairy's on Fire.
Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! One end of the Augments is FoV, but the other end is even better.
I have to say that I really like the Fey Weapon fights. They are quick, but they are repeatable which makes them a little better than most things that SE cooks up. The base weapons are really cheap to come by and they will get even more cheap and easy to get as people do more and more campaign. The Augments for some items are great and some are mediocre and some of them make me question if there are just a bunch of monkeys programming this game, but in general you can get a pretty powerful combination of stats... after a while.
I have already gone over what I thought about the Rindomaru. I think it is very good if you don't have a Hagun and in some cases it will even beat the Hagun, but for the most part you are going to go with the Hagun in important fights. There are other things like the PLD sword that has neat bonuses like enmity and Magic Defense Bonus. And then there are things like the NIN Katana which doesn't have any of those things.
It is definitely a really random system, and I think that is something that a lot of players are finding more and more obnoxious. The randomness in trying to get the item you want is ok because that is what keeps the event going. But when the augments are random between jobs then it gets to be annoying. Really, in this day, does NIN really need more Subtle Blow when they are trying to tank? Where is the Magic Defense Down for NIN? Where are the stats for the COR weapon? Is there really a combination that will beat Destroyers for MNK?
Do you like the new Fey Weapon system? Is it time that SE get their house in order when it comes to properly itemizing gear? Leave a comment and tell us what you think!
Tuesday, July 28, 2009
Morning in Vana'diel: Risk vs. Reward.
Morning in Vana'diel is your daily dose of FFXI and all things Vana'diel. Give us your thoughts on the interesting topics of the day! Is the gamble worth the bet?
Risk vs. Reward has always been something for crafters to me. Most of the things in this game are time sinks, but eventually if you do something long enough you will get the items that you really want. If you camp something long enough you will get the claim. If you kill something often enough you will get the drop. I am fine with that and I accept it as part of the time-sink in the game. I am undecided if I like the new FoV system.
Now, I don't have a problem with it upsetting the balance of the gear universe. People that can't except that there gear is inevitably going to be obsoleted are playing the wrong game. Hell, they are playing the wrong genre of games. I am more concerned with the risk in trading in high-dollar items just to get a crappy or even detrimental Augment. Now, you could be Izman and get the item you see above, or you could be me and get -1 AGI, -1 INT and +2 MND on your Warwolf Belt.
As I have written here in the past, I know that this new system is good for crafters. The items are always consumed irrelevant of the quality of the Augment, and unlike the new Fey weapon Augments you only get one chance. It basically makes items that once were rather saturated on the AH into consumables like food. This is especially true of items that have good NQs and the Augments make it possible to surpass the HQ. So crafters get a more stable source of income while I either get to risk some high value item or just upgrade some cheap stuff.
Do you like gambling with your gear? Or are you more of the conservative type? Leave a comment and tell us what you think!
Friday, July 24, 2009
Hagun vs. "Perfect" Rindomaru
With the appearance of the new "Fey" weapons there has been a great gnashing of teeth about it's comparison to the Hagun and if something besides a relic or an AV drop could finally dethrone the King of Great Katanas. I decided to take a closer look at the issue and try to figure it out.
I wanted to create a "perfect" Rindomaru to compare it to a Hagun because I wanted to see how go it really was in a situation that favored it. The Rindomaru I used for my calculations, as far as I know, does not exist. The best I have seen is the one that you see in this post. But to make sure that things worked perfectly and most favored Rindomaru, I used Store TP +15, Accuracy +5 and WS DMG +4%. Any more Store TP would not really help, +5 Accuracy prevents a loss compared to Hagun builds, and that WS DMG is necessary to keep up with Hagun in general.
So without further ado I give you Rindomaru with Store TP +15, Accuracy +5 and Weaponskill Damage +4% vs. Hagun.
Here is a gear comparison. I did this with basically my gear set up, but the only slots that are really going to matter are those that change trying to get to the 5-hit build. I also tried to maintain full Usukane for these sets. Mix and match may results in different results.
Hagun gear for TP
Hagun gear for WS
Total delay from zero = 2619
Total delay after WS = 2183
Rindomaru gear for TP
Rindomaru gear for WS
Total delay from zero = 2250
Total delay from WS = 1800
From zero TP to ten WS it should take Hagun 22266 delay and Rindomaru 18450. So, assume no interruptions, no meditate, and a perfect world in the time it takes Hagun to get 10 WS, Rindomaru would get 12 WS. This is just an observation, for the following calculations I am just assuming you start with a WS because almost all SAM's are going to meditate before they start anything. All WS are assumed to be Tachi: Gekko also.
A few observations about delay here. First, without the sword strap there is a 20% increase in speed to the next WS going from a 6-hit build to a 5-hit build, and this is assuming you are starting after a WS (the difference is 16.7% when not starting from a WS). Second, with a sword strap on Hagun there is a 17.5% increase in speed to the next WS going from a 6-hit build to a 5-hit build, again assuming you are starting after a WS.
I am not going to get into the pDIF details because they are too complicated and too much for me right now. If someone else wanted to take this info and add the pDIF calculations I would really appreciate it.
In this scenario there is not much different in TP stats:
Rindomaru has 2 more base damage, 1 less DEX and 4 less Attack (it also has 3% more delay but I handled that above) compared to Hagun.
For WS the difference is larger:
Rindomaru has 2 more base damage, 6 less STR, 9 less Attack, and ~3.5 DEX related Accuracy but it does have 4% WS damage (depending on when this procs can make a big difference).
Here is the difference in WS calculations:
For Hagun, D = 75, fSTR2 = 37, WSC = 79 and fTP = 1.825. This gives a damage value of 358 * pDIF.
For Rindomaru, D = 77, fSTR2 = 34, WSC = 76 and fTP = 1.5625. This gives a damage value of 292 * pDIF. But also remember that Rindomaru is going to have a 4% increase in (assumed) total WS damage.
Also, we need to consider the 19% damage increase from Overwhelm. In this perfect example we will consider all WS to benefit from Overwhelm.
I absolutely HATE doing this but I am going to use Greater Colibri because of their known values for the next set of assumptions. If you have the value of better mobs to check this on then please feel free to add them. Greater Colibri are especially bad because both weapons are going to have their max pDIF capped, which will not happen on just about any mob that is more difficult. Also, all of this is completely wrong anyway because the old formulas have been proven to be inaccurate and I don't think we have definitive new calculations.
So for Hagun we have Damage = (358 * 2) * 1.19 = 852
And for Rindomaru we have Damage = ((292 * 2) * 1.19) * 1.04) = 722
Moving on, to get an exact equal amount of WS in the same amount of time, you have to go out to 2183 WS for Rindomaru and 1800 WS for Hagun.
So for Hagun you get 852 * 1800 = 1533600
And for Rindomaru you get 722 * 2183 = 1576126
In the end, in this perfect situation you should see a 2.77% increase in damage over that time. Haste should not make a difference in this calculation.
So that means you should run out and get a Store TP +15, Accuracy +5 and WS Dmg +4% Rindomaru, right? RIGHT?
Not so fast. This is the perfect scenario for Rindomaru with a perfect Rindomaru. As accuracy falls (this scenario assumed perfect accuracy) and especially as mob strength increases (this is especially important because Greater Colibri are one of the weakest common opponents in the game and Rindomaru was just barely capped with Tachi: Gekko) this will very quickly revert to Hagun being the dominant GKT again.
Another issue is that all of this operates on the assumption (a very flawed one) that the second you hit 100TP, you WS without any time consumed and immediately have 20 and immediately swing again. This can never happen. And the more delay both weapons have the less comparative speed the Rindomaru gets over the Hagun.
In full disclosure, I will be keeping my Hagun, and I might try to pick up a Rindomaru, but I don't think I will use it for much of anything. As I have said before, I do not gear myself for XP parties, I gear myself for important mobs. If you are the kind of person that has a polearm build for your SAM then a Rindomaru might be right for you. But then again, a Rindomaru isn't going to beat a polearm build on Greater Colibri, so that is kind of self-defeating. On anything of more difficulty than a Greater Colibri though, the Hagun is still the right choice.
If anyone has a problem with the builds I used, my calculations, or any of my assumptions just let me know and I will try to fix them.