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Normalized TMR Gains
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Just a quick suggestion to the TMR gain system since it currently is just boring macro grind to completion that doesn't bring much value to the game other than introducing equipment variety.

Why not simply adjust the TMR percent gain to be reflective of energy invested? IE a 13 energy run would be 10% chance for 1.3%. A 25 energy run would be 10% chance for 2.5%.

If that was done, then TMR farming would actually be using units till they are mastered in your day to day party. This would create a significant amount of variability in team compositions. One-off events you'd use your top tier team, but for farm events its a whole new world. Do you use bonus units for more mog king materials, do you use the units you need tmr gain for, or do you use top tier damage dealers to tackle the higher difficulties?

What about if you want TMR farm a team of 5 using lapis? Well, you can do exactly like you did before, except you don't need to macro. You could manually farm content that provides rank xp, megacrysts, unit xp, etc...

It also increases the value of all content added to the game. As of now, all trust moogles, equipment, summons, or farmable items are compared to the lapis cost of refills for macroing. Who wouldn't try to farm the 70k moogle or axe if they didn't have the TMR farming opportunity cost that currently exists?

Anyways, the big thing for me is that it brings continuity to the system as a whole. The idea is that you've mastered the unit through use rather than slave labor. Often times it would involve actually maxing out the unit so it's not a hindrance to your team. It would provide use to units that practically never get off the bench as noted by comics like: https://imgur.com/gallery/dom3G

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7 years ago