Bought one of these melt weapons and took it out into rolanberry. I was hoping the proc rate might be higher then the regular acid line, attacking 100 times and not getting one proc proved otherwise. Absolutely not worth using for exp and as it was said with a 10 minute recast and so few charges it's only use is to let off a defense down in bcnms at the start of the fight.(You then switch to a better weapon) Otherwise just stick to acid bolts, even if they are a pain to land.
Is there a way to recharge these weapons with the same recipe, but a chargeless Melt knife instead of an Acid Knife? if so then these would be a great option for THF with alchemy lvled.
Maybe they can be desynthed back into acid knifes and resynthed otherwise.
Nope, or at least not to my knowledge. There is no method to recharge any of the charged items. It would be nice if square would do something, even as simple as a light crystal and another invitriol.
As for desynth. It doesn't quite work that way. When you desynth you turn the item into it's base elements. In the case of the melt knife (unfortunately, I have not desynthed one, so I can't say for sure what it will make) it *should* make an invitriol, Brass Ingot?, and may a copper ingot.
Typically Alchemic weapons desynth into the potion as the NQ, and then into the same items that weapon would if it wasn't alchemic (e.g. knife). I have not found an item that desynths into more then 3 items to begin with (or that I have found with my lowly 30 smithing), so, adding one more ingredient to the desynth list and moving the other ingredients up the chain appears to be an accurate assesment.
Anyways, if you decide to desynth these, you *should* be able to get the potion to recycle onto a new knife, however, until someone confirms it, that is purely speculation... Also, with desynth, there is a higher chance of HQ results, and failures... anyways, that's all for ppl to speculate and try. Charged items kinda suck in the fact that they die and become basically useless.
just a lil info. I've looked into trying to recharge items enhanced by alchemy and have been a lil disappointed. the worst part about trying to desynth these items is it actually may take a completely different craft skill. IE. potion tank, when i tried to de-synth this it said "this is currently beyond your skill lvl" which basically ment that i need either leather craft or gold smithing to do this de-synth. major let down. i will be experimenting on this and will post back in the forums into which it may pertain, only problem is i gotta skill up other crafts. currently 3 goldsmith 3 leather 71 alchemy.
If the en effect is as strong as acid bolts, these items would be great for BCNM and missions. Not really functional in EXP parties due to the limited number of uses. And the fact that the dagger turns into either a acid dagger or a corrosive dagger (or even better a high lvl effect dagger) they would then be functional as a decent exp weapon for low lvl jobs... though desynth is probably their true fate.
Note on the difference between status effect weapons:
Standard melee weapon - Low effect strength. Rare proc (occurance)
HQ melee weapon - High effect strength. Rare proc (occurance)
(*for lack of a better term) High lvl melee weapons - High effect strength. Moderate proc (occurance)
Ranged weapon - High effect strength. Constant proc (occurance)
Notes about influences of proc weapons:
Element of the day. If you use a proc weapon on a day that the effect is weak it will decrease both it's strength and is rate of procing
Int. The higher your int, the more frequent the procing of the weapon. This can been seen most often with the acid daggers. It also influences the amount of damage, and I would assume the duration of the status effects.
Weapon skill level. This is by far the most important part. If your weapon skill is low, do not even bother, it will not work. Not even the bolts for that matter. This was found while fighting the Creeping Doom BCNM as thf using sleep bolts.
One last note is the battery powered weapons. There are 3 different levels of batteries. The higher level the battery the more frequent it procs and the stronger the proc. Using batteries specifically, you have the Battery, which works like a standard melee weapon, a Kilo Battery, which works like an HQ, and a Mega Battery which works like a high level weapon. If you use the High quality form of the battery powered weapon, move the bracket up one topping out (and this part is assumed, since I have not tested an HQ with a high lvl battery) at the frequency of a ranged weapon...
Now on to the En effect. This is the same as a ranged weapon in the frequence, aka constant. However, the strength of the effect is based off the user. Here is where weaponskill, level of the mage casting the effect (have not tested new en weapons to determine their lvl of effect). Int of the en user. And of course Day. Now, an en effect I have never seen actually not proc. However, I am sure that if the mob is resistant or imunne, you will get resists or incredibly short duration.
With that said, the mob being targeted by the *effect* (not damage) weapons will build a resistance to the effect. Again, this was found during Creeping Doom BCNM. There is a point of dimenishing return on the drop off. Where the effect has a minium duration... but with the sleep bolt thing, that was about 10 seconds...
This is a public service annoucement to help people become more familiar with these types of weapons. IMHO, every support type job (thf, non-tank nin, melee rdm, rng) should consider using status weapons in exp pts... Not necessarily should use them, but determine whether they work for you.
Most people do not understand them, and do not use them, since they are weaker in dmg then their counterparts.
In the case of the Melt Dagger, just to give you a rough idea of it's effectiveness, if it is as effective as the acid bolts, it will decrease the mobs defense by 20% when it procs. That is not a collective drop, so you do not get 80, 66, 53... from multiple hits. And again, the total effectiveness is modified, as well the duration. However, imagine if you SATA for 350 dmg, you use the melt dagger, then you will sata for around 380. So, in a BCNM/ENM/Mission, these can be greatly effective at the beginning of the fight to create an dramatic advantage...
Sorry for the rant, and I hope the information helps ppl.
Also, hope it helps get ppl making the ingredients... I have not found the ingredients available for any of the new en weapons since the update... and I haven't had time to get the guild points to get the key item to make them myself:P
Well, as a RDM, these are a nice addition, but for non-RDM's that want to insure they have what it takes who also have Alchemy (these things don't seem very complicated) this is a way to, like a Ranger buying Ammo, or a Ninja buying Tools, insure you can get by without having to drag a Bard or Red Mage around with you everywhere.
Are they (these enweapon items) a FREE and SIMPLE way to never have to look for a dispeller/debuffer again?
No, but for someone with a little time, or some money, they definately widen the scope of what can, at least in theory, be done by a person.
Be interesting to see what a Thief with one (or a THF/nin with a pair) of these could do on a ridiculously high DEF NM or HNM, just slamming the mob's DEF to <bleep>.
I would say its another tool in the bag if all goes to hell while fighting a mob. Knowing that defense WILL be weakened is a nice comfort in a bad fight.
god another 1 of these? what's the big point to all of these? i mean...sure it gives a 100% chance to work i guess...but...is that all? i mean there must be a bigger reason to all of this -.-