Please remove or decrease race penalties. Even give a slight increase to best stat and a slight decrease to the weakest stat.
11 points + on best stat or worst stat is too much.
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Please remove or decrease race penalties. Even give a slight increase to best stat and a slight decrease to the weakest stat.
11 points + on best stat or worst stat is too much.
I'm not entirely sure what you mean, but aside from HP/MP the races are not very different. What exactly do you mean by race penalties?
Poor tarus and their HPs.
I mean take elvaan they get 11 more str on drk knight. Where as atru get around 11 extra INT over elvaan. I think it should be moved more to say 4-5 difference on weak/strongest stat. Same with hp etc so you are choosing the races more on cosmetics than anything else.
It's really not a big issue for any stats other than hp/mp.
Pretty much this. While an 11 point stat bonus (that merits do nothing to fix mind you, since everyone merits STR) is a pretty big difference, it won't really affect your DPS as much as having 445 more HP (difference between a Tarutaru and a Galka on MNK/WAR).
On the other hand, I'd argue that the 417 or so more MP (Tarutaru vs. Galka on SMN/WHM) won't make a difference at all, and just require different gear during macros, since with the amount of Refresh max MP only matters during really fast usage of your MP such as Chainspell (hard to cover if you're nuking, but for stuff like Chainstun, it won't even matter), Manawall (macroing in max MP gear can cover, although having more HP would too), or for using Perfect Defense (currently easy to cover with max MP gear, however it is being changed and might be slightly harder).
Basically, you can't macro in better gear for Max HP because everything you wear sacrifices your stats for other things and you almost always need Max HP (unless macroing for a Devotion Macro), but you can almost always macro for Max MP because it is only needed momentarily. Additionally there are some piece of HP gear that boost by a percentage (every percent is a 4 HP bonus for Galka over Tarutaru). Combine this with breath weapons and Soul Eater (however nerfed they are on "hard" content) and you get the problem even worse.
While you might be able to shrug off 11 STR or whatever the difference is, if you get hit for a certain amount of damage and having around 445 more HP would have helped, your DPS drops to nothing, which is a much, much bigger difference.
Basically, Tarutaru is the worst race selection right now because melee is the best way to deal damage, and Tarutaru not only has a slight disadvantage (lower STR) but it has a major, major disadvantage (way lower HP). Short of the best pieces of gear having latents just for Tarutaru (such as by bringing Tarutaru HP up to Hume levels, something like a 220 HP difference), nothing is going to fix this either.
Incidentally, Galka is the best race to play due to their major HP advantage and no real downsides, but the difference isn't so major that a Mithra, Hume, or Elvaan are totally out in the cold. (HP more then Tarutaru each has is Hume/Mithra: 220, Elvaan: 316, Galka: 445.)
Maybe there should be a refresh buff that was affected by max mp? Refresh x% of max mp per tick, for example. That would help tarus with their huge MP pool more than other races.
If it was 0.25% of max MP, it would give 2 mp refresh if you had 800 mp, but 4 mp refresh if you had 1600 mp, for example.
It's not exactly uncommon among various games for mana regeneration to be affected by how big a mana pool you have. It's actually something I've been wondering why isn't in effect in this game.
I am not a taru myself, but I definitely think this is a real issue for tarus. My idea (not really mine, it's been around for ages) would improve things a bit.
-edit-
Only now I realize that i typed hp instead of mp. It was pretty late last night when i made this post. Let's see if it turns out better now.
20+ refresh is easy to hit with gear/set up from fellow players. The game is designed with the co-op to be vital for not only efficiency, but also success. It would only be a giant issue because the majority of people who are on mage jobs aren't career WHM/SCH/SMN/RDM/BLMs, they're usually just people who don't have the decked out DD's required for the event, so they go on their ok-geared mage job that they have leveled and geared to be "passable".
I know it is easy to hit 20+ refresh with gear and support. What I'm saying is that it would be nice if someone who had a much bigger mana pool also regenerated their mana faster than those with smaller pools.
An issue that was brought up in this thread is that there is little benefit in having a super-sized mana pool, because it is how fast you can regenerate your MP that really matters. This means that a lot of the supposed-advantage that tarus were meant to have on the magical side is lost, while the magical disadvantage for galkas is diminished. It could be partially turned around again if there was gear that increased refresh rates based on maximum MP, instead of a flat rate.
Try laying down a few curaga3-4's, remove debuffs, and maintain a haste cycle on a Galka MP pool outside of [A]/VW without taking a breather.
Inb4 /RDM
It's bad, and you should feel bad for thinking about it.
Okay, let me tell you why that's bad and you should feel bad.
First off, you should be /SCH unless you have a very good reason. It has better MP management, and is the only way to get the best barspells possible, and the easiest way to get Enhancing in general. Not to mention faster recast times, which are more important then the slight casting time reduction advantage. Toss in the occasional Penury or Celerity and you have the single best subjob for White Mage, hands down. In comparison, /RDM is bad, and you should feel bad thinking about it.
You know how much a Curaga 3/4 costs for a White Mage when properly used? 0 MP. If you don't know why this is, stop playing White Mage now or start wearing the right pants. At best you'd be undercuring for your MP refunds because your party is full of idiots who don't under the concept of party positioning (y'know the folks, the ones who don't understand that "Gather together. Shellra." is code for "STAY RIGHT HERE"), you're using the wrong tier, or just the inevitable slight mismatch that still leaves the Curaga spell costing less then a single target cure.
Refresh sources gives you 20 MP/minute per 1MP/tic given. Sublimation charges 3MP/tic, but has a 30 second time when it isn't charging between usage and setting it to charge again, but charges to 25% of your max HP. Mathing that out, that's a 252 MP charge for a Tarutaru's base 1011 vs a 364 MP charge for Galka, favoring Galka for Sublimation. This would be about 53MP/minute for a Tarutaru's base HP vs. 55MP/minute for a Galka's base HP.
Refresh is 3MP/tic for cases in which you have support (although in this case, you can probably delegate Haste cycles so you can do the more important work), which will give slightly better numbers then Sublimation with 60MP/minute (44MP/minute if self cast).
Refresh from gear should at least be 2MP/tic from your body piece, although if the situation is low on refresh/temps (such as the hypothetical you suggest), you'd also be wearing some more gear to bring it up 1~2MP/tic, and macroing in other gear to bring it up to 7MP/tic when casting things other then cures or barspells. This would range you from 60MP/minute to a full 140MP/minute, so I'd imagine you'd be getting enough to give a low number of 75MP/minute (with some real work getting squeezing you even more then that).
Haste costs 36 MP if you are doing it right, and if you are in situation where you need to cover the full party with it that somehow doesn't have someone else doing it so you can spam your almost-free cures, that's 72 MP/minute. Cure costs are a bit more ticky to calculate with the refund and not being sure how much you're dumping in a minute, but based on information back from the Cure Formula Changes thread, we'll just assume something like 20HP/MP (which is fairly low unless you think Cure VI is your goto spell) without calculating cureskin, then assuming that your tank is losing something like 1000 HP/minute not counting AoE moves the mob does to your group (which are either or almost free to cure), that would cost something like 50MP/minute to cover. Compare the rough gear refresh and sublimation totals of about 130MP/minute against the rough guess of a need for 122MP/minute and you'll see that if you're not gearing like a dualbox trashmage (but by no means geared like a king) you'll do okay.
If you really have troubles with that, such as for short fights where you have to dump absurd amounts of MP, you can open a fight with a full charge of Sublimation boosted with gear and top it off with some max MP gear to open with, but I can't really think of many fights outside of Voidwatch or Abyssea that require much of that, and the ones that do would be well served by having a Bard or even just a Corsair to make things easier. Any on the ones that do, I don't think 467 MP more at the start of a fight is going to change things - since I busted out the math, any retorts I see should at least have an example of a fight that requires six people, can't have a Bard, or even a Corsair, or even a Red Mage who for whatever reason can only cast Haste and Refresh II (seriously, 2~3 minutes into the fight, a Red Mage covering Haste cycles and Refresh IIing you would negate any advantage a Tarutaru has in terms of an MP pool)
You can't gear to have 450 more HP for the whole fight if you're the tank, but you can gear to have 470 more MP at the start of a fight. A Galka might have to work slightly harder, but in no case should that MP break them at 99.
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In the interest of fairness, since someone brought up possible solutions in regard to making a Tarutaru's max MP actually matter, I'd like to counter with talk about things that make a Galka's max HP not matter as much - Migawari: Ichi, Earthen Armor, and SSentinel's Scherzo come to mind. Of course, these abilities are straight up better with more max HP, but I suppose they at least exist.
Having chosen Tarutaru years ago for both aesthetics and melee/mage considerations years ago, I would really love for this to be done, even moreso than a race/gender change system. I'm attached to my Taru avatar now and don't really want to change my race. Aside from melee/mage being a pretty useless combination in most situations, the idea went out the window as soon as Dancer was introduced, so any advantage I had for playing a melee/mage combo is completely nonexistant now. There's no way I could've known all this at the time I made my character, so I would really love it if either:
1. Stat differences eased between races
or
2. Allow the choice of race and a stat spread (Decided at character creation and only changeable through payment like the race change idea). That is, I can play a Taru with Galkan stats, or a Elvaan with Tarutaru stats.
As far as base stats go, I'd say the only one that makes a massive difference is DEX, because of how the stat spikes towards the end of the curve, and of course only in certain circumstances.
The stat differences between the races has actually gone down since 75. The number is bigger but the percentage is smaller. The sole exception seems to be HP/MP which continued their growth at previous rates.
11 STR difference from the strongest to the weakest is small potatoes.
Now HP / MP on the other hand is an entirely different story. MP restoration is more important then max MP in a similar way that HP restoration is better then maximum HP. Max MP is now long a mage can go without support, its the buffer time they have. A taru WHM will have a longer period they can go without support then an Elvann / Galka WHM, though both will need support eventually. In the same way an Elvann WAR has a longer grace period from damage -> cure then a Taru WAR. It's for this reason that I went 15/15 HP merits and started packing a PDT/DT set, to extend my life expectancy in a battle.
HP restoration is not better than max HP if we're talking about regen on equipment, which is the whole problem. Aside from the fact that mages actually have opportunity to idle in their refresh while melees don't get chances to idle in regen during combat (not that it'd matter- mages idles in 4+ refresh even with average gear, melees have to stack a ridiculous amount of gear to get maybe 20/tick at most? Each point of MP is worth like 10x HP), restoration doesn't matter when SE decides to make all endgame monsters do ridiculous amounts of damage now. A Galka NIN is at 1600 HP at 99 (Before merits) and a Taru is at 1200, with the rest sitting around 1400. That 200-400 HP is more than enough to make the difference between getting one shotted and surviving, so some way of changing this would be welcome. I'd be more than happy to trade away some max MP and/or INT so I can get some more HP.
EDIT:
Perfect timing too, Matsui just made a post about this specific topic, because JP Tarus are thinking the same thing...he thinks the effects are very far reaching and quite a major change if it's considered, so he has to think about it for a while.
Good to know it's being considered!
What about racial merits? You can spent 5 upgrades of 30 points each.
If you are a taru, you can spent points on hume, mithra, galka and elvaan. Put 1 point into galka, and your character will have 80% taru stats, 20% galka stats. Put em all in galka, and your stats will be fully galka while still looking like a taru.
If you decide that it's not to your liking, drop the merits and you got your original stats back for the race.
God.. google translate really didnt translate that post well.... xD But I got the general idea from my limited JP skills
That idea would work, yeah- would allow variance between how much people want stats to look like, too. I like it.
At least we don't have a SE representative coming in to tell us to wear RSE gear to make up the difference whilst totally missing the point, lol.
He's basically just saying that it's something that's a pretty big change so he has to think about it for a while (There's some conflicting opinions on the JP boards just as there are here), and how closing the gap between races would also require a consideration of how the stats curve from 1-99 VS respective level content and not just at the cap. I'm sure we'll get an official translation in a few hours.Quote:
God.. google translate really didnt translate that post well.... xD But I got the general idea from my limited JP skills
Mmmaybe. Being fully a galka while actually a taru might be a bit much. Maybe 5 merits could make you a half-galka instead. Still lots of hp to be gained.
I'm sure if they were going to do the idea it'd be a simple "one race's stats or the other" sort of thing, since Matsui brought up the whole "balance from 1-99" aspect of it. It'd be weird to level up from 98 to 99 (or 74 to 75 I guess) and then instantly have my MP pool drop to half of what it was, so having to rebalance stats for 1-99 for a 2/5 Galka, 1/5 Mithra, 2/5 Taru character probably isn't something they'll want to invest time in.
I'm of a similar opinion and posted about it here: http://forum.square-enix.com/ffxi/th...maging-attacks
The gap between race max HPs needs to shrink, and ideally player stats would converge by 99 instead of just paralleling each other since 75. This is very similar to the merit-uncapping debate, in that it will remove artificial uniqueness from your character but overall make the game easier to balance because it removes variability. I can see why monsters one-shot tarus. They wanted to have monsters that hit a galka for 80% of its HP in appropriate damage down gear so the next hit would kill them if they didn't get a cure. The problem is that tarus only have 75% of a galka's HP to start with so they can't do events where galkas are supposed to be fearing for their lives.
Maybe we just need higher hp/mp values in general past 75. It feels a bit lame to only have ~10% more HP now than I did 24 levels ago. Perhaps all races should see an increase in hp/mp, but galkas would just see a smaller relative increase than the other races, and same for MP with tarus.
We have about 18-20% more HP now than we did at 75:
http://bellsouthpwp2.net/k/i/kinemat...tatCalculator/
This is regardless of race (and jobs except Monk, I think).
I was one-shotted last night by the Tier 1 turtle in hall of An when he double attacked my scholar for high-400s + mid-700 damage crit. I had max HP and was wearing my PDT set, which is either 42% or 48% PDT depending whether it's day or night. Options that would have let me survive that:
1) Be any other race
2) Get a D-ring (maybe) and/or PDT earrings from that quest (fuuun)
Taru has higher AGI than a hume(that means better ranged DD, better WF and last stand), hume is the worst race with nothing stand out and gimp at all jobs... ;< Worse DD than Elvaan, worse COR RNG than Mithra, lower HP than galka so can't take AoE dmg as well, and barely gets advantage from avg stat for everything when only a few stat shines.
IMO Mithra is the best race though, it's only weakness isn't important, everything else are balanced. High DEX and AGI if I remember correctly.
Really? Always felt like less. Maybe it just felt that because the values are pretty low to begin with. I still think it should be a bit more, though. Perhaps galkas could get an additional 15% more than lv75 values, and tarus would get an additional 20-25% more than 75 values. How do you think that would turn out?
Naturally, the same would be true for MP values too, where galkas would get a bit more than tarus again.
It's obvious you're the one missing the point of the thread (or you have no idea how the game works) if you think cures somehow save people from being one-shotted. That's the reason the adjustment is being asked for in the first place, which was what I was trying to point out. Your original post makes 0 sense anyway, why are you comparing cures (a direct restoration of HP) to Refresh (gradual restoration of MP)? Shouldn't you be comparing it to Devotion? Hate to break it to you, but MP kind of gets the short end of that deal, too. Try thinking before you post.
By the way even if we were discussing it from the perspective of HP restoration through cures, your point is still nonsensical, because cures still don't do anything when someone's taking a dirt nap after one hit.
DO you actually have any idea what you are talking about? Hume is the middle ground, they have no "worst" stats but they have no "best" either unless you count CHR.
mithra is pretty much almost the same as hume except a little more dex which isn't really something significant as any race can match or top it with gear. you really should actually look at a humes stats on jobs before you make such a judgement.
Now then.
It seems Tarus suffer the most in DD department because they are low in the 2 primary stats that helps them in the front line. which is HP and STR. but it seems they were just made to mainly be mages. this is the primary reason i picked a hume so i don't have to go through this lol. i knew i would eventually pick diffrent jobs and hume is great and using different jobs without suffering from stat penatlies other races do.
The difference between stats is negligible. It's like 11 STR between an Elvaan and a Tarutaru at level 99?
It's something that doesn't break the game, but makes you feel a bit different from other races, it's all good in my opinion.
What's not good probably is the HP/MP issue, and more in specific the HP ones since MP matters much less these days.
As a very competent friend of mine was making me notice, there are abilities that can oneshot you if you're a taru even if you wear full PDT/MDT sets.
This is not particularly fair and should be addressed.
Personally my point of view on the issue, which may differ from the majority of people here, is that I like to be differences between races. I don't like other games where races are just for looks.
At the same time in most other games you have one character per class, here you have one character per many classes, so I recognize there is an issue.
I just wish this could be addressed in other ways instead than through homogeneization among races.
Maybe through merits? Could raise the cap of HP/MP merits to 20 and make so each point is worth 20 hp/mp instead of 10?
Or maybe they could make it dynamic, and make so each point you spend there gives you different results according to your race? Say HP merit would give 5 hp to a galka and 25 to a tarutaru?
Just an idea.
It would be a smart way to offer people means to address the issue, but at the same time keep the diversity among races and give players the power to choose.
Think about it Matsui-sama please :)
Even though would like stats made more equal between the races. HP is the main thing I would like increasing esp for taru and same with mp on galka.
All MMORPGs have different races, each with their strong point and weak point. FFXI is no different.
Tarutaru = Mage, high MP pool, high INT and high MND.
Galka = Tank, high HP pool, high VIT and defense.
Elvaan = Damage, high STR and attack.
Mithra = Something... High DEX and AGI.
Hume = Jack of all trades.
This has been around since the game came out, and I'm sure everybody knew this and chose the race accordingly based on what they like most. To come up 10 years later and all of a sudden say this needs to change, everything needs to be equal is throwing in your "Game it too easy, make it easier so I literally don't have to do anything and throw my money at SE." If you don't like your races weak point, you have 3 choices.
A. Make a new character that has the stats you want. Exp isn't hard to get.
B. Pull up your big girl panties and get over it.
C. Quit.
Honestly, the 5 races SHOULD have strong and weak points, that's the way of any MMORPG. If we want to nit-pick things SE needs to address why not direct your attention to Red Mage, Puppetmaster (I know this isn't the PUP thread, but enough with the mage gear and give PUP DD gear) Legion, Neo Nyzul, Odin V2 etc. Why pick the one thing that's been around for 10 years that makes the most sense, and the people have already dealt with? /rant /thread.
There should be no need to 're-balance' things (except possibly racial-specific gear) if all you do is change the scaling grades used. Only a couple of changes need to shave off the extreme ends of the imbalance, and should have no impact on anything that was already balanced against the standard Hume baseline.
Recommended changes, given the current grade spread of A through G:
Galka: Increase MP by 1 grade, from G to F (puts them about 200 MP behind hume instead of 270)
[aside: Elvaan is at grade E, and Hume at grade D, so F is the highest you could raise Galka MP and still keep those three races different]
Taru: Increase HP by 2 grades, from G to E (puts them about 100 HP behind hume instead of 200)
Taru: Increase Str by 1 grade, from F to E (puts them 3 str behind hume instead of 5)
Taru (optional): Increase Dex by 1 or 2 grades, from D to C or B (puts them 3-5 dex ahead of hume instead of even; for reference, Mithra is 7 dex ahead).
This would just be a slight compensation for Taru having no significant positives on the physical side, even with the above adjustments.
All: Increase the rate of HP gain for levels 76-99 by 33% to 50%, so that a 33% increase in level corresponds with a ~33% increase in HP, instead of the current ~20% increase. Note: this change -does- potentially require a rebalancing effort on mobs in general. It may be easier to leave as is and instead take another look at the damage done by the highest level mobs.
My mistake on MND, I'm not Taru. Thanks for correcting me. I stand by my point though. All races SHOULD have strong and weak points. Tarutaru SHOULD out-nuke me. Galka SHOULD out-tank me, Elvaan SHOULD out-damage me, Mithra SHOULD out... Theif me... I hate to play "SE automated response" here but... Balance... Making all races equal is giving every kid a "participation trophy" for taking a single step past the start line. Every race should have their perks and weakness, it's called being unique.
You now I my get a ration of crap for this, but I really don't care for this idea at all. The point to having differently race's goes hand in hand with stat's and HP/MP difference. Elvann's and Galka's should always have a damage dealing advantage in melee combat over a Taru. Just as no Galka should ever be able to out nuke a Taru.
If anything I would make the difference more pronounce. And give certain race's perk's that only they could take advantage of. Taru's with native refresh and MAB, Mithra's with crit and evasion bonuses, Galka's with native defense and regen. Elvann's with increase melee skill bonuses. I'm not so sure where I'd put Hume's on those? Maybe bonuses toward crafting? Seeing that their really not suppose to excel at anything stat wise. But are not the worst either.
In my opinion if your going to bring every one's stats closer together, than there's not even a point to having different races. Everyone would just be a cookie cutter of the next.
People made a choice when they picked their chars. Some for look, other for stats even if didn't like the look and some lucky ppl got both. I don't understand why those people should see their choice lose its value now.
Regarding the "Tarutaru getting one-shotted for low HP" issue since I think we can all agree that that's the only remotely relevant racial factor at high levels (which used to be balanced when MP was relevant, but all the other base stats were pretty much always purely for flavor purposes):
Retooling racial stats at all would be completely unnecessary if players had access to more effects like Migawari, which prevent being "one-shotted" regardless of HP.
/2gil