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  1. #191
    Player Zirael's Avatar
    Join Date
    Mar 2011
    Posts
    259
    Character
    Zirael
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by Yinnyth View Post
    I might be a little out of date on this, but I was under the impression that the minimum and maximum success rate for almost every check in the game is 5% and 95%, respectively. This most likely being inspired by Dungeons and Dragons' D20 behavior where rolling a 1 is considered a critical failure where even the world's most skilled warrior trips, drops his blade, and falls with his exposed neck squarely on the pointiest part.

    I personally agree with many of the points you raise, however. I also hope they examine the other methods used for tanking, and reconsider the failure/success rate cap.
    Or I might have out of date information on 20% enemy accuracy as well. Haven't checked it recently really, it's just something I've had memorised from somewhere.

    Edit: Found it.
    http://wiki.ffxiclopedia.org/wiki/Hit_Rate
    Your Hit Rate cannot drop below 20% nor can it be raised beyond 95%, so adjusting accuracy above or below these limits will not have an effect on your Hit Rate. These limits also apply to a monster's accuracy as well.
    (3)
    Quote Originally Posted by SpankWustler View Post
    The Developer smiled and replied, "During the worst times, I was riding on your back and whipping you with a stick and laughing."
    Quote Originally Posted by Camate View Post
    [...]-Dipper Yuly, Faithful Falcorr
    ※These pets will have a base of Treasure Hunter I, but by using equipment that has “Pet: Treasure Hunter +” the effect will become stronger.
    Quote Originally Posted by Okipuit View Post
    [...] There was no promise to create gear that would counter the reduction of treasure hunter on beastmaster pets Dipper Yuly and Faithful Falcorr.

  2. #192
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    Quote Originally Posted by Zirael View Post
    Regarding enemy's attack/defence adjustments, you are saying that enemies will be able to do more damage to players after you remove 50% Defence floor cap, but to compensate, players will take less damage if they focus on raising their defence. This works out great for Paladin and will make it more risky to use Berserk or Last Resort, but... do you realise Paladin is not the only way to tank things? Some job classes rely on evading attacks (Thief, Dancer, Puppetmaster), shadow images (Ninja) or Phalanx/Utsusemi/PDT (Red Mage) to take less damage. It looks to me like ATK/DEF changes will cause those tanking classes to take more damage after removing 50% DEF cap, since they were designed to mitigate damage in a different way than rising DEF, and can wear light or cloth armor only.

    As it stands, all enemies have minimum 20% accuracy against players, regardless of level difference, and enemies Tough+ (especially bosses) reach capped accuracy very fast regardless of players using Evasion+ equipment, Corsair Rolls and Bard Songs. Also, as a Thief, I wouldn't even dream of evading any TP move in Legion or Neo Einherjar at all. What is the reason for all those Evasion Bonus job traits I have, again?

    If now I take 1000 damage from Enraged Hydra's Serpentine Tail/Trembling, how much damage will I take after the ATK/DEF change? Also, good luck keeping your shadows up against something like cloned Arch Dynamis Lord's 2-3x Dynamis Implosion/Tera Slash or Borulus Rex's (AoE TP moves, AoE magic fast cast).

    What about backline jobs? White Mages, Scholars, Bards, Summonners etc don't usually sub Warrior for Defender and usually have something like 200-300 Defence in Refresh gear. Or even PDT gear. What will happen when they get hit by enemy due to AoE (Yagrush/Auspice WHM meeling in the front lines; a BRD, SMN or SCH whilst applying AoE buff), reaching hate cap (SCH or RDM Cure4 spam), hate reset or tank dying?

    I would like enemy accuracy, cap of PDT equipment, cap of Phalanx, defence rating of light/cloth armor revised.
    Change to AoE damage on anyone but primary target (players and pets) doing much less damage is overdue.
    Reducing AoE range on things like Tera Slash, Fulmination or Meteor is even more overdue.
    your selling rdm short it can blood tank with blu sub for def(coccon) they also have protect, not to mention dux gives great def and pdt at the same time. Now for nin dnc pup and thf i think level ratio effects your evasion parrying and guard rates seance a low evasion check on an even means like 80% hit rate but only like 70% on a vt, I am just assuming the revers is also true, and the monster is flat caping you down, tho past a vague mention on ffxiclopedia( http://wiki.ffxiclopedia.org/wiki/Accuracy ) i cant find any solid testing also after pro 5 most melee should have about 500 def which a monster would need what 1.7kish attack to ratio cap on if there raising it to 3.5 like motenten said

    no on your mention of ADL this could actually make him more servivable being hit 4 times for 400 dmg or being hit 4 times for 133 dmg is a big difference, hell get the sch to trow on some phalanx and it gets better

    on to the mages, most mages generally still cast protect on themselves and should be around 400 def, and tho there are some, not to many monsters have 1.4k attack to hit that scary 3.5 ratio
    (1)

  3. #193
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    This change will probably make attack the only relevant stat on tp and ws gear. It will also change every optimized set, and even in setup were you are highly buffed, more attack will bring you something. So it's possible like attack will be more valuable than stuff such as double/triple/quadruple attack or haste or accuracy. It's especially important if you consider your WS gear. Basically, don't bother focusing on a stat that is not 100% MOD. It will also be interesting to check how they change critical hits. If it follows the current trend, crit will very likely be much less interesting than attack and relics will likely become top weapons again and empy will fall behind.

    Also . booooooooooooooost macro.
    (0)
    Last edited by MarkovChain; 01-20-2013 at 01:19 AM.

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  4. #194
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    47
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99
    Quote Originally Posted by Metaking View Post

    on to the mages, most mages generally still cast protect on themselves and should be around 400 def, and tho there are some, not to many monsters have 1.4k attack to hit that scary 3.5 ratio
    When I go SCH, I have more def. than that. For pretty much anything I do on SCH, I'm eating def. food, since there are pretty much no other options for mages, might as well raise my def. a little right? After this change, mages will be (relatively) even more durable, unless they introduce good food for mages, then I'd have to make a decision based on the event.

    All in all, I think this has the potential to shake things up a little. Hopefully the game will change from a full throttle drag strip, to more of a Formula one course.
    (1)

  5. #195
    Player Carth's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    151
    Character
    Carth
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by Zirael View Post
    Regarding enemy's attack/defence adjustments, you are saying that enemies will be able to do more damage to players after you remove 50% Defence floor cap, but to compensate, players will take less damage if they focus on raising their defence. This works out great for Paladin and will make it more risky to use Berserk or Last Resort, but... do you realise Paladin is not the only way to tank things? Some job classes rely on evading attacks (Thief, Dancer, Puppetmaster), shadow images (Ninja) or Phalanx/Utsusemi/PDT (Red Mage) to take less damage. It looks to me like ATK/DEF changes will cause those tanking classes to take more damage after removing 50% DEF cap, since they were designed to mitigate damage in a different way than rising DEF, and can wear light or cloth armor only.
    Keep in mind getting rid of LCF would also rid of the artificial accuracy bonuses that monsters get when they're a higher level than you. So this would actually benefit evasion tanks as well.
    (7)

  6. #196
    Player Elexia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    666
    Quote Originally Posted by Fermion View Post
    Please fix Modus Veritas as well.
    Don't exploit things with it next time and SE won't curb stomp it rather than actually look at it for adjustments.

    It'd be interesting to see how removng the level correction affects everything, though it's still not as bad as how it was in XIV.
    (1)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  7. #197
    Player Fermion's Avatar
    Join Date
    Dec 2012
    Posts
    47
    Character
    Shidoshii
    World
    Asura
    Main Class
    SAM Lv 99
    Quote Originally Posted by Elexia View Post
    Don't exploit things with it next time and SE won't curb stomp it rather than actually look at it for adjustments.
    First off, I never exploited it, I don't know why you're assuming to know me (or maybe your sentence structure is just so bad, I'm misunderstanding you).

    Secondly, they don't seem to have the foresight or innovation to properly implement abilities and changes, so I'm just asking for it to not be completely useless as it is at the moment, because they probably have no idea.

    There are so many other easy ways the Modus Veritas exploit could've been handled, I'm literally amazed at the lack of imagination shown by the developers. As it currently is, it could be totally removed from the game, and it'd probably take the average SCH a couple weeks to even realize it's gone. That's how worthless it is now.
    (8)

  8. #198
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Motenten View Post
    From their comments, it looks like they're raising the Ratio cap to ~3.5 (enough to 'almost double' the damage a Berserked character might take; 3.5 would be a 75% increase),
    If mob A has a ratio of 2 (currently), with berserk up it will have r/0.75 ratio which they claim will do double damage so that's 4 => r=0.75*4=3.

    So I think they will cap ratio at 3.0 instead. If they consider that you take double damage with both LR + Bezerk then it's 2.4. Also meanwhile at capped pdif a crit is worth ~+33% damage instead of ~50% currently. If this is correct,

    * currently at capped pdif : with 20% base crit rate, +1% crit rate is the same as increasing your attack by 0.45%.
    * after, at capped pdif : with 20% base crit rate, +1% crit rate will be the same as increasing your attack by 0.31%.

    With a mob of 500 defense, you currently cap ratio at 1000. Thererefore currently 4.5 att= 1% critrate, though you are often capped in zergs. Next 3 attack=1% crit and you will rarely and probably never be capped. For instance if you have a gear that has 4% crit rate, you only need 12 attack to beat it and it will always be effective.
    (0)

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  9. #199
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Fermion View Post
    First off, I never exploited it, I don't know why you're assuming to know me (or maybe your sentence structure is just so bad, I'm misunderstanding you).

    Secondly, they don't seem to have the foresight or innovation to properly implement abilities and changes, so I'm just asking for it to not be completely useless as it is at the moment, because they probably have no idea.

    There are so many other easy ways the Modus Veritas exploit could've been handled, I'm literally amazed at the lack of imagination shown by the developers. As it currently is, it could be totally removed from the game, and it'd probably take the average SCH a couple weeks to even realize it's gone. That's how worthless it is now.
    I doubt the comment was directed specifically at you, but more at SCH in general. While I agree with you the way they handled it was stupid Its wrong to think that they didn't nerf it with good reason, a 1 damage Helix could do 262,144 damage if you had an Alliance of SCHs, thats starting at 1 damage, if you started at say, 50, you would hit well over 10 Million damage with an Alliance of SCHs. That would literally kill anything in the game even today, with a single spell in less than 10 seconds.

    Had SCHs in general not abused that power, it would have never been broken down to its current level of uselessness. SE's way to nerf it was likely done in a panicking nature due to realizing how easily it could be exploited, and thus changed its accuracy to its current worthless level. The real problem is that SE never went back to it, they fixed the exploit of it but broke the ability itself at the same time, and then never looked back on how to properly fix it in a way which it could not be abused. SE often seems to do this, they make content or changes, and never look back on it, so if its broken then it stays broken and if its not then awesome, we can praise them for getting something right on the first try.
    (4)

  10. #200
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    Also, the development team is aware of everyone’s concerns that monster’s special attacks are a bit on the fierce side.

    They are currently discussing making it similar to new Limbus, Odin’s Chamber II, and Meeble Burrows where you can formulate a strategy to evade special attacks, and also with the defense adjustments it will be possible to withstand an enemy’s attack more than now as their attack power is reduced. The goal is to change the conditions where you need to defeat a monster right away because even a single regular hit from them deals too much damage.
    Thank you. Your game would become significantly more fun by doing this.

    Quote Originally Posted by Camate View Post
    Next, on to dark knight

    There are two large principles that the development team is keeping in mind:
    • To make job adjustments by comparing aspects collectively to close the gap between dark knight
    • To not make adjustments by comparing only fire-power to leave dark knight behind
    Will Quietus become a real WS? Is defense mitigation going to be something DDs actually want in WSs finally?

    Entropy would be significantly more attractive if you would give DRKs some magic adjustments. Dark versions of Holy and Holy II have been asked for probably 100s of times at this point. Making Absorb spells not decay so fast would also be appreciated.

    Quote Originally Posted by Camate View Post
    Finally, elemental magic.

    When comparing the amount of damage a character deals, elemental magic possesses a higher potential than that of other front-line jobs. However, there is a wide variety of ways to support front-line jobs and not nearly as many ways to support back-line jobs.

    Instead of focusing only on adjusting black mage, in addition to our our recently discussed elemental magic changes, we feel it would be better to address the support difference by enabling other jobs to offer more ways to enhance the capabilities of magic users.
    rdm?.....RDM? RDM~~~!!!!!

    But seriously, we'd love to be of service. Adjust our Enspells to debuff magical defense and evasion in a useful and qualitatively significant way. Give us a reason to be.
    (7)
    Last edited by ManaKing; 01-20-2013 at 02:47 AM.
    I'm a RequieSCAT-MAN!

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