The more information we can get in our stat menu, the better. If we have a stat, I want to see it. SHOW ME EVERYTHING! lol, seriously tho.
The more information we can get in our stat menu, the better. If we have a stat, I want to see it. SHOW ME EVERYTHING! lol, seriously tho.
Just a curious idea, we have all of the information to find out our accuracy on our side of things, do we not? I mean, the servers send us the info but as long as we arent talking about the exact accuracy rate against a target monsters why couldn't the display for Accuracy and stats like it simply do the math on our side for us? Accuracy as a stat is fairly easy to find, the equation is...
So, by this, couldn't these numbers just be added up on our side of things for the display, or no?Originally Posted by BGWiki
Yea i would like to see them too, I am just pointing out they already answered this before and said it would be really difficult to do. Hopefully they change their mind.
WoW is cool cause it has hit accuracy in there and even your accuracy versus various level range of monsters, though in wow i think you can have a 100% chance to hit, where as we will always miss something cause there is some kind of floor built in.
yes, in ffxi there is maximum 95% accuracy minimum 5% accuracy, which also applies to monsters. even level -1 monsters will hit you (for 0) 5% of the time.
How much information does a raw accuracy stat really provide? For something that requires a check against the mobs evasion, it seems kind of pointless to me outside of knowing exactly how much food/buffs actually provide. The high/low evasion message from check seems to be good enough to know whether you'll have an easy time hitting the mob or not.
But for other things, yes. I'm not a math guy but when leveling rng I was never quite sure at what point I should have been focusing on ratk over more str. I would have loved something like the regular attack stat to show whether I was better off using a piece of gear with ratk +5 or str+3 instead.
If you think about it that way then Attack and Defense being shown is just as worthless, after all, we do not know a Monsters Attack or Defense either, so we can not know how high our Attack needs to be nor how much our Defense is actually doing.
If the fact is you want to know the stat, it would be possible to add up the numbers on our side I'm sure, save the server some traffic, and at the same time we could use it to attempt measuring a monsters EVA such as the AAs with some proper testing and hit rate parsing, which would eventually end up with results that could end up being very helpful. This actually makes it more useful than the Attack display in the fact that attack is not nearly as straight forward in finding its cap so far as I know. My point in the end though was the fact that many of our stats we have can be found via information we already have sent to us, you would just have to math out the numbers, and I can not think of a reason the client can not do the math for us and display it rather than SE having to send the information itself as a finished number.
If they wanted to take the extra step they could probably even send the monster information to us too such as EVA, Accuracy, and so on, and then again the math could be done via client and come out with the hit rate and such too, though, that seems a bit more in depth then I would expect SE to go on giving us information anyways, and would still involve sending more data, even if it seems like its not much to me.
If your software can't display variables you fail as a programmer.
The Original Blue Mage
qwll the addition of the New UI kind of changes all that but making additional information avialable to one client and not another does create something of a fairness issue. Even though it seems like they're preparing to shift to all PC.
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