Dude, i love ya.
I believe great things will start to exist after 2.0 so imma just be patient till then.
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You know what, this sounds like a minor complaint but this is actually extremely important to me. It just feels like stats are so pointless and this in turn makes it so that gear really isn't that important (I haven't upgraded any of my lancer gear in ages and I'm still doing perfectly fine in the damage department).
the problem in ff14 is that stats are such big numbers you have to add big numbers to see a difference.
if you have say... 300 strength, you'd have to add 30 just to see a %10 increase.
the ifrit argument is %100 valid because of the type of damage being dealt to the players although i do think ifrits melee should hit the tank for max HP with no gear on.
Your parser must be broken. I have a crab bow +1 and dex pie and attack power materia double melds and I consistently get about 10k less dmg in a moogle fight than an ARC with the ifrit bow. And we do the same amount of WS'.
Every fight I've parsed has been the same damage roughly. Stats/gear matters
the best stats in game are the base damage stats of weapons. no other stat will have a 1:1 ratio in damage output.
not a 10% increase in damage, jsut a 10% increase in str performance. i didn't mean to blow your mind. it was just an example of % of stats. you have to add big numbers since stats are already big numbers.Quote:
omg... failed mechanics is what this is...
Also where is it u read this can i have a link???
Actually, no, the "high end drop" gear definitely should not overshadow the "high end crafted" gear at all. For one thing, because the DoH and DoL classes are amongst the selling points of this game "Here, crafting is so important it has a whole buncha classes dedicated to it! With levels and all!"
Of course i'm not saying that stats shouldn't be useful or whatever, just- Mentioning something that people always forget, that they plan on, or at least was in the original plan, for the crafted gear to be, in fact, the ultimate gear.
Of course they could always work in some horizontal progression here, with crafted gear being good at boosting your overall usefulness and drop gear being good for REALLY SPECIALIZED tasks by having weird bonuses. (or the other way around).
And they could even mix in both things anyway, having high-end drops being not completed gear but components used by crafters.