I kinda just want to point out to all the people saying stuff about BiS that a Warrior's BiS set actually puts them under the current acc cap for end game content. That is all.
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I kinda just want to point out to all the people saying stuff about BiS that a Warrior's BiS set actually puts them under the current acc cap for end game content. That is all.
If you're talking about in the context of coil then the set isn't BiS if it's not at accuracy cap, as it stands in the current combat system if you miss the thing you're not geared properly.
You can argue whether you want accuracy or not in the game all you want, but it's currently required.
I'm going by what I've heard from others who are far more knowledgeable in the WAR field than myself and accordingly the agreed upon BiS items leave the class acc starved. You can say it isn't BiS but some may disagree with you. Of course this argument opens a large can of worms with the poor stat itemization some classes suffer
Oh yes please tell me more about those war that risk their tomahawk missing when they pull adds. I'm sure them doing 0.5 more dps is totally worth those hilarious runs. You seem to be another very bright young lady. Of course don't bother documenting your well thought out arguments, that is totally unnecessary to make your point.
Yeah... Because you can only miss Tomahawk and not, say, Butcher's Block which is some heavy threat. Acc is just as important (or more so) for tanks as it is for dps, or do you just like when a dps or healer takes hate because the tank missed on their enmity combo?
We're getting into a similar discussion people are having right now in the monk thread about gear lol. You can't compare "BiS" as individual pieces. Just because it's weighted higher doesn't mean it's BiS for content. As is, for example, bards suffer a little bit with substat itemization but summoners currently got the royal shaft.
If you're trying for endgame content your BiS will revolve around meeting the accuracy cap. Anyone who disagrees that being acc capped is important is kidding themselves and gimping themselves and their group. If you do not meet the accuracy cap + food then you are not BiS for the content you're doing. That is how this game works, there's unfortunately no argument around that. Especially if you're a tank, good luck not letting adds kill your healers when you miss a butcher's block (something I've actually seen happen and it was bloody hilarious).
Instead of taking out stats we should add more. A haste stat different from SS that affect AAs, an evasion stat, even make dex/str/pie/mnd/int/vit more relevant than what they are now.
Look, in terms of BiS, acc, gear, stat allocation, it doesn't matter because it's all wonky anyway. If you can't even get acc on the higher ilvl gear then you have to limit yourself just to try and get that best gear, and your stat weights on your main stats are pretty big. Imagine if we didn't have acc for a second, people could focus on a lot more. Regardless when your argument is more complexity in a tab game... I'm sorry but as much as I love this game, it isn't complex at all. When you suffer and make your team suffer just to be able to hit things but can still fail because of gear checks and the like, what good is acc?
I would like this. Hell, even having more gearsets with a wider stat spread would be a fun addition (e.g. if we had an additional i130 set with substat mixes like acc/crit/det or crit/det/ss). Obviously balanced for the fact that there would be an additional substat.
Then we could even go into job specific gear that adds ability traits (5 second reduction on a cooldown for example). Multiple sets could then have less substats if the trait is worth it (take a hit on det and accuracy but shave 5-10 seconds off blood for blood or something). With some balancing none of these suggestions are totally outlandish.
I'm fantasizing now halp.
I'm not going to discuss whether acc is "a good idea" or not as a game mechanic. I personally think there are way better ways to improve gearing and optimization than removing an entire stat.
I was just simply stating you need it if you want to currently do coil. The only players that really got screwed this tier when it game to accuracy and stat weights were bard and summoner. Every other class had sets they could work out that still came out good without spending a crapton of gil on crafted pieces or taking gear that, for all intensive purposes, should be inferior but end up vastly superior.
Really have to agree with this, and more ilvl X gear sets may solve a lot of issues
Edit: at your continued point, I do agree with you, a lot actually, I simply find it flabbergasting that the main argument for acc was complexity... I find it also so strange that the stat weights can screw over certain classes, like you said, that they have to spend millions to fix what I feel is an oversight for gear design. Maybe acc should be removed, maybe it shouldn't, maybe we should all get torches and pitchforks and demand that SE fix stat weights and distribution. Who knows.
Jubs is entertained by how mad some people got at Jub's post.
People are mad that it does indeed take thought at managing an optimal build for what it is one does. Can try to spit out a whole bunch of scully-wompers and nickle-doodles in an attempt to appear like your idea is concrete. But pretending to be a lawyer doesn't make someone a lawyer. And Jubs is vague...
Fact still remains... different dungeons/raids/instances/etc require different acc caps. Putting more acc than required is wasting. So... you obtain other pieces of gear to use, and boost other stats when at acc cap. What people are crying for is a flat acc cap for everything... so their builds hold true for every thing it is they do. This looks lazy, cause it is lazy. Lazy is desire for easy, boring, dull. Jubs vague original point holds true.
Add complexity, SE. Please. Namely ability/trait buffs in gear. And the option to choose what in some (like XI merit system, for armor). Diversity...
lol, are you for real?
Let's bring back weapon skill points from ffxi ^^
Enjoy grinding those out for 12hrs straight
Or better yet let's just remove str, crit, dex, set etc and condense it down into 3 stats
MOAR DDPPSSSZSZSSSSSZS
MOAR HEEEAAALLLZZZZZZ
MOAR TAAAAANNNKKKYYYYNEEEESSSZS
Yep. Keep accuracy. Not that it's useless in most of the content in this game or anything.
Ifrit, Titan, Garuda, and Ramuh (all modes) have accuracy caps so low that it is theoretically impossible to miss them. Same with CT...and dungeons.
So that leaves...Coil, Levi, Shiva, and Mog....EX BTW, HM is the same as the other primals. Levi, and Mog being 486, Shiva being 515. (Hint, you are saturated with Acc in this tier's gear. I suggest getting it before attempting to argue against it).
If your accuracy spread is going to be that useless, just remove the damn stat and be done with it instead of half ass coding it into the game. Coil itself is a 60 point difference from beginning to end (T1 to T13 for numbers boner guy up there), that's two to three pieces of gear that are more than likely your BiS from running Coil already.
Going by the list here, we see that there are 58 instances of grouped content in this game (Hell, I'm not even countin Normal Primals. HM and EX only). Going by acc caps, Accuracy is useless in...42 of them.
Super hard, complex math makes accuracy caps useful in roughly ~28% of content. Much accuracy, so complex, wow.
The ignorance in this thread knows no bounds.
The point difference is 75 to 85, depending on your job. For all your sarcasm about "complex math" that was basic subtraction at work. And it has been an issue each time a raider moves up to the next tier of gear. ~80 points didn't just pop out of nowhere, they had to be added on incrementally while keeping a gear set as optimized as possible for progression content.
The dungeon examples are silly. All it really shows is that accuracy is, by design, important for late game. Grabbing a wide variety of examples that are not late game in order to fabricate a low percentage is flimsy logic.
It's funny how people directly refrain to "dumbing down the game" and implying that, people trying to give arguments that acc is not such a interesting stat to work around, are somehow too stupid or it's too complex for them. Really, go get some fresh air.
With HW there will at least be a change to the Speed sec-stats. Maybe some others we don't know yet.
I'd rather work my gear around those than the arbitrary number of acc.
People are so used to min-max around acc that they must be thinking no acc = no min-max, as if like you couldn't work around other and really interesting stats..
Status Quo, of course it is important for lategame and no one denies that.
This thread was about removing it, how is pointing out that it is currently important for lategame an argument?
Theres also acc on items before you get 50 so...
The complex math thing Asierid is making fun of, I think was an argument FOR accuracy, like acc adds complexity, the whole point he made fun about it.
I'm totally with the OP. It's a make or break stat that other than onto it's self serves no purpose.
There are plenty of different checks that could be made based on other stats that passively contribute to your character.
STR - Knockdown/back check. (also buffs phys damage, and other stuff)
VIT - poison check. (also buffs base HP)
Water resistance - Sink or swim check. (also reduces dmg from water-based attacks)
Fire resistance - Burn/time check. (also reduces dmg from fire-based attacks)
ACC - To-Hit check. (also umm.. yeah nm).
Someone at some point said accuracy did something when above cap (like, raise crit damage, or something?) which I think would be a neat idea. My point was always that accuracy turns into a dead stat, which is not interesting, or it is simply a stat which you must raise, which is also not interesting.
I'm not really saying crit or det is oh so good, but ideally they would be made to interact with your rotations in some way. The vast majority of classes are almost entirely procedural...nothing really changes their rotation at all. This is...well this is not the thread for this, but this is pretty boring! The classes with actual procs are BLM and BRD, the two classes with the most braindead rotations...so yea...neither does this mean their stats really affect this in any meaningful way.
People also keep espousing this ideal of "hey lets make everyone research to get better at their class". Since when did obfuscation become "good" in an mmo? Since when does going to a site that tells you exactly what magic number to hit constitute complex gameplay? How does this even constitute research or developing your skills as a player? It seems to me this is more of a thing you can hold over some novice's head, and be like "hah, noob, you don't even know what the accuracy cap is!" Like how would they even know? I am all for the dissemination of information and if I can't even get a straight answer to simple things like, what accuracy actually means (and I mean like, here is X accuracy for Y%, right there in the stat screen), how much stat for a 1% increase, etc, and what the hell det actually does.
And for everyone going "omg people are so entitled these days" yea, sure. I want to play a better game. I don't want to play a goddamn everquest clone. That game sucked, and sucks now, and so did vanilla wow, and lineage, and daoc, and all those games in the past that are dead now, because they are outdated and the playerbase has moved on. When 2 expansions from now you'll look back and say "wow, ______ was terrible, i'm glad its much smoother now". And still you'll have people complaining, wanting to walk uphill both ways simply so they can say they did. Well you have your atma quest, leave the rest of us sane people alone lol.
Anyway I digress. People that go "wow now gearing is so braindead" really? Stop and look in the mirror. Gearing...braindead...? Gearing is the main point of the game? I thought the main point of the game was raiding, which you can do without stroking yourself to the thought of trading 1 crit for 2 det or some ridiculous thing like that. You can do that, sure, but you can't mean to think this is an integral part of actually going out and killing stuff? Its not going to make gearing any less complicated, cause the 99% of you either 1. don't care or 2. just blindly follow a bis list. How many of you are actually out there testing damage formulas? How many are simulating their own dps with differing gear to see what's best? It seems like maybe 5 people at most. The rest of you are content reading a BiS list or pushing a button on a web calculator. Well done. Sure is complex. I can't help but feel this is simply another bar in the way of the majority of players.
You don't have to have accuracy, or need to min/max your gear even, to be a good player. Oops I started ranting. Sorry. But the arguments are there and people are still hung up about trying to show new players how much better than them they are, and focusing on the minutia of oh no now I won't have to reach a magic number.
As many said, accuracy is an archaic stat that most people don't like. This is a conversation that's happened in other games, but other people and decided by other game developers that it's just not fun or meaningful to have in game.
World of Warcraft, the MMO titan even got smart to it."
"Hit and Expertise Removal
Hit and Expertise were not fun stats. They acted to remove a penalty, instead of making you stronger. Most players treated Hit/Expertise caps as mandatory (rightfully so), with failure to reach those caps as a trap of sorts. After adjusting, gemming, and reforging gear to meet that cap, players could then go after the actual damage-increasing stats. We decided to remove Hit and Expertise, and make it so you don't need them. We still want melee specializations to attack creatures from behind when possible, so attacks from the front will have a 3% chance to be parried that cannot be eliminated for non-tanking specializations."
While it's true A Realm Reborn doesn't have a robust enough system currently to remove it, something SHOULD be done so that the extra isn't wasted. Someone already posted along the same thinking I had.
My idea was to make extra accuracy, meaning ability to perfectly hit where you want, rather than just hit period, turn into penetrating hits.
The idea is that extra accurate hits should do more damage. That damage can take the form of penetrating strikes.
What penetrating strikes would do is take the value of your accuracy above the cap needed to not miss, and make that a % of vulnerability. Say like a spell hits through 2% of the enemy's resistance. Or something like that.
Would also make you a bit stronger when syncing down, especially losing useful abilities because rather than level those down, they made the bright decision to just take away skills you'd earn already.
You're very well spoken and versed in the art of logical argument. Which as you see, logic is lost on the masses.
What is there to research? Which cross class skills are more useful than the other?
You realize vanilla wow was 10 years ago, right?
Oh wait, I missed 15 points, let me equip this ring.
If it is "by design" important for late game , then the concept of it is already lost. You're making this stat, which is clearly on lower level gear BTW, useless until max level. Not only does that not teach the player anything constructive (Least give us the caps), it gives them this arbitrary stat that is useless through the entire game.
Seeing as it is on quite a bit of lower level gear (And that's just helms), you are flat out wrong. It is put in the game to be used since the early levels, except it can't because it is useless for dungeons and the content given at those levels.
Therefore, my numbers stand as they are.
http://www.stepbystep.com/wp-content...raw-Straws.jpg
The complexity, or lack of, isn't in the math. Why do you keep circling around Math as the basis of your arguement? It's all pretty basic formulas and equations. That isn't the problem.
It's utilizing. Which you seemed like you wanted to drum at... but missed the mark completely. Explain why people shouldn't be optimizing their gear differently between Shiva hm and Shiva EX? Shouldn't a dps have a low acc/higher critdetss build for one piece of content, and then high end acc build, sacrificing det/crit/ss slots for acc, to hit the mark at higher content? The complexity is in designing different builds, with different avialable choices of gear. The complexity is in having to do more content to be better than. Different choices = more content added to get the diversity. Diversity = each job being more fun as it has more options to be fit, rather than one linear set for all....
^
You want each job to have One linear set for All content? One ring to rule them all? Do away with acc, you said.
It's people like you that indeed ruin MMOs, if you truly are wanting things removed because you personally can't be bothered by the math (that you make screwy yourself).
You're doing a fantastic job yourself of stretching the bounds of ignorance on your own.
So you need an Aid. You need help. You have no imagination of your own to do something constructive in this forum. The only thing you can do is create flimsy arguments to have stuff removed. And you have the goal to remark about 'advancing the genre' and making better games. The ignorance... or trolling...
Jubs point is the game needs more complexity to allow for more viable builds. One set to rule them all so piss poor game design. Stinks of lazy game mechanics. At least now... if tank A is using their 550 acc Coil build, there is no doubt they are losing stat slots for det/crit/ss in favor of acc. If they using this same set up for high roul... they are going to be gimped and out done by tank B using just enough acc, and putting some thought and time into obtaining, a setup that is more heavy on dmg stats.
^
Why shouldn't this be option? Why shouldn't people have to think about and consider such things? Remove acc. What a lazy ass answer to a problem that needs tweaking. IMO - acc caps should be more harsh through varies difficulty of content, as well as adding more mechanics. Should Jubs DRG consider boots that 'Enhance Jump Potency 100' or boots that 'Adds 10% to DoTs' (out-of-ass example).
Those involved in endgame progression must consider how much accuracy they will need for the fights ahead, and then plan a route of gear progression that maximises DPS while consistently hitting the accuracy cap via a combination of gear, food and sometimes materia.
This is a process that not only requires the individual to calculate his own changing values, but also largely influences which pieces of tome gear he should purchase from week to week.
It's clear from some of the baseless statements I've seen that most of you arguing against accuracy are not and have never been a part of this world.
For many of us, it's actually fun and provides a bit of depth, no matter how little it may be (but it's a lot more than most of you imagine).
Also, anyone who has fought a hunting log mark or FATE of a higher level than themselves can easily attest to accuracy being very much a part of lower levels.
Oh dont cry about accuracy its fine as it is the only place where it mathers is coil. as for stat breakpoints and having to much or to little acc lets be fair most tome gear gives you acc so having to little is hard to do at this point, and if you have to much WHO CARES everything has echo atm so thoes few points in whatever other stat you could get wont make a difrence if you keep dying to mechanics. also you know exacly how much acc you need for every fight cause it was already tested, but a quick tip if you workoing on first coil you need t5 acc so that you dont have to swap gears if you work on second coil aim for t9 acc cap and so on. it wont hurt you in anyway cause you already got it easy with echo and stuff so dont complain and play.
The problem with this though is that it collides right in the face of the greater vs lesser argument. That "world" your talking about is less than 5-10% of the game that most people, either out of choice or frustration, will never get to experience in any meaningful way. Stat balancing in an MMO shouldn't be based on the needs and wants of the few who do high end/cutting edge raiding. It should be meaningful to everyone.
While I don't agree with getting rid of stats outright I do think the meta game of stat gearing could use some work. Unless your a tank/blm/healer there isn't much wiggle room in terms of what you can and cannot equip/gear towards in terms of specific stats. Jobs like DRG and SMN are very rigid in this regard and it makes me sad sometimes. I still cringe at all the skillspeed on my SMN gear, but there's changes on the horizon for that, so hopefully they'll keep going down this path with other stats as well.
You have to be significantly lower lvl for this to start happening though. It'd be to the point that doing those FATEs wouldn't be worth it because of the penalty on exp earned incurred from being too low lvl for the FATE.
So, out of this entire thing, all I got that it is fine and dandy that we drop millions of gil on melded accessories while undergeared to reach these caps because the system sucks, deal with it. Because any so called options to the left side limits you to pretty much one or two pieces per ilv. That's the problem, there are no options other than melds. It would be different if we had quite a few choices in which to balance these stats, but all you get is a piece with too much Acc, a piece without, or melds which kill your main stats...but you can gem Acc! There isn't even a choice in food; the best DPS food has Acc already on it.
It's a flawed system used in the latter half of the game, even then it's really only relevant in Coil since most people are at level or outlevel EXs so Acc is a moot point. The same could even be said for Coil.
What? What does this have to do with anything in this thread? You're doing something wrong if you are spending (way too much) time gearing for Accuracy to hit higher level mobs at low levels. Especially since the acc cap is both low, and irrelevant in the hour it takes to become an even level with said mobs you are describing. I am talking characters playing the dungeons within their gear level, Accuracy is pointless due to how low it actually is.
But hey, least someone who finally replied with something other than quoting themselves with arrows to look relevant and the other picking and the other choosing arguments without looking at the whole picture.
So we keep it useless at low levels and leave the new players out of the loop in terms of what the caps actually are, since they are non existent (I would love to see this purpose you are saying it serves at low levels) til end-game. That's the greatest game design decision ever. This is almost as good as Steam making paid mods to Skyrim.
I'll have to find a better image. You're really grasping at air here.
Something like "reforging" would work. You could adjust one secondary stat into another, but not at a perfect 1:1 conversion. There are still better gears which are better optimized for specific stats which may be better for your class. Although even WoW removed this and the accuracy/expertise cap because they mentioned that it ended up being mandatory for players.
Also, carrying different gear sets for different fights (to truly optimize dps by dropping accuracy when I don't need it.) Please show mercy to my armory chest; I have all DoW, DoM, DoL and DoH classes leveled up and geared. The only reason I can even fit everything is because of the forager/artisan pieces being shared between all 8/3 classes. All things considered with how none of the non-tank DoW classes share gear, SMN/BLM and SCH/WHM having completely different stat weights, and the soon to be DRK, AST and MCH, I'm not going to have room to keep more than one gear set for a specific class when 3.0 includes unique AF gear for each DoH/DoL again.
You might think it's fun to carry a specific gear set for a specific encounter, I feel it's incredibly cumbersome given how we have an armory chest and how it works for people who try to take full advantage of it (having all classes leveled for example)
Accuracy caps do exist for lower level content. (e.g. Stone Vigil NM is likely 269 or 270 acc cap)
It's just that the lower levels go by so quickly that nobody really cares to research and compile a list.
Also, because leveling up gives you accuracy, the sample size a single person can feasibly collect is fairly small.
Exactly, working around numbers or caps might be better if there was some actual gear customization outside of carrying a bunch of different sets.
I don't think caps are the best design. There could be interesting gear min-maxing that are much more fluid.
But things like accuracy caps can be okay if you can move the stats around, like reforging.
At the very least, accuracy should give some bonus post cap anyway.
Zero value stats shouldn't be a thing with such limited gear customization.
Missing at lower levels also isn't quite as bad in general than it is at higher levels, in part because (as you said) you get more acc when leveling. Missing alot would of course still be bad, but a few misses isn't going to be a death sentance.
End game, though, it becomes more important because you only get more from your gear, but at the same time for most content a few misses won't cause a wipe outside of coil (though for all I know a few misses might still be tolerable) and Odin trial.
Also when it comes to stat caps with acc: If I'm correct its just acc period, regardless of the source. Get a good food choice and you could let go of some acc on your gear and make up for it with food. There is also hitting from the flank which also provides an acc bonus (granted, only really works in fights where you don't want to be stacked on top of each other all the time.) Shive EX has the highest acc check if I remember right for Primal EXs, but unlike Titan strats DPS/OT can flank her and only worry about moving behind to not get hit by her bow. Lets you take out a little acc from your gear.
Thus it'll be the same when we can level again, acc on gear won't be quite as important till endgame, atleast unless the reworks they are doing that are supposed to make SMN better don't change multiple stats instead of just spell speed as we currently think.
One parallel example I can think of, though for no other reason than a general feeling, is how Bloodborne eschewed equipment load completely (for those who haven't played the game, equipment load forced you to mix and match different pieces of equipment to attain an ideal total weight which affected your character's overall agility). After having played it and each of it's predecessors, I have to say I do not miss that stat at all. It was, no pun intended, encumbering and without it, I feel liberated to focus on more interesting gameplay specifics.