This is precisely what I mean. The tooltips don't tell you that you get 8 HP per VIT. They don't tell you how much mitigation you get from STR. The parry and block ratings don't even tell you what they mean other than higher is better. Testing told us that 1 VIT = x HP and 1 STR = x Parry/Block rating. So, no, the tooltips didn't tell you anything. Testing did.
However, the amount of testing from 4 days of beta is not sufficient to determine stat weightings.
I would never!!!
This isn't Kansas anymore though, right? Can't we hope that they actually tried to fix broken systems?
I'll take a look. Data is good. My entire point is that one should not hastily draw conclusions and say HP is ALWAYS better. It's not. Too much health is pointless.
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Sorry, I was trying to save my reply space... and now I've ran out... ugh! Posting limits for noobs sucks...
I've never said that STR is better, only that we don't know for sure and that pumping VIT by default is not necessarily a good idea. It is not common sense that higher HP is always better and I'll explain why below. Oh, and I really hate Stoneskin and will always vigorously fight against using it in its current form.
Think of it like this: is a THM with 10,000 HP a good tank? No way! Even with that many HP, their ability to mitigate damage is so weak that the healer will have to spam heals to keep them alive. If the received DPS is greater than the HPS output of the healer, then they will be outpaced and if the fight does not end quickly, the tank will die. If the DPS and HPS more closely match, then this can strain a healers MP which in long fights (possibly, hopefully, endgame) will lead to loss through attrition.
Conversely, if you have a PLD that mitigates ALL (w/ resistances) damage at 90% (what is cap in this game? 90% seemed like a sufficiently high number), but only had 500 HP, that would also be of little use. This would handcuff the healer as all of their investments and spell power would be wasted but would also make the PLD incapable of handling burst damage or successive hits for too long since the healer has to keep the PLD capped on HP for him to stay alive between CD's.
So what does that mean? Well, we start creeping more toward the middle with more reasonable HP numbers and high, but not excessive, defense ratings and resistances. It is when we hit this middle ground that each point starts to show its true value. We have these 30 points and materia to play with, so it is worth paying attention to when the diminishing returns start to bounce between HP and defense.
How much HP is enough to give the healer some breathing room and allow you to get through some burst while the healer might have to aoe heal instead of focus?
How much mitigation is enough to where each point of defense or block is better spent on the extra 8 HP?
What fights are you building for and what enemies are you going to face?
To me, and the people I protect, it is a much more important decision than just saying "meh, HP".
I guess my question to you all is, how much health does your GLA (were job crystals available to you legacy in p4? if so, what numbers were your PLD's pushing?) have at 50 and does 240 more make that big of a difference? From what I am seeing, maybe so. But I'll never take somebody's word for it. (Hint: that makes the question rhetorical.)
Elisius: the discussion is good and should be had every time SE adjusts stat weights. Never close your mind to the idea that there might be better options than the obvious.



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