Tell that to the same people that gave you your damage formulas and weapon skill modifiers in FFXI. Dozens of man hours were spent on those bunnies in Ronfaure.Don't use Level 1 critters as a control.
If the variable you are testing is the difference in rank, then the control group MUST be the same rank as your character. Then you need to test creatures of the same type at different ranks, keeping everything else the same.
Also, burden of proof is on the person making the initial claim.
and like everyone has said, in ffxi dlevel wasnt as large a factor, thats why i said at 999 attack he was like a strong regular monster.You say that NMs aren't a test of DLVL but you use Tiamat as an example when you yourself believe that NMs are not that much higher than you.
You're clearly not aware that Tiamat is Lv95 and was relevant when the cap was 75. Thats a 20 level difference just in case your math is as bad as your logic.
My logic is perfectly viable, getting to 50 is irrelevant, unless you think the equations change at 50. If you are talking about the specific case of NMs then that probably indicates NMs are a specific case. I have fought things way over my level, i solo things 10 levels higher than me. I have fought leve quests with things 15 levels higher than me. i see the effect of level, and it does not account for doing the type of damage reduction you guys are talking about, because if it was a dlevel issue you would be getting hit for 2k when you are doing 20 damage a hit. i know this from actually fighting mobs that high.
Cause you know... Games don't change the calculations at the cap. Thats totally not possible.My logic is perfectly viable, getting to 50 is irrelevant, unless you think the equations change at 50.



Sigh....
"People that think it is broken - Where is your proof/math?"
"People that think it works - Where is your proof/math?"
I haven't seen anyone post anything that provides proof. Cant really go asking for proof if you wont provide proof of otherwise.
The word of mouth from people that did it is enough proof. R1 weapon and R50 weapon vs NM = Same damage.
Me, I can vouch that it is broken, because I went and did it.
Even Yoshida thinks the stats need readjusting and Matsui wants to redo things from the base level, so it's all going to change regardless.
The fact shell went from 50% cut to showing minimal return is because of this reason, formulas are too complex for its good that you literally need parsers to find out what's going on.On the topic of monster attribute changes and possibly player attribute changes, can you go more into detail on this? A lot of players feel everything is still a bit out of whack when it comes to the current attributes like dex barely affecting Accuracy or Shell barely reducing an Imps Blizzard damage.
Our Lead Battle Director, Matsui-san, is currently undergoing--they're basically going to change the equations for how stuff is calculated, all of these attributes. As they balance each of the classes with the new balance system, they're going to go through and check each action. And then see how that needs to be adjusted, and reassign each attribute as they go along.
Since it's going to be such a huge undertaking, it's going to happen in steps--it's not all going to change in the next patch, but over the next few patches we hope to change it. But we want to reassess everything, so it's not like we're going to be looking at one broken thing, we're going to be changing pretty much everything.
One of the reasons that you have some of the things not affecting something at all--like Shell not working on a lot of spells--is because right now a lot of the calculations for that stuff is too complex. Because it's so complex, it's difficult to balance. They want to make it simpler, not just so the players know what's going on--having to have some super program going on in the background to understand the calculations--but also so when the devs do balancing, it's easier for them to balance.



Take the bug report about nether newt not having a proper description for example.
Is it something you must answer with "WHERE IS YOUR PROOF?! YOUTUBE VIDEO?! DATA PARSING?! 500 PAGE SPREADSHEET!?"
Or is it something you can go look at and say "Hey, this is really all ##########################'s. they better get that fixed!"
Better to go find out for yourself whether it is broken or not.
ThisEven Yoshida thinks the stats need readjusting and Matsui wants to redo things from the base level, so it's all going to change regardless.
The fact shell went from 50% cut to showing minimal return is because of this reason, formulas are too complex for its good that you literally need parsers to find out what's going on.
Last edited by Reika; 05-11-2011 at 12:39 AM.
That's an obvious error, in terms of number crunching parsers are generally more accurate than eyeballing since a lot of times you're not always watching your numbers closely compared to watching the actual battle. Like you can't eyeball accuracy percentages.Take the bug report about nether newt not having a proper description for example.
Is it something you must answer with "WHERE IS YOUR PROOF?! YOUTUBE VIDEO?! DATA PARSING?! 500 PAGE SPREADSHEET!?"
Or is it something you can go look at and say "Hey, this is really all ##########################'s. they better get that fixed!"
Better to go find out for yourself whether it is broken or not.
Throw in the latency issues of the serverside UI and you definitely won't get accurate readings since logs miss data at times.
ok heres really numbers
surf eft level 42 pug level 58 eft
dlevel 16
damage with weathered hora heavy strike 18-20
damage with level 39 boarskin cesti hevey strike 50-54
level 42 pug, level 61 biast
damage with weathered hora heavy strike 14-16
damage with boarskin cesti 25-26
so yeah attack does matter, but it had no effect when you fought the nm..... hmmm COULD IT BE THE NM AND NOT THE DLEVEL OHHHH SNAP THATS CRAZY TALK



It is obvious. The issue with Rank vs Rank determining everything becomes obvious as well once you actually go observe it for yourself.That's an obvious error, in terms of number crunching parsers are generally more accurate than eyeballing since a lot of times you're not always watching your numbers closely compared to watching the actual battle. Like you can't eyeball accuracy percentages.
Throw in the latency issues of the serverside UI and you definitely won't get accurate readings since logs miss data at times.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



