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  1. #1
    Player
    Rentahamster's Avatar
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    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Physic View Post
    Uhhh maybe only mines overwrote then because i got procs for skull sunder and concussive blow multiple times, maybe concussive and skull sunder are different because they overwrite the effect.
    Nope, proccing skull sunder while the mob was already under the effects of skull sunder does not give you proc SP, only damage SP.

    Concussive Blow x2 and x3 did not award SP for the status proc, and neither did Disorient x2 or Disorient x3. It wasn't worth using after the first one hit.

    Quote Originally Posted by Physic View Post
    Basically anything that increased the damage you do to the mob, was increasing your sp gains, most noticeably on high level monster
    It wasn't a 1:1 proportion of damage to SP. The harder you hit, the more SP you got per hit, but if you killed the mob too fast, you won't have enough total hits to average out the randomness, so you might get less SP overall. On the other hand, you could hit many times for less damage, and get enough total hits to accumulate SP despite the randomness, but have the fight drag out. When individuals in parties had both methods of play in the same party, problems occurred.
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  2. #2
    Player
    Physic's Avatar
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    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Rentahamster View Post
    Nope, proccing skull sunder while the mob was already under the effects of skull sunder does not give you proc SP, only damage SP.

    Concussive Blow x2 and x3 did not award SP for the status proc, and neither did Disorient x2 or Disorient x3. It wasn't worth using after the first one hit.



    It wasn't a 1:1 proportion of damage to SP. The harder you hit, the more SP you got per hit, but if you killed the mob too fast, you won't have enough total hits to average out the randomness, so you might get less SP overall. On the other hand, you could hit many times for less damage, and get enough total hits to accumulate SP despite the randomness, but have the fight drag out. When individuals in parties had both methods of play in the same party, problems occurred.
    Dragging the fight out gave you less sp over time, because as long as you can move on to the next mob, its always more valuable to get more sp per proc, unless you are running out of monsters, not to mention, you were less likely to hit the cap which was actually a bad thing, although everyone liked to see it. Better to get 499 per fight than wasting an extra 100.

    pretty sure i got sp for concussives, i often hit or surpassed the exp cap. and mostly it was the debuffs in addition to the dmg that allowed me to do that, but its been awhile, i may have been rotating debuffs and going for whatever debuffs the party was missing by the end there.

    Anyhow thats not the real issue, if everyone shared the sp gains, it wouldnt be important who got it first, and if they had a system like now with a base SP, and rewarded you non randomly and for the whole party, as the OP suggests for sucessful/useful actions/strategies, then it would solve both issues, while also giving incentive for harder battles.

    Another option is they give you grades on the fight which give you more exp, much like SF games later would give you ranks like s a b c d f based on various factors mentioned, then give you exp bonuses based on that, so as to make it simpler for people to understand.
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  3. #3
    Player
    ZephyrAM's Avatar
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    May 2011
    Location
    Ul'dah
    Posts
    244
    Character
    Lynia Celeste
    World
    Hyperion
    Main Class
    Gladiator Lv 52
    The suggestions all sound like interesting, valid options... but considering the massively larger amounts of SP that groups can already get over solo players, just doing things like this would only widen that gap and 'completely' destroy the solo game. As a game that's supposed to allow for either, they have to make sure that SP gained while outside of a team can at least remotely keep up with SP gained while in a team.

    ... of course, that's hardly even true right now XD. So we'll see how it goes. SP chaining for consecutively killing the same type of enemy can get pretty dull, but perhaps there are other options!
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    http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste

  4. #4
    Player
    Physic's Avatar
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    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by ZephyrAM View Post
    The suggestions all sound like interesting, valid options... but considering the massively larger amounts of SP that groups can already get over solo players, just doing things like this would only widen that gap and 'completely' destroy the solo game. As a game that's supposed to allow for either, they have to make sure that SP gained while outside of a team can at least remotely keep up with SP gained while in a team.

    ... of course, that's hardly even true right now XD. So we'll see how it goes. SP chaining for consecutively killing the same type of enemy can get pretty dull, but perhaps there are other options!
    they need to reduce or eliminate those old methods, they are killing the game. I mean i can understand leve linking sort of, because if it wasnt there people just would not link, and repeat the quests over and over, but it basically creates a game where people only feel rewarded for doing the same leves over and over, and have not much desire to explore/kill in the open world.
    Behest would be fine, if it was actually challenging. The other thing is, some of these types of bonuses could translate into solo play, with long fights and what not, If the chains are linked to killing fast, soloers will always be unable to compete, if its linked to other types of things, it can boost a soloists exp as well, though of course parties will get more benefits from more different types of things.

    I think that party exp should be noticeably better than solo exp though, just as long as soloing isnt impossible or totally unfeasible. With a good party search system, you should be able to solo/explore while seeking or creating parties.
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