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  1. #1
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Renik View Post
    On a game like this were gear has a short lifespan, this kind of % bonuses doesn't really affect the overall balance, in most cases upgrading a piece level will give you a greater bonus than a 0.5% on the overall damage, the difference is not that big as long as they can keep it balanced, lets say the relic weapon has +5% jump and 15 crit, while soldiery has 30 crit instead of jump bonus, the damage output will be more or less the same, so the piece won't be mandatory, i will just feel more like dragoon weapon.
    But it is not as simple to say +5% Jump damage is equal to +15 Crit. At certain cases it is, but in other cases it is worth more and still others less. There is a concept called diminishing returns where the more of something of you already have the less benefit you get from increasing the total by the same amount further and you need to add more to get the same effect. +15 crit at 300 crit is a greater increase in average dps than +15 crit at 600 crit. On the other hand, +5% increased Potency on an ability is the same percentage gain at 300 crit as it is a 600 crit.
    Now lets say 4 patch later they introduce another piece with a 5% bonus on jump, would you use these 2 together when the new weapon or armor is clearly superior on main stats and secondary ones?
    Depends on a lot of factors. Has the point where the benefits from the higher level weapon or armor is less than the lower level piece due to diminishing returns (For example many Bards Consider the i120 Demon Tabard of Aiming to be better in slot than the i130 Dreadwyrm tabard of Aiming or the Augement Ironworks Corselet of Aiming) Do the bonuses stack additively (+5% + +5% = +10%) or do they stack multiplicatively (+5% + +5% = +10.25%).

    as you can see, this fear for specific stats has no place in the current system, to the point Yoshi already said in the last e3 that hey were already looking into it.
    The phrase "We are looking into it" in this case doesn't mean "they are coming" but "we know there are problems with implementing such a thing and are trying to figure out if it is viable." One of the example of why they are being careful with this was actually about a shield that increased Shield Bash/Shield Swipe damage. They know it could easily become best in slot over higher level pieces.
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  2. #2
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    snip
    The difference is, the new pieces are not increasing stats that way, in case of weapons, the weapon damage value is the most important, if you use a weaker version, no matter what the secondary stats are, you're gimping yourself, so keeping an old weapon for a secondary stat is not worth it.

    In case of armors, it's more complex, but the case is the same, you can choose between a i110, 120 or 130 based on the secondary stat, if you care to, but once the game hits i150-160, keeping a 110 or 120 piece is unthinkable, because you're affecting your main stat, vitality, defense and magic defense. So the game already have good measures to combat imbalance caused by specific stats, and to keep old pieces where they deserve.

    Quote Originally Posted by Ultimatecalibur View Post
    The phrase "We are looking into it" in this case doesn't mean "they are coming" but "we know there are problems with implementing such a thing and are trying to figure out if it is viable." One of the example of why they are being careful with this was actually about a shield that increased Shield Bash/Shield Swipe damage. They know it could easily become best in slot over higher level pieces.
    And that's exactly what i wanted to say, some people want it, and they are looking into a way ti implement it without hurting the game, the fact is, everything can be balanced, it's not about if we should or should not have it, it's about if we want it or not, once the feedback is gathered, their job is look into its balance for its addition.

    Let me say that i don't think they removed these stats to keep the game balanced the way some people thinks, they had a year and half to rebuild the game, so i can't even imagine how much they had for testing and balance purposes, they just released the game with basic stats because that's what they could achieve in such a short time.
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    Last edited by Renik; 02-12-2015 at 02:42 AM.