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  1. #1
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Lego3400 View Post
    No. The less the game tells us about how damage works the better. That way leads to eliteism.
    To be fair, people experiment in different content and find the accuracy caps within a reasonable margin of error (1 or 2 points + or -) anyway. People that use parsers can see how many times someone missed in combat as well. I don't really see how knowing what the optimal accuracy cap for content would lead to eliteism [sic], it'd simply be providing some fairly necessary information ingame instead of sending people to google or reddit to search it out when they notice their combos are breaking.
    (12)

  2. #2
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    This should only apply to raid level content where accuracy really only matters. But I agree that it should be implemented. Also keep in mind that not every class requires the same amount of accuracy.
    (0)

  3. #3
    Player
    Toguro's Avatar
    Join Date
    Feb 2015
    Posts
    378
    Character
    Vinny Falcone
    World
    Gilgamesh
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Ashkendor View Post
    .
    I agree. Players should not have to go outside of the game on a website to get an invisible number so they can do certain content

    @Lego3400- How would it lead to elitism? If anything it would help combat elitism. Because people could use the invisible out-of-game accuracy number to judge if someone cannot do content. If the instance itself, told the player directly that they need a certain accuracy amount, that's helping them. It would be entirely on that player if they do not read the tip. A tip mind you

    @KitingGenbu- Yeah it'd have less of an effect on non-raid content, I agree however, it would still allow for more armor setups. You wont have to wonder what the cap is, you'd know the cap. And can maximize performance by dropping unnecessary accuracy for gear. I know I would. Max Crit/Det!

    And SE could just make the Accuracy recommendation change visually depending on role like:

    Tank: Recommended Accuracy- 480
    Melee DPS: Recommended Accuracy- 465
    Ranged DPS: Recommended Accuracy- 470
    Caster: Recommended Accuracy- 420
    (4)
    Last edited by Toguro; 12-13-2015 at 08:13 PM.

  4. #4
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Ashkendor View Post
    People that use parsers can see how many times someone missed in combat as well.
    Here's the problem. If it's about player discussion and sharing their findings, a lot of the grey areas in regards to parsers dip into this. Not to mention it effectively shuts out non-PC players in this regard too.

    Quote Originally Posted by Kabzy View Post
    As a Scholar, I have to disagree. The gear is already pretty limited in this game, so to have to sacrifice other stats in order to reach accuracy requirements...
    The secondary stats in general really need to be redone. All of them provide so little benefit by the point, unless you're going out of the way to stack one or the other. The other problem wit haccuracy, especially for physical, is that the adds also use the same accuracy as the boss itself; there are times where you have to hit from the front and there's really nothing more demoralizing missing your 3rd combo hit because you didn't stack an absurdly high amount of accuracy.

    Not to mention with how they scale accuracy/evasion, you'll always need more accuracy as the content goes up, so it never becomes "easier" to reach the cap. Even before they got rid of accuracy/expertise in WoW, I felt they handled it a bit better when you always needed a flat percentage (which meant a static amount of hit rate and expertise) to ensure that you didn't miss provide you weren't attacking from the front. That made each ilvl increase feel stronger because that meant more points you could dedicate to other stats instead of having to get more and more hit rate/expertise.
    (0)
    Last edited by RiceisNice; 12-15-2015 at 06:53 AM.
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