I'm mostly more curious about the exact difference (I want to see just how hard they nerf strength, basically), but I'm only going to have a few dozen data points to compare because god I am too lazy for this most of the time.LULZ
I was looking at it from a perspective that the only choice in gearing has to do with right side gear, you don't have a choice in adding str or VIT on left side gear (well yes with the new melding, but I am removing that entirely as a variable. I am free to admit there could be some fault within this logic, but my purpose is to get a general answer to the difference in the main build option for 3.2. I am not attempting to go full dervy on this and test exact stat weights. I want to know that if I am at 1000 now (full str), and in full STR in 3.2 i go to 800, but in full VIT i would sit again at 1000. I will start to care more about the exact number if 3.2 full str is 990 and full vit is 1000
My life while tanking is an existential hell from which there is no escape.
Just send them to Dervy. He's going to be doing them in the middle of Midas Progression, if he has time in the middle of his 12 hour raids lmao.
Just do Damage / (1 + DET / 7290). That'll scale it for 0 WD, 0 DET. Determination should function, roughly the same, across all Jobs. DET is just a simple multiplier anyway.You'd also have to break your weapon to find that out (0 weapon damage/no stats from weapon), then.
Edit: And this would be much easier to find out by simply not wearing accessories at all since balancing determination on each set of accessories would be difficult.
Kind of hard to tell the exact scaling because using Linear Regression solvers in Excel is sometimes a bit wonky, and the coefficients you get are based purely off the data points you feed it, but it should do the trick.
You can use "All Class" INT/MIND" gear to vigorously test Vitality scaling on left side... Attribute points can also be used very efficiently to ensure that your control value (STR/VIT) is the same when you're gear swapping left side, as well.LULZ
I was looking at it from a perspective that the only choice in gearing has to do with right side gear, you don't have a choice in adding str or VIT on left side gear (well yes with the new melding, but I am removing that entirely as a variable. I am free to admit there could be some fault within this logic, but my purpose is to get a general answer to the difference in the main build option for 3.2. I am not attempting to go full dervy on this and test exact stat weights. I want to know that if I am at 1000 now (full str), and in full STR in 3.2 i go to 800, but in full VIT i would sit again at 1000. I will start to care more about the exact number if 3.2 full str is 990 and full vit is 1000
Unfortunately, if the change isn't visual on the character stats page for AP, (if both VIT and STR are scaling AP, it should), then you will have to go full Dervy and collect 100 solid data points to get accurate VIT/STR scale values.
Last edited by MiniTyra; 02-09-2016 at 02:37 PM.
Im main war, and i love go full str and mixed vit str, im dissapointed as SE don't let me the mixes i wanna gear no more, I'll must go full vit and maybe doing less damage than now with a lot of vitality pol as inservible if it too big. Ideal is Less life, with a decent resistance and doing the great dps as you can, i thought left the game sometimes andi didn't because i enjoy the war class, i wait to see the changes by myself but, if i don't like bye bye FF14, this game is more static and each time more, rotations, stablished gears and stats... and so easy every time, fault of SE they must put since begining a hard leveling dungeons, bosses with a lot of habilities and actions, like in FF11, a sistem where you must built your set gear to beat a determinate boss, mixed habilities (for example a fire magic with a axe hit and create "fire axe hit" betwen a warrior and Black mage for example) damm SE turns this game very bored! at least will there new pvp modes but i guess so later...
lllllllll
This change can be see as a buff and even a nerf on pve,
but i think it can be bad for pvp, it will make tank have extra vit tank on pvp.
I mean SE will now calculate how a tank is doing damage for the dps check of the raid, scaled on vita. You can't have more attack power by switching accesories.
By doing this it's easier to be acurate on the tank damages.
I think the damages provided by the vita accesories will be needed to reach dps check.
what do you think about this ?
but i still think , it had to happen, too much toxic vita vs str treads on the forum, you don't want change like this ? you should stop to make toxic treads for months...
Because at least you can't say SE don't listen player, Many players asking to get vit accesories with some str on, many players asking to get nerf of the crafted accesories, and it's what we got. they scalled on vit to make it only reliable on tank.
This change is what players was asking for.
Last edited by kensatsu; 02-09-2016 at 10:00 PM.
I just realized I won't even have a day off for the patch like I usually do because lmao core swapping at work for the next ten months. Rip all free time forever and ever amen.
Just use Statistica like a sane person.Just do Damage / (1 + DET / 7290). That'll scale it for 0 WD, 0 DET. Determination should function, roughly the same, across all Jobs. DET is just a simple multiplier anyway.
Kind of hard to tell the exact scaling because using Linear Regression solvers in Excel is sometimes a bit wonky, and the coefficients you get are based purely off the data points you feed it, but it should do the trick.![]()
My life while tanking is an existential hell from which there is no escape.
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