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  1. #41
    Player
    StouterTaru's Avatar
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    Sep 2013
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    Character
    Stouter Taru
    World
    Exodus
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    Thaumaturge Lv 100
    Quote Originally Posted by Granyala View Post
    1) Stat weights can be calculated from the values you posted me.
    Avg heal/non hasted cast time - Avg heal/hasted cast time = Δheal/Δ cast time. Divide that by 26.5 and you get Δheal per 1SS.
    Now compare that to the Δheal you get from +1 mind and you can calculate Δheal(1ss) / [Δheal(1mind)/100] to get the percentage.

    There would be your normalized stat weight for +1ss.
    SS increases your DoT/HoT ticks by the same percentage that it decreases your GCD. 1% off cast time (~64 SS) also gives +1% to each DoT/HoT tick.

    Crit hit rate starts at roughly 5% with each critical hit giving a +45% increase in damage. For each ~43 Crit you add each of those numbers increases 1%, meaning it's not a straight line.

    You want a simple y = Ax equation, but that's not how stats work in this game. Weights are given at a rough value in current top end gear, and for healer they would vary between healing and dps. The best you will get is how the stats weigh for someone else's gear and playstyle.
    (1)

  2. #42
    Player
    Granyala's Avatar
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    Sep 2014
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    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by StouterTaru View Post
    You want a simple y = Ax equation, but that's not how stats work in this game.
    It is, my dear. Stats in every Everquest clone MMO work this way, FF is not an exception.
    To be mathematically precise: my last post would calculate the stat weights for the spell [cure] not the entire White Mage class.

    Though in order to make proper assessments you need to simulate a complete fight.
    Granted that is extremely hard to impossible to do for healing (because healing duties vary so much depending on how good your group is), but it is easy to do for DPS.

    You simulate the fight 10000 times. Then you vary the stats by, say +500 SS / -500SS (example values) and simulate again.
    That gives you a delta in actual combat performance that involves all spells used. You can then do the same for all other stats including int.
    After that, each stat delta is calculated as a percentage of your main stat -> normalized stat weights.

    Now the kicker and the really interesting question would be:
    Given our severely limited gearing choices and the harsh limits we have on melding stuff, both in quantity and opportunity: do we need this information in order to perform properly?

    My answer would be: No. Meld what you like, it won't make a dent in you performance anyway.
    If you find yourself DPSing a lot in raids, accuracy would probably be the most valuable stat because Spell that hits >>>> spell that does a tiny bit more damage. (until hitcap ofc).
    As a WHM, I'd consider piety too, because I still drain my mana quite rapidly when DPSing. :X

    Quote Originally Posted by Lyrica_Ashtine View Post
    You mind reading the first page again and point out those who were not helping? Not including the first two responses as the more specific "desire" wasn't known till then
    All of them. The OP asked for concrete mathematical data.
    That didn't get posted until DarkmoonVael posted the cure-SS data for me.
    No, gut feeling "crit>det .." doesn't answer the OPs question.
    Instead, people started bickering back and forth whether a game dev has the obligation to display % values and told him to just let it go and stack something according to his fancy.
    (3)
    Last edited by Granyala; 04-11-2016 at 11:15 PM.

  3. #43
    Player
    Lyrica_Ashtine's Avatar
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    Dec 2013
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    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Granyala View Post
    People DIDN'T try to help the OP. That is the point.
    You mind reading the first page again and point out those who were not helping? Not including the first two responses as the more specific "desire" wasn't known till then
    (0)

  4. #44
    Player Kaurie's Avatar
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    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    I do not have specific #'s in relative form of MND, but the order is:

    1. Accuracy
    2. Crit
    3. Piety
    4.
    5.
    6. Spell Speed
    7.
    8.
    9.
    10. Determination
    (0)

  5. #45
    Player
    Granyala's Avatar
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    Sep 2014
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    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Crit is surely awesome if you play NoctAST / Scholar because shields do not generate overheal, but as WHM I don't like crit.
    A critical heal often creates overheal because I don't cast heals wile relying on crits.
    (1)

  6. #46
    Player
    StouterTaru's Avatar
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    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Granyala View Post
    It is, my dear. Stats in every Everquest clone MMO work this way, FF is not an exception.
    I can't speak for every other MMO, but in this one secondary stats are not a straight line (except DET more or less).

    Adding your 800th Spell Speed gives you about 15% more of a proportional increase than you got from adding the 1st one in terms of casts, but has a proportional decrease in DoT/HoT ticks. Crit hit rate has an even sharper proportional increase than SS. DET is a fairly straight line on damage increase, which means a proportional decrease.

    All the simulations in the world can't change any of that, and for different levels of content, different stats will weigh differently. Progression main healing you'll want to be able to keep your group alive through the big tankbusters. Off-healing farming runs you'll want to hit your accuracy cap.
    (0)

  7. #47
    Player
    Lyrica_Ashtine's Avatar
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    Dec 2013
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    Character
    Sadako Yamamura
    World
    Phoenix
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Granyala;3658474The OP asked for [B
    concrete mathematical data[/B].
    The very first response made perfect sense, though. There's no real purpose to have healer specified statweights. The reasons for this has been beaten to death numerous times now in this topic alone. Even if there is, with some simple thinking you can realise that getting +1% crit translates into +0.5% healing increase over time. And with minimal effort you can find existing data everywhere.
    (0)

  8. #48
    Player
    Lyrica_Ashtine's Avatar
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    Sadako Yamamura
    World
    Phoenix
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    Marauder Lv 1
    Quote Originally Posted by StouterTaru View Post
    ICrit hit rate has an even sharper proportional increase than SS.
    I'm just going to point out here that the first 10% increase in crit chance has more value than the next 10% you get. +10% with a base 5% means you'll triple the amount of crit hits over time. Going from 15% to 25% does not have the same proportional increase, however. Which is pretty much the opposite of spell speed. Not like you can stack either that much that the effective gains differ a lot
    (0)

  9. #49
    Player
    StouterTaru's Avatar
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    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Lyrica_Ashtine View Post
    I'm just going to point out here that the first 10% increase in crit chance has more value than the next 10% you get. +10% with a base 5% means you'll triple the amount of crit hits over time. Going from 15% to 25% does not have the same proportional increase, however. Which is pretty much the opposite of spell speed. Not like you can stack either that much that the effective gains differ a lot
    That was true in ARR when a crit hit was a flat +50% damage, but they changed it so critical damage increases with critical hit rate.
    Base: 5% chance +45% damage
    +10%: 15% chance +55% damage
    +20%: 25% chance +65% damage
    (3)

  10. #50
    Player
    Ghishlain's Avatar
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    Oct 2013
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    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by StouterTaru View Post
    That was true in ARR when a crit hit was a flat +50% damage, but they changed it so critical damage increases with critical hit rate.
    Base: 5% chance +45% damage
    +10%: 15% chance +55% damage
    +20%: 25% chance +65% damage
    One also has to note that the Crit damage+ means nothing to a healer from a healing standpoint (Healer DPS is another matter), so Lyrica's analysis for straight healing is on point.
    (0)

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