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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ADVSS View Post
    except stacking mind with skill points and end game accessories still dint help it to a degree anyone would notice. literally it was like a 1- point healing increase on average, it was bad. ) not arguing the non aspected m damage title, all of whats said about it is true, but it doesnt change the fact that these weird game systems are the way they are. with too much hard pinpointing. its like parry. parry is stupidly implemented, just give us a flat percent, not 1 million parry equals 30 percent rate
    You realize, unless purposely staggered or made exponential/deexponential, that is still a flat percent... albeit it .00003% per point in your hyperbolic example, yes?

    There's nothing especially weird about the way any of the stats are implemented. Your output is based on weapon damage or weapon magic damage in combination with attack/spell/healing power * attack/spell potency * personal modifiers * target modifiers. Main stat contribution to attack/spell/healing output is virtually identical across the board except on tank classes, due to their recent change.

    If anything, some of the stats should be less obvious. For instance, in many MMOs both parry (and other eHP-increasing stats, such as "armor", "defense", "evasion", etc.) and haste (in our case skill/spell speed) are deexponential, in order to maintain similar weights (apart from stat-dependent class mechanics) to the more linear attack power or raw HP stats as the eHP or rate of attack would gradually become more effective per point over time (.1 second off of 1.9 seconds is worth more than .1 seconds off of 2.5 seconds, for instance, while the more health already saved, the more effective mitigation is in increasing the remaining eHP--for the latter the same can be said of synergy with raw HP, as well, of course, becoming a trade off of (greater, if balanced) max eHP vs. both increased max eHP and increased healing efficiency).

    (Note also the oversights in Skill Speed where it disallows double-weaving, because there is no linked increase to animation speed, and causes greater resource cost without being greater in value to other stats to compensate for this weakness. The changes to cause Skill Speed to FUNCTION in a linear fashion would actually require a lot more DESIGN complexity.)
    (2)

  2. #2
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Shurrikhan View Post
    You realize, unless purposely staggered or made exponential/deexponential, that is still a flat percent... albeit it .00003% per point in your hyperbolic example, yes?
    )
    I guess a better question to ask is why stacking mind on a paladin in 2.x really didnt enhance cure by much at all. was it the phys damage property on the weapon itself or not, i know what ehp is and how it works, was just talking about that 1 instance. seems to me the only reason a blm with less mind did almost double the healing with physick as a paladin with more mind using cure was due to that reason alone
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ADVSS View Post
    I guess a better question to ask is why stacking mind on a paladin in 2.x really didnt enhance cure by much at all. was it the phys damage property on the weapon itself or not, i know what ehp is and how it works, was just talking about that 1 instance. seems to me the only reason a blm with less mind did almost double the healing with physick as a paladin with more mind using cure was due to that reason alone
    You are correct, it was because Cure uses magic weapon damage, which will be rather low for a sword (physical, or regular, weapon damage being it's "real" stat) compared to a wand, book, globe, or staff. If Magic Weapon Damage and (Physical) Weapon Damage had been simplified into a single stat, you'd have seen a bit more potent spells from physical, but also more significant staff-bashing from casters. Given how low the primary stats that would be increasingly multiplied by the weapon when acting outside one's role, I don't see how this would be an issue (though I'm not especially fond of staff bashing, nor do I understand why Arcanists have a higher Strength stat than other casters). But that split is what they decided on.

    That single issue is rather simple, but a similar question can be asked for why alternate options in general are so lackluster in general. In 2.0, it was arguably quite worthwhile for a BLM to invest in a tiny bit of piety, but only up to 247; anything other amount was waste. And now, because the value of piety to a BLM didn't increase while its mana pool doubled, any similar cap is even harder to approach, and the relative value of piety has worsened further. Strength vs. Vitality was the only other real stat choice, but that has been removed to. It makes one wonder why those options even exist. Part of this is because the stat systems are simple -- flat, unchanging, even when a change from the normal scalars may be necessary to give the option equal or any viability. And part of it is just because of how narrow our useful stats are.
    (1)

  4. #4
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    It makes one wonder why those options even exist. Part of this is because the stat systems are simple -- flat, unchanging, even when a change from the normal scalars may be necessary to give the option equal or any viability. And part of it is just because of how narrow our useful stats are.
    They aren't useful, those optional stats are a relic of a bygone era and definitely need to go. There is no meaningful choice in the optional stats, right now it's either all or nothing. Honestly, I'd rather they keep the all or nothing system and just ditch the optional stats altogether, I never liked any system where you have to place stats as you see fit, the fact that there is only one viable choice is actually a good thing to me. I prefer character stat advancement to be purely static with the only increases coming from gear, stat customization is not something I'll ever want.
    (0)