Or like FFXI primal/avatar fights where you can choose 1 reward and can retake the reward if you drop the item, but can have more than 1 if you wanted.Honestly I think the drop system would've worked so much better if they had cloned how Divine Might worked in FFXI and made it where you could only have 1 Ifrit weapon at a time but could select which one you wanted upon completion and redo the fight if you wanted to change it.
Congratulations good job ^^
He was using sarcasm because apparently you don't know what a parser is.
If you were to check what crafts the group that killed it have you would notice most of us only have 1 craft at 50 some of us have none mainly because we hate crafting and find it boring as hell but didn't want to bot it to 50.
And a parser is a 3rd party tool that is used to calculate damage done, it wont help you win the fight and it doesn't instantly kill a boss for you the main reason we use it is for perfecting damage rotations to maximise damage done, this can be done without a parser but its just much easier to use the parser.
http://bluegarter.guildwork.com
Please stop responding to EmeraldHill, their trolling has been pretty blatant.
This drop method spits in the face of established loot distribution systems, and I really do think it's intended as "anti-point".
This would not be an issue if the fight was something less than the single most challenging piece of content currently in existence within XIV's endgame spectrum. 150+ wipes by one of the most skilled NA Linkshells does not constitute "Silly players! You are not mature enough to handle gear distribution!" - This was acceptable when fighting the mind numbing faction leve NM's, you could chain these leves one after the other and practically fall asleep killing things.
Long and short of it: Nerf Ifrit, keep loot system. Don't touch Ifrit, lose loot system.
What will happen: Nothing.
I honestly hope that they don't nerf Ifrit. Once gear progression increases and better gear comes along, the fight will be easier for everyone. But having it so hard is really something for them, the game Devs, to be proud of.
http://bluegarterls.com
Ok, sorry peng for late posts but I can't post at work and we were into Ifrit so...I have 501 attack and the increase on pies seem to be % based so thats why you are getting more of a boos than me.
And i agree you cant just multiply your attack and get your WS damage number but if the +24 i put on my weapon did increase my WS damage at all the difference was so small it just wasn't noticable as i was doing 820-830 crits before i equipped it and after i did.
Also have you done any Str testing? i need to get a 2nd set of armour made so i can test it myself but am curious to know if it directly affects any damage or if its just a set amount increases your attack power.
Last night I did these swaps:
+27 STR
+50 Crit Attack
-4 Attack
We started right away so I couldn't get a 2nd spear to test lots lower attack power but here's my notes:
-Crit Attack is NOT bonus damage to criticals. It is Critical Attack RATE... the materia is misleading... so there goes my idea of reaching 1100 Doomspikes because it was banking on that, oh well.
-4 attack lower (maybe 5 if I lost one off food) DID lower my top end Doomspikes by around 10. I no longer did upper 860s/lower 870s but mostly upper 850s/lower860s (862 high compared to 874 before) This is in line with my 1 attack = 2 damage on top end WS.
-27 STR did NOT increase top end damage, my theory about it I'll type after this. Most likely it increases bottom end damage (average damage) heres my screenshot of last night: http://img210.imageshack.us/img210/9...1010080221.png
As you see, me stacking on STR gave me a very high low doomspike end, and a very good average.
Theory about STR/ATK:
Attack raises top end spectrum, and STR raises bottom end of the spectrum.
Example, lets say the game RNG's every hit 1-10 at the start, if you averaged out 10 hits you would do 50 damage (10+9+8...)
Adding some STR would change the range to 3-10, with 10 hits you would average 58 damage, but your highest hit will still be 10.
Now lets do attack, lets say adding attack would change it to 1-12, and averaging the 10 hits would be maybe 55-60, and it will let you see a higher # (12) but you still will get the very small numbers.
Theoretically you could add enough STR to this to make the range 10-10, but I doubt they made that possible so its most likely they are on a curve. The more STR you add, the less valuable it becomes (lower rate as you progress) but as you add more attack it fixes the curve making STR more valuable again.
This also means that attack then raises BOTH the top and bottom ends. By raising the top and fixing the curve, your current STR becomes more valuable thus raising the bottom along with it.
This means Attack > STR but at some point STR > ATK. This makes it so neither is better all the time, but typically Attack should edge out STR.
Thats my theory of what I've seen so far, and obviously this is a very crude example in an attempt to explain it though maybe it will help you come up with a more correct version at some point in time and it only explains the relationship between str and atk ignoring all other factors.
Knowledge is power!
That's odd. I thought it would work similar to magic. Our crit potency only increases the damage done w/ crits. We have our own crit rate modifier. Although only one piece of gear has it. =/ Hopefully more in the future.
http://bluegarterls.com
@Zdenka Yeah i did some testing of my own last night after putting a +28 attack power materia in my lance and definitely noticed an increase in top end damage, i still think food is either bugged or doesn't provide the same 1 > 2 ratio since the +70ish attack im gaining from food should increase my doomspikes by a noticeable amount but i have never seen any real difference from using food, and thanks for doing the testing its nice to know stats are actually having a decent affect on what damage we do now so we can min max a bit better with materia.
http://bluegarter.guildwork.com
Yep, I even slotted it midrun... my Doomspike crits had no noticable difference but the parser said I went to 11% crit rate up from 7%.
Oh, today I got Hart Guisarme+1... +5 damage -3 attack, hit a 880 doomspike just now. +Damage is still the best like FFXI
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