I wouldn't be surprised if they just removed it, they didn't increase the ACC req for creator(s) from midas(s) and they already dropped ACC from weapons (other than anima) a while ago.
I wouldn't be surprised if they just removed it, they didn't increase the ACC req for creator(s) from midas(s) and they already dropped ACC from weapons (other than anima) a while ago.
I actually find it kinda funny in a way that starting out we are striking bugs and small creatures with no issue, yet we then come across giant beasts and suddenly we are not able to swing and connect? Just my thought on accuracy, but do hope they look into removing it.
Accuracy would be fine if encounters were more diverse than endless trash pulls.
There no variety on mobs generally. All pretty much equal in evasion toughness etc etc. If your fire 4 hits 1 mob for 7k it'll hit virtually everything you cast it on for 7k.
If mobs were more diverse. Some that are really tough for example. Where a fire4 might only hit for 3k but those Mobs were slow as hell.
Or mobs that were evasive as anything but weak. So if the fire 4 hit it'd Hut for 10k..
You create a point where you'd want to balance accuracy vs attack power in relation to mob defence and evasion.
Would go a long way to making stats more interesting.
A similar thing could be achieved with parry if they gave bosses and stuff multi hit attacks.
The issue is that, if you give this playerbase a mile, they'll hop on a rocket sled and shoot for the moon with how badly they can break the game. We only get 35 stat points to allot because more than that would allow players to cripple their characters. We trade customizability for functionality and safeproofing. We already have to deal with Int melded healers, which is bad enough.
As much as I would love an RO style stat system, the vast majority of our playerbase doesn't allow for it.
Those 35 stat points are a prime indicator of the whole pointlessness of the system as a whole. You talk as if there's a choice, but no, there isn't. Anyone who doesn't dump all 35 points into Primary Stat is a fool. Even the Int-melded healers you're talking about are foolish for doing so - those 35 points are much better allocated to MND, so that they translate to INT once Cleric's Stance is activated.The issue is that, if you give this playerbase a mile, they'll hop on a rocket sled and shoot for the moon with how badly they can break the game. We only get 35 stat points to allot because more than that would allow players to cripple their characters. We trade customizability for functionality and safeproofing. We already have to deal with Int melded healers, which is bad enough.
As much as I would love an RO style stat system, the vast majority of our playerbase doesn't allow for it.
I do have to applaud those healers credit for experimenting (Assuming, of course, they're not just SMNs who are too lazy to buy a Keeper's Hymn for those occasions when they decide to heal as SCH), but SE has been too thorough in taking any choice out of the system. Their vigilance in ensuring easily-balanced classes has pretty much removed the whole need for a stat system in the first place.
It IS true that a robust stat system can open the door to abuses; for example, if it was discovered that MND had a disproportionately large effect on MNK's Elixir Field, causing MNKs to stack outrageously for MND but turning Elixir Field into a powerhouse ability that threw DPS balance completely out the window and caused players to exclusively invite MNKS as DPS as a result. At least, until the next update when SE nerfs Elixir Field's MND modifier, and players have to search for some other stat loophole to abuse. Honestly, though, even with hiccups like these, I consider it to be a preferable way to run things. RPGs are much more interesting when folks have the freedom to experiment and find tricks and tactics that weren't necessarily anticipated by the developers. The developers can then decide whether to allow them, or to nerf them.
This game has taken a completely different tack. In the interests of enforcing balance, the stat system has been simplified to the point that the only reason we have stats at all is because RPG players are used to seeing INT and STR and whatnot. But it's all a farce. A level 60 WAR has STR VIT INT MND DEX - but the values for all those stats but VIT could be zero or seven billion, and it would make no difference.
I never understood int on a healer. The magic attack potency you gain from int gets switched with the healing potency. (it doesn't add up) Meaning you are just boosting the terrible healing power you will do in CS stance. . . . . .
The stat system did have its use in 2.0. As maxing piety or vit was a good option. But you're right. @LineageRazor It's just a restrictive system for mmorpg vanity.
yeah I personally think ACC ill go the way of the Dodo come 4.0, easiest and most reliable way to fix accuracy issues are to just scrap it and truth is no one will miss it. As for the 35 points to allocate they are really kinda pointless atm, hell the only ones that kinda had a "choice" were tanks and now that's just VIT too :P Still id like it if they did something "meaningful" with it though, but if it got scrapped I wouldn't mind, nor if it just stays just need to remember to hit the + sign at some point after i hit cap :P
And making the system more complex won't change that fact, it simply makes the solution less obvious.
Every stat that changes power/performance suffers from that issue. What happened again in the strength meta for tanks? People took as much VIT as necessary and then stacked STR. And if we were to revamp the system to your proposed solution, the WAR you mentioned would take just enough DEX to get 100% accuracy, just enough MND to survive magic damage, just enough VIT to survive and then stack STR because it gives the highest damage output. What has changed? You have to look up more stat caps. Actual choice is still nil - you can't just stack more DEX because that's pointless and inferior to STR.
You can then go and alter the example - bonus dex now gives crit chance as well. Then the math wizards go and calculate how much worth that crit chance is in STR and if STR is more worthwhile, people still stack STR, whereas if it's better, you have to stack DEX. Difference to now? Math wizards have more to do and people who don't read the blogs of math wizards build bad builds.
In order to allow choices, the output (or more generally utility) needs to be roughly identical, because otherwise you just have the same situation as with MND or INT for healers - one has better results and you'd be a fool not to pick it. Balance is a prerequisite for choice. That's why you can choose to play as any job without people complaining, but playing as a class might even get you kicked - the jobs are roughly balanced against each other, but classes are not balanced against jobs. Just like with INT and MND, balance is not given and thus, the inferior choice becomes a non-choice. This very principle applies to each and every possible stat you can think of that changes performance to varying degrees and the current system primarily makes that fact and the correct solution painfully obvious.
And then the issue is: if choices are balanced, do they really matter? Philosophically, it's actually a very interesting thing. On the one hand, we want our choices to matter, but if they do, we don't really have a choice anymore (unless they only matter for something we are indifferent about). Typical dilemma even in morals - if both choices are wrong, does it really matter which one I pick? The difference being that morals are more subjective than math - functions and equations do not have much argumentative wiggle room.
Buuuut...that's leading off-topic.
Yea, this is not going to be the popular opinion, but I agree that it's good to have something you need to plan around when gearing. Secondaries in this game are already extremely boring. Accuracy (and speed for some jobs) is really the only thing that adds more thought to gear balancing.
In the grand scheme, where accessories give you DOUBLE that (think i270 is 78 of a main stat?), those points are about as meaningful as race bonuses right now. In 2.0 they were important, but now... it didn't scale that well. Will it hurt you? Yes... but not a whole lot.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.