Results 1 to 10 of 17

Hybrid View

  1. #1
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,801
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I'm not a troll.. I genuinely want to know so that I can keep improving
    (0)

  2. #2
    Player
    JunseiKei's Avatar
    Join Date
    Sep 2013
    Location
    The Mist, Ward 9, Plot 2
    Posts
    1,800
    Character
    Xoria Tepes
    World
    Cactuar
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Stormfur View Post
    I genuinely want to know so that I can keep improving
    BiS is figured by determining the statweight of each, then determining how much each piece gives you total. The gear with higher total is your best in slot, even if the stats aren't always ones you desire. Every time gear comes out, you weigh the total stats against each one and upgrade when you receive more total statweight.

    The issue: we don't know what the statweights are currently and it's unclear if we will this time at all. The best thing I could direct you to is a graph showing the curve between direct hit, crit and determination and where the stats cross over being better over another. Actually, I'm a little afraid of linking it directly, but it said (and this is in the confines of DPS, not tanks or healers) that DH is king until you have around 2,900 crit. Unless you have a crit gimmick, like bard, where then you'd stack crit.

    There's been a debate [on JP theory crafters] that each job has its own power modifiers and how stats affect it. IE: Monk's skill speed may be as good as direct hit. Not too dissimilar how spell speed seems to be generally favored for black mages. The stats change per job based on a bunch of different variables. Unfortunately, I doubt that we'll ever get concrete stat weights (like you might find on Monster Hunter's damage formulas) and all we will have to rely on is seeing logs and hypotheticals with number crunching. It's trickier to calculate and requires constant testing. For all we know, SE alters the stats slightly every time new gear is added and we'd have to re-evaluate it (like them simply rounding numbers).

    The easiest rules to follow, though, are this: weapon damage > main stat > secondary stat. You won't be min- maxing, but you'll be okay until you pick up on what's better than something else.

    That being said, I'm no theorycrafter, just echoing things being figured out by people far smarter than me, often in another language.
    (1)
    Last edited by JunseiKei; 07-26-2017 at 02:14 PM.