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  1. #11
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Lambdafish View Post
    As for strength ranged.... Thematically not many jobs make sense, because the idea of strength is how hard you physically hit etc., and it's hard to do that from a distance
    Rock Thrower. Damage decreases as range increases. Damage/range increase as Strength goes up (because higher Str means more power into the throw).

    Or maybe grenades instead of rocks or some other thrown projectile? Though in that case, the damage would more likely come from teh boom rather than the initial impact.

    Either way though, to ensure realism, damage would have to be under BRD/MCH levels, unless you want to tell me that its possible for someone to throw a rock/projectile harder than a bow shoots an arrow or a gun shoots a bullet.
    (0)

  2. #12
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jandor View Post
    What difference does it really make?
    more variations in grp (& meta) comps and their synergy? : o
    (0)

  3. #13
    Player
    Dhaid's Avatar
    Join Date
    Jan 2018
    Posts
    119
    Character
    Dhaid Burt
    World
    Siren
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by Neela View Post
    more variations in grp (& meta) comps and their synergy? : o
    STR damage and DEX damage are both physical, there's no variations in group comps because of that. A magic-dealing melee user would be a mixup, but would probably cement Summoner as the comp mage to boost both of their damages. That may be fun, swapping between ifrit and garuda for maximum group dps. Heck, if the magic-dealing melee had increase magic damage taken that would REALLY shake things up. But overall, it'd just be another ranged and melee dps class.
    (0)

  4. #14
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Neela View Post
    more variations in grp (& meta) comps and their synergy? : o
    Synergy at the moment is mostly based on damage type and generic damage modifiers. Damage type and main stat aren't linked.

    RDM has several physical piercing attacks that use INT, PLD and DRK have magic attacks that use STR, I think NIN has a magic damage ability that uses DEX, etc.
    (0)
    Last edited by Jandor; 04-03-2018 at 08:56 PM.

  5. #15
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by KDSilver View Post
    Primary stats are the most important stat. Yet, they could only make one called "Power", it would pretty much be the same.

    Since we have no really stats customisation (they removed that system) and everything a job does is based on its primary stat now... well
    Nah the only stat that ever matters is I-level. Everything else could be removed entirely it wouldn't matter..

    Higher I-level means more primary stat by default. You can't meld primary past what the I-level already sets.. I-level is all that matters.

    Secondary are all worthless. Crit is worthless.
    In arr my level 50 bard with something like 350 crit I think it was would land Crits 17-18% of the time.
    In hw my level 60 bard with over 1000 crit would still only land Crits 17-18% of the time.
    Now my level 70 bard with over 2000 crit still only Crits 17-18% of the time.

    So my crit stat has given up by over 500% and nothing hs changed. Even if I ran around central thanalan shooting level 1 ladybugs my crit would still only be 17-18% so saying its because enemies are stronger isn't valid..

    In 5.0 or 6.0 I might have 9000 crit. I'd bet my crit rate is still 17-18%

    Skill & spell speeds are the same. My blms spell speed is at least triple what it was in arr. But my cast times are still exactly the same. Same with melee and gcds. At one point in are 500 skill speed on a monk was insanely fast. And yet now you can have over 1500 skill speed and actually be slower....

    The only stat that matters is I-level. This is why so many people say gear is boring and worthless. Because stats do nothing.
    (1)

  6. #16
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,479
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Yeah, I suppose they have to make a conscious decision to squash stats at the beginning of every expansion, but overall yeah I suppose you're right.
    (0)

  7. #17
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aeidis View Post
    The difference would be benefiting from gearing one job and half of another on accessories like BRD and NIN benefit from DEX.

    Gunblade would be awesome for STR ranged, and it would fit if we go to Garlemald in the next expansion, and then melee INT could be Magitek something! Great idea 10/10 you win - SE make it happen!
    That, too, isn't necessarily the case. A single gear ID can be read conditionally. If the devs so wished, Maiming could give STR on a DRG, Dex on a NIN, and INT on a RDM, and those three could share gear.
    (0)

  8. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jandor View Post
    Yeah, I suppose they have to make a conscious decision to squash stats at the beginning of every expansion, but overall yeah I suppose you're right.
    They can go the route of many a Korean MMO of actually having enemy defense stats, such that the numbers are automatically tailored in as the advantage of added ilvl only slightly outweighs the advantage of defense felt by the enemies you newly face while progressing up gear tiers. This means that if you were to take your i340 dropped gear against a i350-rated enemy, now, you'd actually see a damage decrease, rather than it staying level, which gives less of a smooth sense of progression, but rather than hitting 5-digit DPS by merely the third expansion, likely 6-digit by the fourth or fifth, and so forth, you probably wouldn't face 5-digits until the fifth or so. (Tbh, though, it's just as easy to say hundred-forty-K as to say four-point-four-k, etc., so it's only what's past 6-digits that would annoy me.)

    Additionally, it gives a very natural way to taper AoE damage (cumulative defense, or each instance of mitigation sapping from the AoE strength as it cleaves onward), and adds additional plausible options for level sync, whether upward or downward (such as allowing us to keep our full set of abilities without making us tremendously overpowered).
    (1)

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