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  1. #101
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Kabooa View Post
    Well strength wasn't supposed to be on your accessories anyways, and frankly if it was me, I'd wipe it out altogether and lock out any abuse cases as well.

    You'll adjust to it.
    Strength not being on tank accessories does nothing to actually address the problem as a whole, and adding the piddling amount they got was a slapdash solution to stop players from imitating a meta that only works for well-organized teams of skilled players. Theoretically removing strength gains would only serve to widen the disparity between crafted and raid gear, not shrink it.

    Of course, the next logical solution would be to stop tanks from melding strength altogether, then you certainly solved the problem... while simultaneously running the risk of alienating players from an already dwindling role population. Even in this scenario, however, one fails to address the issue of tank accessory drops being anything other than a complete waste of a run, because nobody cares about being able to survive a hit ever-so-slightly better compared to dealing more damage.

    After all of this, however, one has to question what the actual point of all of this was, because regardless of the amount of damage tanks do, their DPS has to be taken into consideration when designing content. So if the developers don't reduce their overall workload, and players generally dislike being reduced in effectiveness, the prevailing question becomes: Why?
    (1)
    Last edited by Capn_Goggles; 07-20-2018 at 10:36 AM.

  2. #102
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    i think they could cap out the strenght on the accessories, so it is as high as on the DPS-accessories, and then they reduce the modifier for calculating strenght into attack power, like they did in HW when vitality gave attack power.

    wasn't it (str x 0.45) + (vit x 0.45) = attack power?

    so cap out str and the new formula would be like str x 0.9 = attack power or something like that.
    (0)

  3. #103
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Tint View Post
    snip
    Exactly my statement!

    And yes, I can confirm it was "(str x 0.45) + (vit x 0.45) = attack power"! Though, I think that was somewhat of a band-aid-fix, also. (Not the best, but a good one.)
    (0)

  4. #104
    Player
    Nezerius's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    1,715
    Character
    Rintha Elenah
    World
    Balmung
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Kabooa View Post
    Well strength wasn't supposed to be on your accessories anyways, and frankly if it was me, I'd wipe it out altogether and lock out any abuse cases as well.

    You'll adjust to it.
    Except SE added STR to fending accessories because tanks were using the Alexandrian Slaying accessories over any of the SB ones, even the savage Deltascape ones.

    Removing it wouldn't make a difference when it comes to crafted vs. Savage accessories, it'd just be the current situation minus some STR on both sides.
    (2)

  5. #105
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Nezerius View Post
    Except SE added STR to fending accessories because tanks were using the Alexandrian Slaying accessories over any of the SB ones, even the savage Deltascape ones.

    Removing it wouldn't make a difference when it comes to crafted vs. Savage accessories, it'd just be the current situation minus some STR on both sides.
    I already provided enough discussion here in favor of strength accessories and the points of concern.

    Quote Originally Posted by Tint View Post
    i think they could cap out the strenght on the accessories, so it is as high as on the DPS-accessories, and then they reduce the modifier for calculating strenght into attack power, like they did in HW when vitality gave attack power.

    wasn't it (str x 0.45) + (vit x 0.45) = attack power?

    so cap out str and the new formula would be like str x 0.9 = attack power or something like that.
    .83

    .9 is a blatant grab for more damage.
    (0)
    Last edited by Kabooa; 07-21-2018 at 12:04 AM.

  6. 07-21-2018 12:04 AM

  7. #106
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kabooa View Post
    .9 is a blatant grab for more damage.
    Oh hush.. Lol

    Being able to make a significant contribution to the raid group's DPS is a satisfying endeavor. We're in the modern era now, the old days of tanks being HP sponges have passed
    (0)

  8. #107
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by whiskeybravo View Post
    Oh hush.. Lol

    Being able to make a significant contribution to the raid group's DPS is a satisfying endeavor. We're in the modern era now, the old days of tanks being HP sponges have passed
    At .9, the effective strength value is 2620ish, which is about a 10% gain from now.

    Adding a 10% gain at most percentiles puts tanks at near 75% of Bard, Red Mage, and Machinist. As precentiles move higher, this number rises to around 80-85%.

    No.
    (0)

  9. #108
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kabooa View Post
    At .9, the effective strength value is 2620ish, which is about a 10% gain from now.
    If you say so?

    I interpreted that as whatever str is valued at now * .9

    As in, give us the full str so upgrades are valuable and reduce the impact of said str by 10%

    Well.. I suppose that's still going to be an increase since we'll have a boat load more str

    BRB

    ~~~

    Back..

    .8392 it is
    (0)
    Last edited by whiskeybravo; 07-21-2018 at 04:21 AM.

  10. #109
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Kabooa View Post
    At .9, the effective strength value is 2620ish, which is about a 10% gain from now.

    Adding a 10% gain at most percentiles puts tanks at near 75% of Bard, Red Mage, and Machinist. As precentiles move higher, this number rises to around 80-85%.

    No.
    That would be a terrible idea for this expansion due to the way fights have already been balanced, but I fail to see the problem with a tank doing 75-85% of the DPS of the two weakest personal DPS jobs in the game while offering zero offensive utility.
    (0)

  11. #110
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I see this as a design constraint problem.

    Higher ilevel gear should always be more powerful than lower ilevel gear, regardless of melding and secondary stats. In order to achieve this, the difference in primary stats between two ilevels must outweigh any variations in secondary stat choices/melding.

    This is not an economics discussion. Crafted gear, even as implemented, is valuable at the launch of a tier. The biggest profits happen on day 1, and there will always be a market for it as long as it is stronger than the previous tier's BiS.

    It's also not a DPS vs. Tank damage discussion. If tanks start encroaching on DPS, just adjust the latter to hit harder. The problem lies in the amount of incremental benefit gained with ilevel, not in the overall value.
    (0)

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