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  1. #1
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Vendalwind View Post
    But thats also barely true.
    Since you would need at least 500 SkS to even move a .5 gcd one tier (tiers are around 115 sks to have an effect on 2.5 gcd)

    Meaning having a weapon alone would effectively change nothing. Later in the patch maybe. But right now definately not.

    And even then. If you chose to clip after a standard 1.5 gcd thats sped up you arent losing anything in reality. You just arent using your SkS amount to its full potential so there isnt a direct negative to it UNLESS sks forces some skill misalignment. But that should exceptionally rarely be an issue because the far more drastic changes to 2.5 sks have much more impact on potential misalignment.

    So if you continue with the premise of forced discomfort then your conclusion would eventually lead to remove SkS entirely from the game.

    And i am absolutely opposed to that.
    "Barely true." Are you a politician? "Barely" true is still true. Furthermore, you're intentionally stupid if you think that the only time this is relevant is with a weapon. The better item is always the highest ilvl item thanks to the importance of main stat/vit. The only time choice becomes relevant is when you have two items with the same ilvl. Any piece that's higher in ilvl will always be better than a lower ilvl item, even if the higher piece is loaded with SkS or other sub-optimal stats for a job. At best this gives people two options; they use ilvl 470 piece A, or ilvl 470 piece B. But they will ALWAYS use the ilvl 470 item over a 460, or even an HQ pentamelded 450, regardless of what the sub-stats on the 470's are.

    Again, I provide a solution to this; the OP's idea would work great in a purely optional SkS environment, i.e. through materia, or perhaps through some other stat-modifying system. Given the relative lack of customization, I think it's fair to say that the sub-stat system and perhaps even the materia system itself is due for some kind of rework. SE is sitting on a complexity gold mine, and I too would like to see SkS become more relevant outside of hitting a given GCD threshold.
    (2)
    Last edited by Quor; 10-20-2019 at 06:56 AM.
    Quote Originally Posted by DRKoftheAzure View Post
    I still wouldn't do it [double weave oGCD's on GNB] because there is a good chance to mess up the rotation and it can easily cause a wipe because of server ticks.

  2. #2
    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 Quor View Post
    Again, I provide a solution to this; the OP's idea would work great in a purely optional SkS environment, i.e. through materia, or perhaps through some other stat-modifying system. Given the relative lack of customization, I think it's fair to say that the sub-stat system and perhaps even the materia system itself is due for some kind of rework. SE is sitting on a complexity gold mine, and I too would like to see SkS become more relevant outside of hitting a given GCD threshold.
    Isn't this true for every stat save for pure damage scalars? Critical Hit, Skill Speed, anything that can actually does something has a great deal of potential, but we can't get to any of that without some prior fixes. Shouldn't the fact that SkS seems more than other stats to sit on the brink of complexity, or that it makes demands of our gameplay, also indicate that all the other stats are being badly underutilized, in terms of gameplay?

    Now, I fully agree that we should probably have more fine control over our secondary stats. And perhaps that is very much and interlinked discussion, even I had no intention of suggesting something so ambitious nor felt any need for those further changes just to make this one adjustment worth making.

    To be very clear, I'm not saying that removing arbitrary exemptions to SkS's scaling will fix SkS as a whole. (I know, pretty comprehensively, what that would take, and have suggested those fixes elsewhere. That comprehensive solution makes things far more intuitive but is likely not, itself, simple to apply, code-wise, which is why I've not mentioned it here.)
    I'm merely saying it's a very obvious first step worth taking.

    By the same fact that a 1.7-second Hypercharge GCD (with a 12-second Hypercharge/Wildfire) can eventually cause oGCD clipping for high-ping players when stacking enough SkS, a 1.5-second already causes those exact issues, but with no recourse available to the player. Scaling everything simply allows over everything the same degree of control players have had over the rest of their kit. If we can at least attempt to avoid double-weaving issues in our full GCDs by avoiding SkS, we should have the same option for our sub-GCDs. That's it. (For now.)
    (1)
    Last edited by Shurrikhan; 10-20-2019 at 11:46 AM.