Im closing this thread. Thanks for all the input. We will look in to all the data and make changes 10 months from now. Please keep supporting us!

Im closing this thread. Thanks for all the input. We will look in to all the data and make changes 10 months from now. Please keep supporting us!
I don't care how they do it. I just kno they need to fix al the gear and stats. Some stats work better now with the reworking. Some or just as useless. Way to much gear is all but pointless because of this.

I just cannot agree with the stats being useless on *any* class. As many as said, it all depends on what you have. Me personally, I strive for 300 of the main stat in all my jobs - on secondary I focus on a good bit as well. It really works and makes quite a noticeable impact.
For THM, specifically since this thread talks about mages - I sit around 308 INT/270 PIE / 265 MND / 469 M.Potency / 449 Macc. (I want more macc). But, having done Moogle and Ifrit with this gear - I can say it truely makes a world of difference. Not being resisted on blizzara's bind on THM for moogle is a huge plus, and not messing up your combos.
My goal is to get my Blue Mage Thread seen by Yoshida!
Support the thread and its idea! - http://forum.square-enix.com/ffxiv/threads/333552-FFXIV-Blue-Mage-Could-It-Work-I-think-it-can...-and-here-s-how%21
Remember! #bluemagexiv!



While true they can stand to fix itemization (even XI's static growth for years was much more refined than what XIV had till they moved to the "require" system) the stats themselves are perfectly fine.
There's been testing and testing shows that due to our high stat bases it takes equally as high stat mods to show true increases in your performance.
If we were sitting at XI numbers (i.e Stat bases of 5 - 80, rather than 200+) it would be a lot more balanced and noticeable. People are still in their "nothing in this game is good/works" mode of thinking even though they've made strides in correcting that.

People say that they're useless and broken, Because logically you can't agree with what you don't understand.
They don't understand that SE can't make stats do the increase they want. Without lowering the base stats and the stats that materia and gear give. Or changing the stats of the mobs. They don't understand doing 100dmg to a mob with 1000hp is the same as doing 1000 to a mob with 10k hp. they don't understand that when we have 200+ of every stat it will require much more then +20 of a stat to see a noticeable boost. They don't understand that if they made stats have a big increase Materia would be overpowered. Until they understand this stats will always be "broken"
Last edited by Xianghua; 01-23-2012 at 02:44 AM.

I can't believe that nobody had said this already!While true they can stand to fix itemization (even XI's static growth for years was much more refined than what XIV had till they moved to the "require" system) the stats themselves are perfectly fine.
There's been testing and testing shows that due to our high stat bases it takes equally as high stat mods to show true increases in your performance.
If we were sitting at XI numbers (i.e Stat bases of 5 - 80, rather than 200+) it would be a lot more balanced and noticeable. People are still in their "nothing in this game is good/works" mode of thinking even though they've made strides in correcting that.
Do people honestly if you expect to increase their stats by 1% and have it increase their damage by 10%...
Looking back at the OPs data, going from weathered to verdant is an INT of increase of about 1% and a m.att increase of about 2%, the average damage increased by something in the region of 3%
I honestly cant see how this is broken.
Last edited by MeeYow; 01-23-2012 at 02:55 AM.

End of thread. Stats are funky because you're only adding a small % to what you already have. I agree it's silly that the damage of a rank 1 scepter vs a rank 50 is so small but that's because our stat pools are so big. From doing ifrit with no double melded gear to doing it with double melded magic acc/int/attack/etc I can tell you that increasing ALL of these stats has made a very visible difference. At the start my resists were high and I was doing anywhere from 600-700 a combo, now my resists are floored and I do anywhere from 850-950+ per combo(and that's still missing a double meld for crit potency).I can't believe that nobody had said this already!
Do people honestly if you expect to increase their stats by 1% and have it increase their damage by 10%...
Looking back at the OPs data, going from weathered to verdant is an INT of increase of about 1% and a m.att increase of about 2%, the average damage increased by something in the region of 3%
I honestly cant see how this is broken.
The stats work. You just need to spend a lot to increase them. Is this right? Well that's a whole different story. Perhaps their reasoning for making stats the way they are was because of the possibility of 3-4x melds and people having the ability really boost their stats, even if it's incredibly costly.
Edit: Also kinda silly to complain about damage for a class that currently can out burst any class in the game right now and having you're only limiting factor be mp(convert coming) and enmity/dying.
Last edited by CrstyCaptin; 01-23-2012 at 03:08 AM.

The mages arguing that weapons ARENT a problem are honestly shocking me.
The weapons BEFORE were much better designed. (Before the overhaul) Instead of even having melee stats the stats on mage weapons were Macc Matk Mcrit.
And yes, your weapon SHOULD be incredibly important as a caster, It's your "Focus" which can greatly increases the potency of your spells.
Something's wrong when the "Best weapons" of the game are arguably worse than some of the level 30 weapons.
Fix mage weapons plz, thx.
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