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  1. #1
    Player
    Mikey_R's Avatar
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    Apr 2014
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    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think gear is the bigger problem in power creep. I said this all the way back in ARR, I was concerned that with HW and the level cap raise we would either be having ilvl gear from the get go (which is what happened) or there would have to be some kind of massive gear reset to go back to level 60 from ilvl 130.

    I always say it would have been better if they just went with much smaller ilvl numbers. For example first coil could have been ilvl 52, second coil ilvl 54 and final coil ilvl 56. We’d still have been gaining power but in much smaller increments, then when HW rolled around they could have just released level (not ilvl) 50-60 gear and then ilvl 62-66 for HW endgame and so on. It would be the same result as what we have now, our endgame gear from the previous expansion would last us until about halfway into the new expansion and then new gear would be better, but the numbers would be so much smaller. Think about it, we would be into ilvl 92 gear right now if it had gone in that direction. That is only just beating the ilvl of gear that was released in FIRST COIL. Our tanks wouldn’t even be breaking 10k Hp yet and 1k damage would still be impressive. Even if they were playing with potencies on our kits it would have a much more subtle effect if our gear numbers were that low.
    Well done, you have just made a suggestion that completely destroys any sort of character growth throughout an expansion. It would be impossible to finely tune fights to take into account the miniscule stat gains between each raid tier which means you would likely be able to clear the last fight of an expansion with the starting gear. Crafting gear becomes useless, you destroy any sort of incentive to gear up, it is just a bad suggestion overall.

    However, ilevel is just a number, they can scale stats however they want between ilevels, which is basically what happened with the stat squish, make the stat scaling between ilevels smaller, which leads to smaller numbers overall.
    (1)

  2. #2
    Player
    Cabalabob's Avatar
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    Sep 2013
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    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Mikey_R View Post
    Well done, you have just made a suggestion that completely destroys any sort of character growth throughout an expansion. It would be impossible to finely tune fights to take into account the miniscule stat gains between each raid tier which means you would likely be able to clear the last fight of an expansion with the starting gear. Crafting gear becomes useless, you destroy any sort of incentive to gear up, it is just a bad suggestion overall.

    However, ilevel is just a number, they can scale stats however they want between ilevels, which is basically what happened with the stat squish, make the stat scaling between ilevels smaller, which leads to smaller numbers overall.
    There are more than 15 other FF games including another MMO where they have balanced the game around smaller numbers, so no it wouldn’t kill any sense of character progression, you can make an increase of 10 points of defence as meaningful as 1000, but the former doesn’t cause your numbers to break the game within 4 expansions. This is exactly what the stat squish is but they could have done it earlier and made it much more extreme.
    (0)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  3. #3
    Player
    Mikey_R's Avatar
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    Apr 2014
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    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Cabalabob View Post
    There are more than 15 other FF games including another MMO where they have balanced the game around smaller numbers, so no it wouldn’t kill any sense of character progression, you can make an increase of 10 points of defence as meaningful as 1000, but the former doesn’t cause your numbers to break the game within 4 expansions. This is exactly what the stat squish is but they could have done it earlier and made it much more extreme.
    And they can all be completed at a low level, even surviving attacks designed for high level parties.

    Lets ignore stats for now as they are essentially just an arbitrary number and focus on damage/HP. Below is a table I have compiled by entering various instances at minimum ilevel as a Paladin to show the HP growth;

    ilevel | HP
    50 | 4114
    55 | 4331
    57 | 4424
    60 | 4502
    65 | 4719
    70 | 4858
    77 | 5246
    80 | 5416
    82 | 5509
    90 | 5943
    95 | 6207

    Obviously, I cannot do every single ilevel as I am limited to the instances, however, lets break down how your HP would grow:
    Level 50 4068 - 4424
    Level 60 4502 - 4719
    Level 70 4858 - 5246
    Level 80 5416 - 5509 (though with an ilevel closer to 87, it would be ~5700)
    Level 90 5943 - 6207

    Going from ilevel X0 to X7 gives ~300 extra HP, which, by your rules is ~300 HP per expansion. As the numbers get bigger and bigger, that 300 HP means less and less (7.3% at 50 and 4.8% at level 95), which means you gain less relative strength throughout the expansions. If that is then split into raid tiers, you get less than 100 HP per raid tier, do you really think that is going to make a difference?

    DPS would be a similar case. With the same scaling, that being a linear growth, I can estimate roughly what DPS you would do at certain ilevels. IIRC, in ARR, high DPS was about 500 at ilevel 130, so I will use that as a baseline. Since it is linear growth, it is a simple divide and multiply equation to get a rough estimated DPS of 192 at ilevel 50, at ilevel 56, 215. Can you really effectively tune fights to that? If we take the relative increase, it is ~11% increase, bear in mind damage is +/-5% in this game. We can to the same calculation for level 90 (346) and 96 (362) to get a 4% increase, which is something tha gets lost in the damage variance for the game, and it only gets worse as you get higher ilevels.

    If you notice, in the single player titles, HP/damage/healing gain is NOT linear. It is exponential in some way. That extra 10 damage from that 1 extra strength means alot at early levels, but once you get to higher levels, getting 1 strength to give 10 extra damage....not all that impressive. That is why the trend is, higher stats, exponentially higher returns. You can see a similar trend in FFXIV. During the level cap ilevels, the gains are linear, however, because each expansion has to make you feel stronger and stronger, they effectively exponentiate your strength higher and higher. The stat squish just made the early expansion content exponentiate slower. Take Thordan, currently, minimum ilevel is 142 which gives 9852 HP, go in just level synced, ie, you are ilevel 270, you have 15330 HP, that's compared to the ~35K tanks had at the end before stat squish. ilevel 130 now gives 8702, whereas before, it was closer to 10K before. SB 17044 - 24488, used to max at ~78K. As you can tell even after the squish, there is still slight exponentiation on stats. It doesn't matter how well you balance it, because things are exponential, which is required to make you feel relatively stronger, things will at some point get too high. That is the nature of the beast. Could they have newer expansions exponentiate slower? sure, but it could cost that sense of stat progression. I suspect they have a working formula now so that they can easily squish expansions down when needed, however, even that will have its limits.

    There is so much more that goes into stat growth and things getting too high than some might initially think of and far too many people think they have a solution to a problem, only for that solution to be plagued with problems. I will always encourage people to critically think about any downsides to any solutions as that is where the issues you have to fix will lie.
    (0)

  4. #4
    Player
    Gruntler's Avatar
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    Sep 2013
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    Ul'dah
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    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Cabalabob View Post
    There are more than 15 other FF games including another MMO where they have balanced the game around smaller numbers, so no it wouldn’t kill any sense of character progression, you can make an increase of 10 points of defence as meaningful as 1000, but the former doesn’t cause your numbers to break the game within 4 expansions. This is exactly what the stat squish is but they could have done it earlier and made it much more extreme.
    It was noted before but every FF has had an escalation of numbers. The size of the numbers is less important for what we're discussing than the rate that numbers scale.

    If you look at FF12Za for example, you'll notice that the progression between weapons goes +3, +3, +5, +5,...+7, +8, +9, +15... and so on. The difference between the weapon's damage escalates at each level. However, this isn't the only form of scaling. The calculation goes ((Weapon Power+RNG)-Defense)*(1+Strength(Strength+Level))*coefficients so you not only get scaling from the weapon, but you also get a quadratic scaling from strength, and some scaling from level. So that's a Quartic level of scaling, but to make things even more rediculous, the stats themselves don't scale linearly with respect to your progress (except level), and it hits a point where you're going from hitting for 100 and before you know it, you're spanking for thousands.

    Now, take that kind of scaling (which is necessary for progression to feel progressive), and now you have to do it 4 more times. Things will get out of hand. And there's no way to design to prevent it.

    Let's say you want a given tier of gear to increase power by 50% over the tier's life. This means that exponential growth is required. It's not optional. expected output=[base output]*[1.5]^[number of tiers]=e^(#tiers(ln 1.5)+ln base) and there's no way to avoid that.

    Of course 'well they could just do 25% power increase!' Now your formula is e^(#(ln 1.25)+ln base). 'Fine! 5%!' e^(#(ln 1.05)+ln base).

    You can't get away from exponential scaling without forcing diminishing returns.
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