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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    What I was thinking is that basically, DHIT sucks cos it's 'crit but smaller' yes, but it's at least interesting as compared to determination, which is a flat 'everything' boost. So we'd have 4 stats per role:

    Tanks would have Crit Rate, Crit Strength, Tenacity, Skillspeed
    Healers would have Crit Rate, Crit Strength, Piety, Spellspeed
    DPS would have Crit Rate, Crit Strength, Direct Hit, Skill/Spellspeed

    Ideally I'd rather have something as 'unique to each class' as Mastery but it'd be a nightmare to balance. Stuff like 'Your Cartridge spenders are now more volatile, doing X% more damage', or 'Your punches fly as fast as the winds themselves, granting you a X% chance to strike with an additional autoattack each time you land a Weaponskill'. So instead, working with 'what we're stuck with', DHit being meldable on any non-DPS seems like it wasn't intentional, and now they just roll with it.

    The alternative would be that Crit becomes Crit STR, and DHit becomes the new Crit Chance (which is how they should have done it when they axed Accuracy), but doing that would leave us with Rate, STR, DET, Speed on DPS. Which would then lead us to 'Crit (STR) where you can, Crit Rate (currently Dhit) where you can't, and if you somehow can't fit either, dump it into DET'. Which is exactly what we have now. At least, if we have Crit seperated into two things that compete with DHIT, there'd be potential pause for thought about if the investment is worth it, as compared to focusing more on DHIT. I recall SAM used to have the potential to go DHIT SKS for a speed build in SB, or CRIT for a heavy hitting slower build. BLM does similar occasionally, depending how much Crit they can get their hands on I think.

    What were we on about? Oh yeh, Piety being trash. If we make it as good as DET currently is (lets be real, the only way to make it remotely appealing at this point, besides giving us a reason to have more MP), then there's no point in DET existing, PIE can be the new dump stat. Similarly for TEN on tanks, if melding 12 DET gives you the same DPS increase as 12 TEN, but TEN gives you a tiny bit of mitigation too, why meld DET? One solution is that we have a way to have that extra MP we get from PIE melds/gear actually useful for something, at all times, not just for raising in prog.

    As an example, I did a SGE idea where you'd spend MP only on augmenting your Dosis to have effects via Kardia. Spending the stacks of those effects creates Toxicon charge (0-100 gauge now). Pressing Toxicon amplifies the damage of the next 4 Dosis strikes by X, with X being 'the amount of Toxicon Gauge at the time', resetting it to 0. So, by having more MP to spare via Piety, you'd be able to use more Augment skills, spend more stacks (even if they're surplus to requirements), burn them for more Toxicon, spend to get more damage. The damage you're 'losing' by not having those 'potential substat allocations' be in Crit, is made up for (partially) by the fact you're using more Toxicon, to offset the difference. It likely wouldn't make up the whole difference, but it's better than nothing, which is what we have now. But while I can make something like this for SGE and have it be thematic and such, I can't necessarily do the same for all the healers. So reworking how Piety functions as a stat, at a fundamental level, might actually be the easier option, ironically
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,865
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    What I was thinking is that basically, DHIT sucks cos it's 'crit but smaller' yes, but it's at least interesting as compared to determination, which is a flat 'everything' boost. So we'd have 4 stats per role:
    Right, but that "flat 'everything' boost" is at least a decent enough option, especially in a context where Crit only affects chance and jobs each have crit procs, as it opts for power over frequency of bonus events.

    Having DHit convert into a Crit Bonus stat wouldn't be too awful, either, but would force mirrored investment each in Crit Chance and Crit Bonus for what jobs would actually want it, still constraining it as an option so that it's less desirable (or, has a lesser expanse of use cases), ultimately, than just straight Det.

    For my part, I'd rather just see 3 general stats, each with job-specific scaling modifiers to allow for more or less oGCD-based jobs to still be allowed access to (something other than) Haste...

    General: Haste (only GCD rate), Precision (Critical Hit Chance), Determination (Flat)

    ...such that we actually have enough of each of those now-just-three stats for them to actually make a significant difference...

    ...and 3 tertiary stats not naturally found on gear that are taken basically only for cheese / QoL / easy-mode-ing fights without a particularly tight enrage.

    Tertiary: Tenacity (slightly increases maximum HP, Defense, and Magic Defense each), Swiftness (bonus movement speed and reduced Sprint CD), and Piety (increases all MP gains, including from external sources such as elixirs or being resurrected; maybe also reducing the duration of Weakness).



    Granted....

    ...my own radical pipedream would be to have no secondary stats at all and instead just have Strength, Dexterity, Focus, and Spirit serve different functions that are useful, at least to a point, for every job and could make far more radical differences (a more Freya-like clothie DRG focused around frequent Geirskoguls and Mirage Dives, rather than powerful DFDs and Stardivers).

    (Technically) complete freedom of gearing, with item sets being manipulable between different armor classes -- each tier has just 1 or 2 base items atop which armor is added, cloth lengthened, etc., as to increase Focus or (Magic) Defense at the cost of added Weight (which comes at an effective cost to, indirectly, the value of one's Strength and Dexterity) and adjust its balance of bonus stats (based primarily around the piece's 'vibe' I guess, since we apparently need wearing a nicer jacket be capable of making one hit 5x as hard).

    In that setup, though, there wouldn't really be a single set role per job, and omni-levelers would as often just "main" Spirit, Focus, Strength, or Dexterity play, because a Spirit-heavy Monk would play a role more similar to a Spirit-heavy White Mage than a Focus-heavy Scholar would.

    To be clear, even then, Warrior would not be able to competitively support much Focus or Spirit, though such could be useful for a highly flexible DPS build, while casters other than RDM would not be able to support much Strength or Dexterity (outside of perhaps Summoner Avatar meme builds, taking on physical qualities from its summons).
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