Page 7 of 7 FirstFirst ... 5 6 7
Results 61 to 65 of 65
  1. #61
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,443
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Subtypes of damage is indeed semantics, but if you want to test if they still exist or not, T2's adds still have various resistances to those damage types, so I will go stab the Piercing Resist one as DRG and see if it takes less damage than the ones with Blunt or Slash Resist





    The second one had Piercing Resistance, Slashing Resistance and Damage Up. Guess the resistance debuffs are 25% strength? Can try it for yourself if you like, just make sure to use a low potency skill so you don't obliterate them (they are lv50 content after all)
    (4)

  2. #62
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    486
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Thank you, Roe, for posting this so I didn't have to later.

    To anyone that missed it, this has been in this thread already. Physical and magical damage types still exist and Devs could employ them at any time if they simply chose to do so.
    (2)

  3. #63
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    My saying "even if it were" is not an acceptance of your claim, but merely pointing out that it's irrelevant. All available evidence simply disagrees with you.

    The tooltip says it's solely physical damage. The battlelog says it's solely physical damage. Even parsers seemingly cannot identify any unique damage classifier for it beyond that it's physical damage. So unless you've found a way to more deeply extract hidden aspective tags, there seems to be simply no evidence to support your claim.


    Quote Originally Posted by ForsakenRoe View Post
    Subtypes of damage is indeed semantics, but if you want to test if they still exist or not, T2's adds still have various resistances to those damage types, so I will go stab the Piercing Resist one as DRG and see if it takes less damage than the ones with Blunt or Slash Resist





    The second one had Piercing Resistance, Slashing Resistance and Damage Up. Guess the resistance debuffs are 25% strength? Can try it for yourself if you like, just make sure to use a low potency skill so you don't obliterate them (they are lv50 content after all)
    Nice idea for a test, Roe.

    So, it seems the damage types still do exist.

    EDIT:

    Shurrikhan - Watch these. Then tell me how everything in them is wrong: https://www.youtube.com/watch?v=hteH...mN23vr&index=2

    For some reason, I think I'd rather trust someone that actually went to the effort of a documentary over someone who frequently likes to counter me on the forums all the time regardless of the topic. I'm not going to say you're wrong - I wasn't there - but the guys that made this series were. And unlike your words, they have actual gameplay videos supporting their positions. No one is infallible, but they also made it a point to correct any errors in the videos.

    Regardless, the point stands: "some people complained" isn't why 1.X was brought down and the game was remade and relaunched as ARR. It was the back-end architecture being unsalvageable and being THAT bad to force Square's hand.

    Quote Originally Posted by Post View Post
    Thank you, Roe, for posting this so I didn't have to later.

    To anyone that missed it, this has been in this thread already. Physical and magical damage types still exist and Devs could employ them at any time if they simply chose to do so.
    Exactly.

    The tags are still on abilities in the game. Just waiting for a reason to actually be used.

    .

    Also, did a test myself - with Fleche.

    Standard: 81,452 damage
    Direct Hit: 103,688
    Critical: 129,232
    Against the Piercing Resist node: 56,060
    [Neither DH nor Crit on that last one, so compare against the 81k one; 56k is ~70% of 81k. Note these were all against enemies with the Defense Up mechanic, so it's an applies-to-apples comparison.]

    Do with that what you will, but VERY clearly Fleche is Piercing damage in the live game as of this moment.
    (0)
    Last edited by Renathras; 08-26-2023 at 06:43 AM. Reason: Marked with EDIT

  4. #64
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,893
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Subtypes of damage is indeed semantics, but if you want to test if they still exist or not, T2's adds still have various resistances to those damage types, so I will go stab the Piercing Resist one as DRG and see if it takes less damage than the ones with Blunt or Slash Resist





    The second one had Piercing Resistance, Slashing Resistance and Damage Up. Guess the resistance debuffs are 25% strength? Can try it for yourself if you like, just make sure to use a low potency skill so you don't obliterate them (they are lv50 content after all)
    Thanks. That's the evidence one way or the other I was looking for.

    Quote Originally Posted by Post View Post
    To anyone that missed it, this has been in this thread already.
    I had indeed missed that.


    Quote Originally Posted by Renathras View Post
    Shurrikhan - Watch these. Then tell me how everything in them is wrong: https://www.youtube.com/watch?v=hteH...mN23vr&index=2
    Why would I tell you everything in them was wrong? I already gave my critique of most secondhand reflections on that period of the game, that they harp on already covered-to-death points while wrongly assuming their impact was as great as their coverage.

    The flowerpot did not lag computers, weren't unique in being high-poly. (Monsters were often higher-poly than players by simple fact that they had more uncovered geometry and would look like crap otherwise.)

    The Stamina Bar was fine. Replacing it with Auto-attacks just meant cutting the actual button-presses per minute down greatly and a reduction of generator options (as Light/Heavy Attacks and usually one other action per class were replaced with... just auto-attacking).

    Jump, or the lack thereof, truly wasn't a big deal. Look at any of the various action RPGs without them (Final Fantasy: SoP, Nioh 2), some of which even dependent on the lack of a Jump so that their map pathing can remain intricate. Look at most MMOs use of them (literally just people bobbing in cities). Nothing would have changed with or without it, so I don't get why so many videos pretend this was some featural abyss, including your linked one.

    But fine, some further critiques for that particular channel:
    • Having your mini-map turned off would not prevent you from knowing where you are in the zone, especially when that zone is larger and or more labyrinthine; that would come down to your World Map.
    • Why spend so much time criticizing... a feature that didn't even make it to any beta?
    • That a team with less than half the resources given to Yoshida and a critical lack of previously promised staff, and painfully unresponsive and/or contradictory SE management of the project as a whole would have issues does not particularly suggest that said team was unambitious or thought "Final Fantasy was a cash cow, and fans will line of up for the milking". The sheer number of refunds, the low original price of the game, and free months puts that motive pretty far out of reach.
    • Quest NPCs not showing up on the world map, so that you might actually have to read the quest descriptions?!! Oh nooo! (...It was fine.)
    • ...You could literally assign hotkeys for the main menu items, just like you can now. You did not have to access everything through the main menu. For my part, I just assigned the main menu to middle mouse button and would scroll, but that took a plugin.
    • The guy waits until the end of his explanation of Fatigue to mention that, when multi-leveling, you would need to play 270 hours in a week to be unable to progress at all (outside of gil/gear/etc.), and 135 hours per week to have non-gil/gear progression affected at all. There are, for context, only 168 hours in a week, or 112 while still allowing for 8 hours per day of sleeping and eating. For most players, it effectively acted as Rested-Exp-Per-Class would here (or, Rested Exp, where if you kill gods on one job, you can probably still do so --if less skillfully-- on any other, since your Character/Physical Level was separate from your Proficiency/Class Rank), except in that the base exp rate was lower back then.
    • Exp rates (for vertical progression) from farming dense mob areas / mob camps were as nearly high when playing in groups as doing leves were, and skill point acquisition (for horizontal progression) was far greater. Running out of leves was not as bad as he makes out.
    Other than that, most of what he's saying in that vid seems reasonably(?) accurate, even if sometimes weirdly framed.
    (0)

  5. #65
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Thanks. That's the evidence one way or the other I was looking for.
    Well, at least we got that cleared up.
    (0)

Page 7 of 7 FirstFirst ... 5 6 7