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  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Oizen View Post
    Allow me to introduce you to the highly interesting materia stats of FFXIV:
    You have:

    +damage
    +damage(again)
    +damage (worse)
    +damage (somehow even worse, tanks only, marginally more tanky but your CDs do the heavy lifting so who cares)
    +skill/spell speed (borderline abandoned concept)
    +piety (lol)

    Crit/DH just happen to be the best +damages
    Makes me sad to see skill/spell speed be pretty much useless in favour of Critical hit, Honestly Critical/direct hit are such boring stats that don't have any effect on gameplay... actually I despise depending more of getting crits in burst.

    Imagine if tenacity was a serious consideration ever... that would actually be interesting but because tanks are so survivable and DPS checks are so important it becomes a stat that has no purpose.

    I really wish that stats felt more intresting... at the very least I much rather have speed builds be more viable rather then stacking critical hit, it's such a boring design.
    (1)

  2. #2
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,533
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rithy255 View Post
    Imagine if tenacity was a serious consideration ever... that would actually be interesting but because tanks are so survivable and DPS checks are so important it becomes a stat that has no purpose.
    As Tenacity stands, if you want to make it a more serious pick, you either need to improve the damage gain, which, at the end of the day, just changes the stat priority, the other is increasing the damage mitigation. Now, this is a slightly more interesting prospect, but it end up in a similar situation to what accuracy used to be, ie. you get enough to go past a specific threshold, then you pick something else. It does come with the fact you have to then work out what combination of gear gives you that minimum, whilst then giving you the best damage increase. This would then just be put into a calculator that spits out the best gear combination with materia melds. It isn't an interesting prospect either way as it doesn't change how you play.

    Unless you want to give Tenacity a new use, there isn't really anything interesting that could come from it (and I am ignoring the healing aspect, it really isn't something that needs to be taken into account, ie. the more Tenacity you have, the less damage you take, which means the extra healing is more likely to go to waste).

    I am someone who would like more variety in stats and how jobs gear up. In my opinion, it is going to require more than just changing what stats do, it needs a change in how jobs are designed in general. But giving you the option of making a fast build or a more crit orientated build. Split Crit into Drit damage and Crit Rate, Direct hit is changed to reflect one of these (Critical Hit Rate determines the % and Direct Hit determines the damage). Tenacity, Piety and Determination could then be the role specific stats. Tenacity can do what it does now, Piety should add additional healing and have a damage increase and then Determination would primarily be a flat damage increase, but it could also add a very small amount of crit/DH (I didn't want to keep it as just a flat damage and this was the nest in a 10 second think, feel free to improve).

    I don't really want to make a long post explaining jobs in more detail, but this would be a start in making things more interesting.
    (2)

  3. #3
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,341
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Rithy255 View Post
    Imagine if tenacity was a serious consideration ever... that would actually be interesting but because tanks are so survivable and DPS checks are so important it becomes a stat that has no purpose.
    The problem is that by all accounts tenacity should already be a serious consideration. It's numerical effects are already super strong, people joke about the 5%-6% extra mit, but that's flat mit based on already taking only 60% or less of the damage, so in reality it's 10% reduction, an amount you really should not sneeze at plus it increases damage and healing by 4%-5% on top of that.

    The only problem is... a defensive stat in a game that never tests this defense ever is inherently useless. The issue with tenacity is not that the stat in itself is weak, rather that the mitigation-buffing part of it has no functional effect as the incoming damage to tanks is never the problem of their players, the damage they deal to the boss is.

    If bosses dealt significant (and I mean significant, 200%-500% of current damage output if not even more) damage ot the tanks like in many other MMOs, then yeah, skipping tenacity for damage stats would be a tricky choice to make. Something for organized groups and stuff. For the offtank of the group probably, the maintank would want to stack tenacity so they don't die to AoE hits after a badly-timed autoattack they didn't mitigate at the time.
    (1)