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  1. #11
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Do you consider asking for information the equivalent to being spoon fed ?

    Even with the great work Kakeo has done we still have huge holes in how stats actually work in this game and I'm sure come 2.0 that will all change again meaning that hard work will be thrown away.

    Your logic doesn't make much sense either.

    I would imagine the majority of people play games to have fun, you can have fun and achieve something at the same time FWIW.

    I would rather play a game that is fun where I achieve something than a game which is like hard work where I achieve something.

    Quote Originally Posted by rina_inverse View Post
    But their stats can be affected by some ways
    Esper in VI
    Materia and Ups in VII
    Junction and Plus in VIII
    Level up bonus from gear in IX
    Thats besides the point, the stats, say in FF8 are pretty transparent in what they do, there is a whole tutorial in the game explaining exactly how junctions effects stats for example. (you prove my point)
    (7)
    Last edited by Jinko; 07-12-2012 at 09:45 PM.

  2. #12
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Its not that I have anything against the current stat system, but I do agree that is displayed information needs to be revamped. I rather see percentages than numbers. I want to see something like Critical Rate +1% and it shows in the menu how high my critical hit rate was. Like lets say I look at my stat menu and it says in my attributes "Critical Hit Rating: 18%", put gear on and becomes "Critical Hit Rating: 19%".

    Even something as simple as dragging your mouse over something like "Strength" and explain on a pop up tab what it does like "Increases attack. Also increases weapon skill damage for close range DPS.", not exactly like that but you get what I mean.

    Current stat system is "fine", I suppose, but I do think it could be better, but I can live with this. I do notice it more on burst damage DPS jobs like BLM and MNK. We just need better information, they need to have us stop debating on this and just flat out display information for us in percentages.
    (3)

  3. #13
    Player

    Join Date
    Mar 2011
    Location
    インドネシア語
    Posts
    2,251
    Stat is wworking fine, people that says otherwise are prolly gimps sporting full AFs however i agree with transparency. How much % of crit ddo i get adding crit+ 80? How much of healing bonus % do i get from healing +40?
    (6)

  4. #14
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    A little more transparency on the math magic would be nifty. Heck even if they were to color code primary stats to let you know if your at or above the soft cap would be an amazing change.

    I can see where the numbers seem bloated and non functional. Especially if you are coming over from XI. Hell when they reworked the stat calculations I was half expecting them to go more in the smaller number bigger impact mindset of xi.

    But the bit by bit progression is there. just on a longer scale
    (5)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  5. #15
    Player
    Shiggysonson's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Shiggy Sonson
    World
    Sargatanas
    Main Class
    Alchemist Lv 50
    The issue I have with the current stat system is how a job's main two stats and acc is all you focus on. I know things like crit attack power are also nice, but that's after you focus on the other 3 stats. It makes itemization kinda boring imo.

    I think they should change the playstyles of jobs a bit to make it so some other stats become more important. For example, increase the mp cost and potency of the elemental fists of monks by a lot so that they can't have it up for the whole fight. This would make the +MP/+refresh from the monk relic weapon pretty nice to have instead of just wanting the relic for the dps and attack power increase.
    (1)

  6. #16
    Honestly, redone if they're smart. The current stats still mean very little in the grand scheme of things, in XI you could actually feel increases with stat increases, in XIV you feel almost nothing because you need to stockpile stats to even boost an already bloated base stat. So while they work on paper, in execution it leaves much to be desired.

    Throw in the fact calculations are heavily skewed and built around dlvl likely due to the old Physical/Class level system, they don't matter as much, example: No amount of stats in the world will shave off a level 70+ monster one shotting you, yet in FFXI a level 120+ monster won't come close to one shotting you, not even of the strongest mob families (Wyrm, Iron Giants, Cataurae (unless they zombify you.))

    So it's more than just the attributes that need a change, it's the calculations as well. No transparency needed, just a better system overall and people already figure out how much x you need to boost y, the issue is even if you boost y it's still minimal impact due to the calculations in general.
    (11)

  7. #17
    Player
    Tigercub's Avatar
    Join Date
    Jul 2011
    Posts
    159
    Character
    Caterina Rose
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Personally I like my stats & mechanics semi veiled, as they were in FFXI, or AD&D games like Baldur's Gate.

    I want to try things out and see what works best, to think "I wonder what will happen if I use this item...", to find for myself what stats are useful in what situations, or to discover hidden properties of gear. To me that's interesting, it's part of the adventure and part of what makes our rewards feel powerful, magical and unique. It also means thinking about your gear and trying things in practice has advantages as opposed to just lazily following a linear stat progression. That's not possible with a simplified stat system such as Blizzard implements in some of their games.

    Transparent, watered down, streamlined stats & mechanics make my character and gear feel like a small collection of second grade math. It's total death of the imagination and reason to think. Explanations and transparency are antithetical to wonder and mystery.

    Just my two cents.
    (3)
    Last edited by Tigercub; 07-13-2012 at 12:43 AM.

  8. #18
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Elexia View Post
    Honestly, redone if they're smart. The current stats still mean very little in the grand scheme of things, in XI you could actually feel increases with stat increases, in XIV you feel almost nothing because you need to stockpile stats to even boost an already bloated base stat. So while they work on paper, in execution it leaves much to be desired.

    Throw in the fact calculations are heavily skewed and built around dlvl likely due to the old Physical/Class level system, they don't matter as much, example: No amount of stats in the world will shave off a level 70+ monster one shotting you, yet in FFXI a level 120+ monster won't come close to one shotting you, not even of the strongest mob families (Wyrm, Iron Giants, Cataurae (unless they zombify you.))

    So it's more than just the attributes that need a change, it's the calculations as well. No transparency needed, just a better system overall and people already figure out how much x you need to boost y, the issue is even if you boost y it's still minimal impact due to the calculations in general.
    This I can agree to. Rather it be STR+5 or STR+50, I want to see a difference from both of these. While you do benefit from increasing stats, you have to stack a large amount to show a difference, and even then, it isn't that extravagant unless you focus on burst damage. BLM and MNK it really shows, but on my DRG however, not as much. I have over 350 STR and about 290 PIE and tested the difference between that and AF armor. While ultimately the melded gear was better, it wasn't extravagant to the point that I was hoping.

    While the system is "fine" technically, people like to see improvements by the small amounts, not just the large ones. In WoW I put on a new piece of gear that increases my stats to a small extent, but I can still see an obvious increase in my DPS.

    Basically in short, make every number count.
    (6)

  9. #19
    Player
    Genz's Avatar
    Join Date
    Mar 2011
    Posts
    1,038
    Character
    Genz Kawakami
    World
    Louisoix
    Main Class
    White Mage Lv 100
    How much % of crit ddo i get adding crit+ 80?
    It depends on the enemy, as stated here (french)
    Like attack/defense and accuracy/evasion, there are critical accuracy vs. critical evasion.

    ~

    My LS did some fight against Ifrit in swimsuit for fun. I was doing roughly half of what I do with my stuff on (as Drg). I find it acceptable, especially since we're only level 50.
    (0)
    Last edited by Genz; 07-13-2012 at 12:30 AM.

  10. #20
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Meh, I vote no. As long as you know what they do (and there is plenty of info on this site and others that explains everything in detail) the current system works great. Imo, 1 point in a given stat isn't much and should be reflected that way when you parse. That's how things work now, actually.

    If you don't know how a stat works, ask. There are those of us who do. A handful of people have tested the battle mechanics pretty extensively, and yet others who have verified their claims.
    (2)
    Last edited by Molly_Millions; 07-13-2012 at 12:29 AM.

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