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  1. #21
    Quote Originally Posted by Molly_Millions View Post
    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.
    The stats work fine. The calculations do not, there's still zero rhyme or reason for a monster to hit for 2-4x your max HP. Ever.

    At level cap that should never happen lol.
    (3)

  2. #22
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    the current stats are fine... we just need more infomation such as % (percentage) :\
    (0)

  3. #23
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Elexia View Post
    ...there's still zero rhyme or reason for a monster to hit for 2-4x your max HP. Ever.

    At level cap that should never happen lol.
    I disagree completely, the world needs danger. It's probably a good idea not to attack that level 70 basilisk.
    (6)

  4. #24
    Quote Originally Posted by Seirra_Lanzce View Post
    the current stats are fine... we just need more infomation such as % (percentage) :\
    There's lots of information on it. Also lots of information on how even boosting yourself properly you still see minimal increases, nothing like you should see with the amount of modification you do.

    Quote Originally Posted by Molly_Millions View Post
    I disagree completely, the world needs danger. It's probably a good idea not to attack that level 70 basilisk.
    The world does need danger, but a basic attack should never strike you for 5000-9999 damage ever when you're at level cap.
    (2)

  5. #25
    Player

    Join Date
    May 2012
    Posts
    46
    SE will never spoon-feed you guys... The fun part of the game is to figure out how it affects your character and your actions against w/e u fighting...
    To get a visible % will not change anything, bc mobs have resistance and they also build resistance... and the crit % will never work because of a stat call "decreases the chance for an enemy to land a critical hit "
    The +1, +2 work like % once the community puts an effort and figures it out...
    In FFXI the hardcore community, tested everything to figure out numbers and percentages... but it takes time and 1000's of mobs testeing... Like how INT and MND affected enfeebling magic... or How DEX and AGI affected on the DMG of the weapon skills...
    Lets try to work as a community and figure out how a +1 will affect your whole character... in FFXI it was easier to test it on mid lvls...
    But I do think the whole stat math and system will change in 2.0 since the engine and the level of difficulty is changing... Races need to be more distinguish on this aspect and have their stats boosted a little bit according the race.
    (0)

  6. #26
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    I wouldn't go so far as to say they need an overhaul, but an adjustment to the dLVL curve would be advisable. Especially in terms of the Defense/Vitality calculations. They're trying to balance PLD with both hands tied behind their backs right now, and worse, by their own system. Any monster more than 10 levels above us (i.e. most end game content in existence) renders sizable differences in defense completely academic. I don't think the change needs to be severe. In fact, I quite like the concept of dLVL, but the effects are pretty crippling right now. Switching to a higher logarithmic base would work wonders.
    (2)

  7. #27
    I do tip in favor of finding stuff out and experimenting, sadly though a lot are more in favor of everything laid out to them. For some things I can understand, but a lot seem to forget that RPGs from the beginning were games of math, logic and experimentation, even since D&D days which is why only "Geeks and Nerds" were the ones who played them.

    Like I said though, the main issue is not so much the stats it's mostly in the calculations of said stats, not to mention it's on an enemy by enemy basis...that throws everything out of whack rather than just a global percentage like in XI,there's too much room for variance and no way to even optimize your gear because people fear gear swapping and because materia is restricted to certain slots.
    (1)

  8. #28
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Elexia View Post
    and no way to even optimize your gear because people fear gear swapping and because materia is restricted to certain slots.
    Sorry, I call bullshit. If you know what stats do, you can optimize your gear. Whether you do or don't has nothing to do with the calculations, but has everything to do with knowing generally how they work. Gear swapping also has nothing to do with it.

    In other words, you can find the optimal gear set in ANY system, even the current one. The only thing is, how easy is it to do so. Personally, I'd rather it not be easy.
    (0)
    Last edited by Molly_Millions; 07-13-2012 at 12:52 AM.

  9. #29
    Quote Originally Posted by Molly_Millions View Post
    Sorry, I call bullshit. If you know what stats do
    Once again, this is moot when it comes to the fact that it goes out the window when a monster hits a certain level above you. I know exactly what stats do and how to gear appropriately.

    Whether you do or don't has nothing to do with the calculations
    Has everything to do with calculations. That's how stats even mean anything essentially. ;p

    Gear swapping also has nothing to do with it.
    Gear Swapping serves purposes, but you seem to think knowing what stats do = everything so I guess I understand your view point.

    In other words, you can find the optimal gear set in ANY system
    You can, the problem isn't:

    how easy is it to do so.
    The problem is how retarded some BiS is for certain jobs.
    (0)

  10. #30
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    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.
    I don't think you actually know how stats work in XI, lol

    Edit: As someone who has done testing for XI, albeit a moderate amount compared to people like Kaeko, Byrth, Nightfyre, and the people who helped them or contributed randomly after obtaining an item, I can tell you that while it was fun being the guy who helped discover something, it would have been equally more fun to know what each stat did, how each formula worked, and have a visually representation of their effect in game. Then we could have, you know, actually played the game. Or masturbated.

    As far as gear swapping during combat, I'm not interested in that at all. The only reason it perpetuated in XI was because it was so necessary as the combat system was designed so poorly. I'd rather have to choose - this becomes relatively simple if you make gear have solid stats, which so far I've found pretty easy to cap my stats on BRD and fairly close on other jobs sans Darklight/Militia gear.
    (4)
    Last edited by Churchill; 07-13-2012 at 01:17 AM.

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