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  1. #81
    Player

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    Mar 2011
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    Gridania
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    1,987
    The worse thing is that they don't even work, they just wait for some players to do the work for them, publish it and then re-use it...

    Even make it so that this gear was somewhat required to clear the boss would be nice also. (of course I'm sure people would complain about that)
    People complain about everything and because of that, the game have no logic... It would be amazing if the content would be made so there is a synergy and a feeling of progression between different activities, from the smallest seasonal event to the biggest raid dungeon.

    For example you go farm tapers, at the same time you defeat NMs there, you get +Fire Resist items which then enable you to kill Ifrit "more easily", sustain Hellfire damage without the need of Sentinel and abilities from other classes etc. Or you do the summer event with the bombo, you get a shiny fire resistance ring (so even casual players can still have some useful gear...).

    XIV have like no gear check whatsoever, people just go randomly into battle. But it's hard to have any kind of gear check when you have absolutely no idea what the gear does exactly to begin with. Could it be resistance but also accuracy.
    (0)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

  2. #82
    Player
    Disc's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    179
    Character
    Kalos Ianei
    World
    Goblin
    Main Class
    Dark Knight Lv 60
    I think it's more fun figuring out what stats do & finding new builds as time goes on rather than having everything written in stone from the start.

    So I guess I like it as is.
    (1)

  3. #83
    Player

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    Mar 2011
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    Gridania
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    1,987
    That's why there is almost no one discussing about stats and such in XIV. Again, everything is already written in stone, the only difference with XIV is that the player is blindfolded, while elsewhere he isn't.

    Giving details about stats doesn't mean that players can "easily" understand all mechanics behind stats and damage. No one is asking to have the game internal specs sheet. You will still have to determine how to use data being given to you in order to be efficient in an encounter.

    Knowing that 400 Fire Resist = -15% fire damage taken (random values) won't make you know if you have enough HP to survive Hellfire (I know it's not hard to survive, but I am taking this as an example because it's an easy mechanic), because Ifrit specs will never be revealed to the public, the exact same way it works everywhere, you are being told stats about your character but not about the monsters you are facing.

    I'm tempted to say, if you don't want any extra data/formula, just don't check them and disable tooltip. Same thing in the end. You can play blindfolded if you are willing to.

    (I won't even talk about stats regarding crafting (Craftsmanship / Magic Craftsmanship), cannot be more obscure than that... Sometime I really wonder what are the game designers thinking.)
    (2)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

  4. #84
    Player
    Achtzen's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    84
    Character
    Acid Jazz
    World
    Omega
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Elexia View Post
    The world does need danger, but a basic attack should never strike you for 5000-9999 damage ever when you're at level cap.
    ... I have yet to see a "basic" attack deal 5K+ damage
    (0)

  5. #85
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Antipika View Post
    You should know that even in games that gives you detailed stats on your character sheet, your exact damage against [%target] cannot be calculated before you get into battle.

    But at least you have an idea on what stats are doing.
    ---
    I really love all players here whose experience with MMOs is XI/XIV and/or 2 hours of something WoW-like and who like the current stat system.

    Theorycrafting is way more present in most of others games than it is on XI or XIV. Transparency with stats have nothing to do with being "spoon fed". As a player, I want to know what stat is doing what. Today on XIV, you add let's say resistance against an element, you have no idea how it works, how is that normal?

    Is it too hard to have standard formula such as 1 point of resistance = 0.0x % less damage from that element? At least characters would feel like they are really progressing with their gear, they would notice an immediate difference, DEVs could tailor encounters that requires a certain amount of resistance to be cleared, etc. Same goes with all other stats.
    This. It's actually through quite a bit of WoW experience that I can pretty firmly say that even in 100% transparency, what shows up on spreadsheets will not perfectly equate to combat, even if you are a nearly perfect player. Transparency wouldn't be an issue with FFXIV as much as class usage of other stats (though, honestly, just about every MMO forces a class into at least a relatively small choice range), and the incredibly simple abilities selection (combo strings 1 through 3 -- hit when cooled and requirements are possible).

    The only issue I have with flat rate percentile stats is that they would become notoriously bad until reaching endgame, in which case they're be notoriously overpowered. If you can only get the stat up to 15% at level 12, it's not going to feel worth it compared to basic stamina or an extra attack-related stats to shorten the fight and save health that way. Having 70% by 50, on a boss ability no less, is going to just mean you stack whatever resist up to however much is needed to ignore certain boss mechanics in favor of more damage dealing, with different elem resist sets that are likely repetitive in almost every other way.

    As a result the "effective" health/damage does pretty much take the cake for anything than can be actually quantified, and it makes sense that it would.

    That said, having a certain benchmark point, such as a certain amount = X% at level Y, and the working up the percentage thereafter would be pretty great, especially seeing a 66% resist on my attributes pane for the same element used by the mobs I'm farming, etc.
    (0)

  6. #86
    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 Achtzen View Post
    ... I have yet to see a "basic" attack deal 5K+ damage
    I guess you haven't come across a lv.85-99 mob yet.

    What Antipika says is true. This is not an offline game, using this type of transparency for stats needs to be left in an offline game and we need more detailed information regarding stats. It isn't spoon feeding us, the difficulty of the game is same no matter how much information they give. Experimenting is always fine, but it shouldn't be to this game's extent.
    (1)

  7. #87
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Achtzen View Post
    ... I have yet to see a "basic" attack deal 5K+ damage

    A level 99 goblin in Coerthus can hit you for 9999 as can the Treants at Turning leaf.

    Most of the lvl 75+ mobs can easily basic attack you for 6k+

    at level 12, it's not going to feel worth it compared to basic stamina or an extra attack-related stats to shorten the fight and save health that way.
    What would it matter ? at lvl 12 your out level your gear faster than you could figure your stats out anyway.

    I have been playing Disgaea 4 recently and it really makes you appreciate a solid stat system, in that game I don't strive for the best stats and gear at low level I wait until I can farm the cap items and then improve them to the specific class, this is pretty much how it works in most games.
    (0)
    Last edited by Jinko; 07-13-2012 at 10:16 PM.

  8. #88
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    Voting for transparency on stats.

    If anyone used Kaeko and the others' findings to influence gear choices, then transparency is also for you.
    (2)

  9. #89
    Player

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    Mar 2011
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    Gridania
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    That said, having a certain benchmark point, such as a certain amount = X% at level Y, and the working up the percentage thereafter would be pretty great, especially seeing a 66% resist on my attributes pane for the same element used by the mobs I'm farming, etc.
    Yeah off course, usually it's never 100% flat anyway, there are also soft caps and hard caps. But that's more a game design tweak. The essential part is : I know what stats do what. I equip my shiny fire resist ring, I instantly see that this annoying bombo is now doing to me 85dmg (15 Absorbed) instead of 100dmg. (If I have 15% resist).

    It's actually through quite a bit of WoW experience that I can pretty firmly say that even in 100% transparency, what shows up on spreadsheets will not perfectly equate to combat, even if you are a nearly perfect player.
    Completely agree and WoW or similar MMOs are a good example yes. While players have TONS of information between their hands, they still have to do a lot of theorycrafting in order to succeed in raids. They are far from being "spoon fed", at least not when the content just gets released.
    (0)
    Antipika.
    Deathsmiles II-X - Difficulty Lv.2+ (1CC/2LC ALL clear) : http://youtu.be/pjRuwv_-MlI?hd=1
    Touhou 13 - Ten Desires (all clear) : http://www.youtube.com/view_play_list?p=PL194872B2BBA7CA67
    Touhou 12.5 - Double Spoiler (all clear) : http://www.youtube.com/view_play_list?p=BD180E7054F3C1A2
    Touhou 9.5 - Shoot the Bullet (all clear) : http://www.youtube.com/view_play_list?p=53B01AAE8A03BDD1
    Touhou 8 - Imperishable Night (all clear) : http://www.youtube.com/view_play_list?p=7A5C1FF6BDAD1C1B

  10. #90
    Player
    Achtzen's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    84
    Character
    Acid Jazz
    World
    Omega
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Velhart View Post
    I guess you haven't come across a lv.85-99 mob yet.
    Because it makes sense for a player at level cap to not get one-shot by a monster 49 levels higher.
    (0)

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