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  1. #1
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I'm Honestly curious what relevance Crit type stat and materia falls into here. I tend to prefer Crit style builds and with the refernce to Dragoons becoming more crit focused in the pre 1.22 Job changes.

    As it is Pys Crit Materia and bonuses hardly seem worth it for such a negligible increase compared to the raw power derived from base stats like STR etc.

    If materia will lose its effectiveness relative to our character stats (something i'm unsure of, concidering how much stuff i've blow up already trying to 2x meld, and i just started) Will crit type materia also be downgraded further? or will any stat rebalance take this into concideration?

    For instance i'd love to take more advantage of the Militia DD set, or the crit atk power and other crit Materia. but there hardly any reason unless i'm sitting at cap because of the difference.

    Can we get some information on the non-base stat Materia/ Inherent class/job bonuses and if we'll see some positive movement towards their use in 2.0? Or should we expect that, despite a 1;1 ratio, we will still be stacking 3x Str/Pie/Int melds?

    Quote Originally Posted by Ashenspire View Post
    1) A personal bank/vault system with easy access to, including a more streamlined approach to the interface without the incredible lag between loading menus.

    2) Introduce gear that is specifically stated for a certain job. Str/Pie on gear for DRGs, Dex/Pie for BRDs, etc. The pieces would still work on multiple jobs, but isn't the most optimal slot. AKA, pieces for all jobs where there isn't a single wasted stat (such as evasion on DD gear. I understand how it "could" be useful, but ultimately in 99/100 scenarios, it isn't).

    3) Get rid of crit potency. Crit should just do x2 damage.
    I can't really agree with your points personally. because it really negates the need for quite alot of neat possibilities. For your second point. If we make all gear have only the best possible stats per job, then the only choice we make is which has more. And i don't belive thats the best route to take with gear and stats.

    I have no issue with Evasion, magic evasion Crit attak power on gear. the question is will they make those skills relevant for the situations those jobs are in. If they insist on making all Boss PYS attacks un evadeable. then just remove evasion. But if you can evade say, Coincounters 100-ton swing. and stack some evasion. that would be a positive route to evasion becoming a interesting stat to have.

    As far as your 3rd point. The one reason i kind of like how they have split up Crit stats is because when you have a base Crit does x2. then the tweaking of crit chance has to be down behind the scenes or everyone just stacks crit chance

    With what they have now, you can stack crit chance. but your crits wont be huge, or you can stack crit atk power, and have less crits that hit harder. Or find your sweet spot where you like it. As a crit enthusiest, i like that choice. Plenty of games do the base x2 type of crit. And you'll often see on patches "Crit chance of X adjusted" because thats how they dial down your double damage.

    I don't want to see a culling of possible stats like evasion etc. I want to see them matter just enough to concider some more evasion instead of HP. Or More crit atk power instead of STR. Its all in the numbers, and its up to SE to find a sweetspot for stats instead of an easy road "Gear Hallway" Oh base stats and nothing else to concider. Sounds terribly boring.
    (3)
    Last edited by Viritess; 07-28-2012 at 09:47 AM.