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  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Camate View Post
    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.
    Display evasion rates as in player evasion or monster evasion relative to the player's accuracy? If it's the latter, then this might create an issue on a player end. I'd actually preffer to know what the magic cap for accuracy would be instead of constantly eyeballing numbers and wondering if you're stacking too much accuracy. It certainly made gearing less of a headache.

    Quote Originally Posted by Viritess View Post
    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.
    More stats thrown into the mix = more chance for exploitation. Utsusemi tanking was largely backed by evasion-stacking. Rogues in WoW eventually figured out how to stack evasion to allow them to tank raid bosses. That's just two examples.

    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
    This can be countered or worked around by designing classes and jobs with mechanics that rely on critical hits.

    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.
    The only time I've seen crit values adjusted under the x2 system is when crit rating on gear gets ridiculously high accross the board instead of just for the classes with mechanics that rely on crits.
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    Last edited by Duelle; 07-28-2012 at 09:55 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)