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  1. #131
    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 Viritess View Post
    If you make crit into a single stat, to make crit feel like its doing anything at a certain point (lets say lvl 50 with full AF) then when you start getting better gear, or multi melding, your crit will be high, which in turn means that an adjustment is coming when either new gear comes, level cap rises etc.
    It would happen either way. It's more a matter of how long you can hold off until you HAVE to make the adjustment. If XIV doesn't do any crazy stat cimbs when they raise the level cap, then it probably can go about 9 years or more without needing adjustments I would think.

    As to using evasion as an exploit. I can understand stacking X means an evasion heavy class can do alot of broken things. Though i'm not familiar with your first example, i am familar with the second. I think its much better for us to instead of looking at it as its been used badly before, get rid of it to how could that be avoided in the future?
    The way Utsusemi tanking worked in FFXI is that a Ninja would have to stack evasion, have a gear swap macro for Blade: Retsu, and rely on their elemental Ninjutsu to gain and keep hate. The reason for the evasion stacking was because misses by the enemy meant that Utsusemi shadows were not being consumed.

    Personally, evasion should be a tank stat, but standalone rather than linked to the primary stats (STR, AGI, DEX, VIT, MND, INT, etc). It should ideally be the lowest scaling tank stat (Block > Defense > Evasion for PLD, Parry > Defense > Evasion for WAR), and work so that against normal mobs you can fully evade attacks, but against bosses and NMs succesful evades turn into Glancing Blows (you take part of the damage anyway, turning evasion into a mitigation stat against bosses and NMs).

    Something that we also seem to be missing with regard to clear stat caps and diminishing returns is that in exchange people have a goal to work towards instead of playing guessing games.
    (1)
    * 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)

  2. #132
    Player
    lshumaker's Avatar
    Join Date
    Dec 2011
    Posts
    43
    Character
    Roy Firestorm
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Cichy View Post
    The part about gear stats sounds incredibly stupid. Gear checks are a good part of an MMO and give players something to strive for. Shooting themselves in the foot yet again, /grin
    Gear checks are not a good part of an MMO. Of course this is just my opinion, like you think they are a good part. Besides, with or without gear checks, some players will always strive to have the best of the best gear.

    Quote Originally Posted by carraway View Post
    I appreciate you taking the time to address some concerns, Camate, but this doesn't make much sense to me. The reason why a x3 (or higher) meld hat with INT, for example, is so valuable is precisely because "when players add large amounts of INT" the damage visibly increases. Same goes for a few other stats, like physical crit atk power. I was unaware of any underlying mechanic where 1 point of INT from point allocation differed from 1 point of INT on gear. Are you saying that we're going to see our characters get large commensurate boosts in base stats after 2.0, so that proportionately the gains from gear aren't as noticeable?

    I do hope, along with other posters in this thread, that mechanics are given more transparency in 2.0 and beyond. By doing so, the developers empower the playerbase to make the kinds of interesting and analytical choices that lead to more diverse gameplay.
    I don’t think that is what he is saying; I think he is saying that you can put so much of a stat on gear with materia that the stats you allocate yourself become very insignificant. For example, triple melding INT+18 on a hat alone far outshines the 23 you can put on INT yourself, and then you can still get INT from other pieces of gear.

    Quote Originally Posted by Skies View Post
    Nnnnno.
    All that was started was "Stats from levels and stats from gear will have the same impact"
    That could have as many meanings are there are ways to implement that. From both being nerfed to hell to it's polar opposite of absurd power creep.
    That was all that was said, take from it no more than that.
    It also states that having 5 materia on gear won’t have as much of an impact. So, that is most likely why he thinks materia is getting nerfed.

    Quote Originally Posted by Elexia View Post
    It seems that the calculations are whats changing more so than the raw stat additions. (as it should be) Basically in XIV 1.0 you have to boost yourself so high to even feel a difference, now it sounds like you won't have to do as much to get an actual difference.
    It also sounds like materia could be getting nerfed.
    (0)

  3. #133
    Player
    Churchill's Avatar
    Join Date
    Jun 2012
    Posts
    513
    Character
    Chad Thunderkoch
    World
    Hyperion
    Main Class
    Marauder Lv 70
    This information is really disheartening
    (7)

  4. #134
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Dargoth_Draconia View Post
    Why not just have Evasion etc stats like other games do it? Example: Evasion % against level 50 Monsters or 51 or 52.
    Mainly because a monsters level does not purely dictate it's stats.
    (1)

  5. #135
    Player
    Kagato's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    627
    Character
    Chie Kaisuri
    World
    Balmung
    Main Class
    Marauder Lv 60
    I'm pretty sure someone with 3 melds is going to be stronger than someone with 1 meld, no matter how much it gets changed.

    Why? Because when you add positive numbers together, you never get 0. Meaning someone who has an extra 10STR is still going to statistically perform better than the person who doesn't have it.
    (1)

  6. #136
    Player
    Darkillumina's Avatar
    Join Date
    Feb 2012
    Posts
    234
    Character
    Konstantine Porphyrogenitos
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Molly_Millions View Post
    No, they actually said that they were against swapping gear in active mode. If you haven't noticed, they've also made it so that you can't switch weapons (maybe other gear too, i haven't tried that) in the newest instances. If that doesn't tell you that gear swaps are not coming to this game, I don't know what will.
    Haven't finished reading this thread yet but this is 100% truth.

    Gear Swaps are not coming to this game period. The community at large hated them and this is fact. In FFXI the whole thing bordered on parody. You had so much gear that you spent the whole battle blinking in and out of existence. I'm one of the most ardent proponents of launch FFXI but Gear swapping was and is a terrible idea and has no place in a MMO in 2012.

    Back to the stats, I agree that the numbers should be reworked and more transparent. In FFXI (launch - 2006/7) +5 Accuracy for example meant something. That 5 accuracy could honestly be the difference between being gimp and being properly geared.

    Currently, in XIV we have ridiculous numbers on gear added to already bloated stats. +50 attack power, +50 enmity +35 strength and so on and so forth. These numbers are outrageous and if scaled the same way in 2.0 imagine the gear when they raise the level cap. +200 Strength +100 attack power ect. That is simply absurd. The stats should be scaled back to be more potent in small quantities and there should be a tutorial function in game explaining what stats do what so we don't have to go to a website to find out what dex does for example. If it is done this way there will still be experimenting with different set-ups but people will have a rough idea where to start.
    (5)

  7. #137
    Player
    Relic's Avatar
    Join Date
    Feb 2012
    Posts
    226
    Character
    Relic Omega
    World
    Balmung
    Main Class
    Pugilist Lv 50
    I like it how it is except for a few things. Make elemental resistance stats have a stronger effect so they're actually worth using and buff evasion.
    (0)

  8. #138
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    While materia may be getting a hard nerf by the looks of things I still doubt that Multi-meld gear will be overshadowed. You just wont be able to stack stats as much effectively.

    Maybe instead of seeing all +Str on gloves you will se a mix of +str and Store Tp and whatever the hell else you could need? Materia still sounds like it will kick alot of ass at the end of the day.
    (0)

  9. #139
    Player
    Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    488
    Character
    Mirage Askai
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    yeah that's what I'm thinking too

    Would be cool if it would be beneficial to put several cool stats on gear instead of every single player stacking the same stat to almost idiotic levels.
    (0)

  10. #140
    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 Jynx View Post
    Mainly because a monsters level does not purely dictate it's stats.
    It does determine how much you and the mob are affected by level correction, though. If all your endgame raids are gonna have mobs between 0-3 levels higher than your current level cap, you can plausibly have stat caps to work towards. Which affects DPS and tanks directly.

    Quote Originally Posted by Darkillumina View Post
    Back to the stats, I agree that the numbers should be reworked and more transparent. In FFXI (launch - 2006/7) +5 Accuracy for example meant something. That 5 accuracy could honestly be the difference between being gimp and being properly geared.
    +5 Accuracy was also stupidly rare and expensive as such. I don't want to go back to that era again.
    (1)
    Last edited by Duelle; 07-28-2012 at 06:41 PM.
    * 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)

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