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  1. #161
    Player
    elreed's Avatar
    Join Date
    Mar 2011
    Posts
    810
    Character
    Don Elreed
    World
    Excalibur
    Main Class
    Archer Lv 50
    i would like to see numbers changed just by equiping something, example: if i equip a gear with 20 str i want to see how much attack power or damage is improved, if you hit for 50 if you equip that you can hit for 56 dmg, if you put some dex the accuracy stat says that you improve that stat by x number and your critical hit improves x number

    I want to be able to see how much damage i can do with what, same for tanks healers and nukers, how much your defense is improved by adding vitality, etc
    (2)

  2. #162
    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 Elexia View Post
    You're already living in that era in XIV terms, especially if you happen to land on active server.
    Considering there are no accuracy caps to aim for, there's no "stack this much block+dodge+parry to become uncrittable", and the only caps I know of are primary stat caps (which even then are ambiguous), I'll disagree.

    Or do you mean the part of accuracy being stupidly rare and expensive as such?

    Quote Originally Posted by Churchill View Post
    Negative and likely outlook is that SE has learned nothing and feels the mystery stats and damage formulas is the way to go, stats will have little impact from gear making raids/loot acquisition irrelevant. Diminished returns, stat caps, damage caps in the name of balanced PVP is a terrible way to go.
    I hope this is not the case. I still don't know why SE has this thing against theorycrafters. I mean real theorycrafting with hard numbers, not wasting hours away killing lv0 Mandragora.
    (0)
    * 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)

  3. #163
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Duelle View Post
    Or do you mean the part of accuracy being stupidly rare and expensive as such?
    I would hazard a guess that Elexia is speaking on how stupidly rare and expensive tangible amounts of raw +acc was.
    (0)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  4. #164
    Player
    Altanas's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    748
    Character
    Altanas Aidendale
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Camate View Post
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    ...

    With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.



    If thats the case why not rework materia to focus not on stats but instead on statuses, traits, abilities, something like:

    enhance second wind +5%
    enhance cure +5%
    enhance protect +5%
    cure cast time -5%
    potion effectiveness +5%

    sort of like an equippable Merit points system (to use another 11 reference)

    or open up materia to allowing us abilities:

    Doublecast
    Enspell or TP-Bleed effect on weapons
    HP/MP absorb effect on weapons
    Counter attack
    Double attack

    or materia to alter abilties:

    jump [status] materia: jump adds poison, jump adds silence (crisis core ftw)

    that would then justify at least carrying different sets of gear around for different circumstances, it would also put an end to being so concerned about pumping out 2 numbers in our attribute panel and instead concentrate on our playstyles
    (4)

  5. #165
    Player
    Isaaru's Avatar
    Join Date
    Mar 2011
    Posts
    650
    Character
    Leif Gehrman
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Churchill View Post
    My positive outlook on this is that it simply means we will have higher base stats, stats such that people will cap/be near cap stats for AH/Ifrit weapons while wearing AF or easily acquired gear.

    In order to cap Garuda+, melds or raid gear will still be required, but in a lesser extent than before.

    Negative and likely outlook is that SE has learned nothing and feels the mystery stats and damage formulas is the way to go, stats will have little impact from gear making raids/loot acquisition irrelevant. Diminished returns, stat caps, damage caps in the name of balanced PVP is a terrible way to go.
    Both of those outlooks I did not interpret from what the mod said. The way the stat formulas work now is that the closer to stat caps you get, your damage output increases at an increasing rate. The mod said in 2.0 stat will be 1:1 meaning that people who are at cap won't have such a massive damage output in comparison to those who aren't near stat cap. Instead, no matter how close to cap you are you will get the same boost for the a given amount of stats.

    Gear will remain relevant, probably similar to how it was in FFXI except skill has a larger factor in this game. Also, diminished returns is the opposite of a 1:1 formula.
    (0)
    Last edited by Isaaru; 07-29-2012 at 02:59 PM. Reason: spelling
    http://mercsxiv.enjin.com/home

  6. #166
    Player
    DarthTaru's Avatar
    Join Date
    Apr 2011
    Posts
    273
    Character
    Darth Taru
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Altanas View Post
    If thats the case why not rework materia to focus not on stats but instead on statuses, traits, abilities, something like:

    enhance second wind +5%
    enhance cure +5%
    enhance protect +5%
    cure cast time -5%
    potion effectiveness +5%

    sort of like an equippable Merit points system (to use another 11 reference)

    or open up materia to allowing us abilities:

    Doublecast
    Enspell or TP-Bleed effect on weapons
    HP/MP absorb effect on weapons
    Counter attack
    Double attack

    or materia to alter abilties:

    jump [status] materia: jump adds poison, jump adds silence (crisis core ftw)

    that would then justify at least carrying different sets of gear around for different circumstances, it would also put an end to being so concerned about pumping out 2 numbers in our attribute panel and instead concentrate on our playstyles
    http://forum.square-enix.com/ffxiv/t...based-on-FFVII.

    Would make game awesome IMO...
    (1)

  7. #167
    Player
    Arkine's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    889
    Character
    Arkine Vanrien
    World
    Balmung
    Main Class
    Gladiator Lv 70
    I believe stats like STR/ATK/CRT should be native to gear and materia should add stuff like what Altanas posted.

    Refresh +3
    Regen +4
    Damage taken -5%
    Cure Potency +4%
    Double attack+3%
    Store TP+2%
    Occasionally absorbs HP
    Chance to Inflict Poison/Paralysis/Curse when attacked.

    And weapon/shield exclusive stuff like:

    Adds Ice Elemental damage to attacks.
    Chance to reflect 3% of damage taken.
    Convert 3% of Damage blocked to MP.
    Increase piercing damage.
    (3)

  8. #168
    Player
    Kavaskous's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    136
    Character
    Se'rahr Kavaskous
    World
    Excalibur
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Viritess View Post
    I agree i tend to like Stats that all around effect the class/job. I mean we allocate stats for each class as it is (battle/magic) All of those stats may aswell effect many different aspects of the class/job. Else the only reason to have your stats class exclusive is because 23/str won't help you as a BLM.

    If a DRG's Dex helped Acc and Crit. Mind helped TP gen and Evasion/ M.evasion etc. Then you may be presented with some interesting choices.

    And with a system like that, you may actually be able to put it some diminishing returns that are harsher, cause if you do cap STR gearing a bit more Dex would actually be more helpful. Adding some MND could be useful. It would certainly have us moving around alot more of our gear if all the stats added something "good" to the job/class we're stating for.
    I agree /10char
    (0)


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  9. #169
    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 Isaaru View Post
    Both of those outlooks I did not interpret from what the mod said. The way the stat formulas work now is that the closer to stat caps you get, your damage output increases at an increasing rate. The mod said in 2.0 stat will be 1:1 meaning that people who are at cap won't have such a massive damage output in comparison to those who aren't near stat cap. Instead, no matter how close to cap you are you will get the same boost for the a given amount of stats.

    Gear will remain relevant, probably similar to how it was in FFXI except skill has a larger factor in this game. Also, diminished returns is the opposite of a 1:1 formula.
    Nice to see someone gets what the Rep was trying to say.
    (1)

  10. #170
    Player
    Isaaru's Avatar
    Join Date
    Mar 2011
    Posts
    650
    Character
    Leif Gehrman
    World
    Hyperion
    Main Class
    Fisher Lv 50
    Yay for reading comprehension!
    (0)
    http://mercsxiv.enjin.com/home

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