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  1. #1
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    i see what you are saying Rentahamster, but the problem is there are more than 2 different type of classes. yes, we do have the dom and dow classes, but also have dol and doh classes and their offhand and secondhand stats differ as well. i really do like your idea of lowering the amount of points on level would be a good idea, but the question would then come up as how far do they drop them and how much of a difference will each point make. as you pointed out 80-130 is very little difference, but at this point you need that 130 to be effective at lvl 50. if they drop the amounts of points received will they also raise the value of each point when you allot it?

    my biggest problem is i level my battleclasses with a group doing big sp and leve parties. when i am not in party with them i am usually just sitting and crafting up mats until i run out of mats then will go farm more mats with my doh classes. it's frustrating to change from one class to another and try to allot points for a few hrs of farming then have to turn around and allot em again to sit back down and craft. then i get an invite for a nm party and say crap i can't i just dropped all my stats into int for my alc or w/e class i am doing at that time. i feel as though if i am in my pug gear my stats should be set as the last time i was a pug, but if i get into my mining gear my stats should be set to the last set of stats i used for my miner so forth and so on.

    the only real way i can see this giving an optimal update for all would say drop the amount of points you got for each level to say 1 for each rank so a r50 physical would have 50 points total to throw into your attribute points and 50 into your elements. then as you got each level on that class such as pug 1 you would get 1 point for each class level. so a 50 phy on a 32con would have 82 total attribute points to allot on the con. but if you were 50 phy and 12 btn you would have 62 points to add into the botanist. this would lower your overall attribute points in the long run and would allow you to use the points in your class as you level up. it could also be used say if i was using my 50 pug and i used a con cure, but my con was only a 20 my amount of cure ability would be only 40% of a full cure because my pug is 100% cap and my con is only 40% to cap. it could be determined by the lower class and using an ability from a lower class would cause diminished results.
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  2. #2
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    i see what you are saying Rentahamster, but the problem is there are more than 2 different type of classes. yes, we do have the dom and dow classes, but also have dol and doh classes and their offhand and secondhand stats differ as well.
    Hm? In my post I agreed with what you were saying, and I also quoted Gyactus' post too:

    Quote Originally Posted by Mr_Gyactus View Post
    2. Create a Window, where we can create, save, select, and eventually modify 4-5 different setups of stats. I prefer this model, because I can create my own setup of stats (i.e. "healer) and use it when needed in a party, or create a "DPS" setup when I'm solo.
    I have suggested this before: For each job let the player save a particular "loadout" or "bookmark" or "profile" or whatever you want to call it, so that a crafter can switch from mainhand spec to offhand spec to mass production spec to HQ spec at the click of a button, and so that a Melee can swith from tank spec to DPS spec to solo spec at the push of a button as well.

    Of course, this wouldn't be needed at all if stats were set automatically. The devs, of course, would have to tweak how stats affect your main hand and off hand tools in crafting so that you can still optimize in some way for them. Or not.

    Quote Originally Posted by darkstarpoet1 View Post
    as you pointed out 80-130 is very little difference, but at this point you need that 130 to be effective at lvl 50.
    You may need 130 VIT to be effective at rank 50, but you certainly don't need 130 STR or DEX or INT or PIE since the gains are minimal. In the case of melees and tanks, you're better off keeping your strength at 80 and your Fire stat at 55 so that you can receive the "divine" boost from Shepard's Pie.

    Quote Originally Posted by darkstarpoet1 View Post
    if they drop the amounts of points received will they also raise the value of each point when you allot it?
    Yes, of course. That's what I was talking about when I mentioned "balancing". This would also achieve the goal of making a +5 stat ring that much more effective.
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