
Grats Reinheart! You've done alot for us forum goers and news hounds (and subligar afficinatos (sp?) And i hope you get the job you want!
I recommend a stately black subligar for the interview...with tails (tux kind, not the miq'to kind...
Last edited by Viritess; 07-21-2012 at 09:19 AM.

Grats Reinheart



Very nice Reinheart! I wish you the best regards with the job, you deserve it![]()





Mocchi explaining why WS is based off of DPS and not the D value.
こんにちは。
Hello,
活発な議論ありがとうございます。
WSの威力がD値ではなくDPSで決まる件について、あらためてご説明差し上げます。
Thanks for the hot discussion.
Let me explain once again regarding WS effect being based on DPS rather than D value.
アーマリーシステムの都合上、他クラスのアクションを利用することができます。偉大な先人の検証で、WSのダメージはD値ではなく、DPSで決まることが分かりました
(DPSとは、単位時間当たりのダメージ量のことです)
WSダメージはD値のほうで計算していただきたいです
I found out that WS damage is based not on D value but the DPS.
I would like the WS damage to be based off the D value.
その場合、D値は高くてWSは強いが、間隔が長くて通常攻撃は弱い武器
もしくは、その逆。はたまたバランス型と武器に多様性が生まれます
In that case, there will be situation where there are weapons with high D value with strong WS but since the delay is long or opposite.
現状のようにDPSだけでWSのダメージが決まってしまうと、
武器の個性が付加能力だけになってしまいます
・・・・と、いうか、これって設定ミスのような気がするのですが
Just like current if the WS damage is based off just on DPS only difference would be the weapons additional effects... I think that's an error in the settings
Due to the Armory system you can use other classes actions.
つまり、D値だけでWSの威力を決めた場合、D値が高い武器を装備できるクラスやジョブでアクションを使用すると、本来のクラスで使用した際の威力よりもあがってしまう、というおかしな状況が出てきます。
So If you go by the D value to determine the WS damage, when a class/job that can equip the weapon with highest D value uses this action the situation becomes awkward where this class/job will have more effect than the original class.
このような状況を避けるため、現状のように、DPS(ダメージ値を攻撃間隔で除算した数値)でWSの威力が決まるようになっています。
To avoid this type of situation like current system WS damage is based off the DPS
ということで、この点については新生版でも変更する予定がないことはご了承ください。
For that reason please note that we do not plan on changing this even in 2.0
So basically the armoury system strikes again D: I always thought it was a bit odd..but much like the trouble they'll have with level sync due to the AS I guess it makes sense.


huh, never thought of it that way, it actually makes a lot of sense
Normalized calculations are a good thing, IMO. Otherwise, slow-swinging heavy-hitting weapons become disproportionately valued, causing many items that are implemented as "upgrades" (with higher DPS) to be passed over because the attack speed is too fast. On top of that, having the weapon DPS actually be the primary way to tell how powerful a weapon will be when you use it (aside from any additional stats on the item), rather than the attack speed, makes far more sense for new players or anyone who's not versed in the arcane minutae of the game's damage calculations.
WTB Barman Shanker





Hildebrand should be wearing that ingame.... so..... beautiful
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