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  1. #11
    Player

    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    246
    ya, I know VIT on gear adds defense and MND on gear will add cure potency(and magic defense?). So, they are still doing something. But VIT also raises HP and MND raises MP, both which do not happen if they are on gear. idk, its what the stats do so I feel they should do it, and really can't find a reason why they shouldn't. kinda cheapens some stats on gear IMO, especially on accessories.
    (0)

  2. #12
    Player
    wind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa - Balmung
    Posts
    145
    Character
    Wind Oni
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Ya I understand what you're saying. Just glad they arent 100% useless.. just pretty useless :P
    (0)

  3. #13
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Kensei View Post
    What exactly is a D-LeveL factor?
    Difference in Levels. Basically, the difference between your level and the target's level matters more than either individual level does.
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  4. #14
    Player
    Silvahn's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    74
    Character
    Mavis Celeste
    World
    Carbuncle
    Main Class
    Conjurer Lv 90
    Character Development
    Battle Attribute Allotment
    When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

    In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

    The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.
    Algorithms
    In light of changes planned for the Armoury System, the need to revise algorithms has arisen. At the same time, we will also carry out the changes below in order to streamline areas made overly complicated.
    Abolishing the rounding formula based on standard rank values *1
    Optimizing the value ranges for the influence of attributes *2
    Many in-game elements are known to influence algorithms, and we are working on identifying them all regardless of the extent of their impact.

    We believe that the above changes will allow players to more keenly feel and appreciate the myriad benefits offered by magic and equipment, which will lead to a new depth of enjoyment in attributes.
    *1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible.
    *2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values.
    yeah also based from what he said about it at the blue print lets just hope that it will be more felt and visible at 1.19
    (0)
    Love by some, hated by many envied by few... yet, wanted by plenty

  5. #15
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Silvahn View Post
    yeah also based from what he said about it at the blue print lets just hope that it will be more felt and visible at 1.19
    When they remove physical levels and add class-specific allocations, it will change. I think the removal of physical level is in 1.19 or 1.20 though, but they might hold it off until jobs (which are 1.20+)
    (0)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #16
    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 SuzakuCMX View Post
    When they remove physical levels and add class-specific allocations, it will change. I think the removal of physical level is in 1.19 or 1.20 though, but they might hold it off until jobs (which are 1.20+)
    Removal of physical level is in 1.19, and it can't come soon enough (as long as it means that stats actually make a difference.)
    (0)
    ------------------------------------------------------------------------------------------------------

    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  7. #17
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    stats actually matter a lot, but its pretty complex, and people dont fully understand it. there is scaling due to level, level differences, stat caps, and various other things at play here. but be certain your stats has a very noticeable effect. go level as a level 1 starting and level with a level 50 physical level as a level 1, you ll see a lot of difference, go reset your stats to 0 and compare them to a fully allotted chr, you ll also see a lot of difference.

    Its simply hard to pinpoint due to dlevel, stat caps, soft caps, and etc.
    (0)

  8. #18
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Rentahamster View Post
    Removal of physical level is in 1.19, and it can't come soon enough (as long as it means that stats actually make a difference.)
    i think you will be half dissapointed, i think it will make each stat have a specific greater effect, and they wont have to use stat caps, unless they want to, but i think dlevel will remain as an overal multiplier of dmg taken and dmg done to targets. but we shall see.
    (1)

  9. #19
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    Quote Originally Posted by Physic View Post
    i think you will be half dissapointed, i think it will make each stat have a specific greater effect, and they wont have to use stat caps, unless they want to, but i think dlevel will remain as an overal multiplier of dmg taken and dmg done to targets. but we shall see.
    The reason we have d-Level now is because you can have a Level 50 character with a ton of stats with a Rank 1 class. If stats mattered more right now, that would be incredibly broken.

    With class-specific stats, the amount of stats allocated will largely take the place of d-Level.
    (1)

    Peach Parfait/Khulan Angura on Gilgamesh

  10. #20
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by SuzakuCMX View Post
    The reason we have d-Level now is because you can have a Level 50 character with a ton of stats with a Rank 1 class. If stats mattered more right now, that would be incredibly broken.

    With class-specific stats, the amount of stats allocated will largely take the place of d-Level.
    na, they already have caps on stats based on your current level for that purpose, for example, no matter how high your mind is, at some point i think around 30, it has no more effect on your mp pool.
    Dlevel is more about creating a modular system that can adjust creatures and players stats versus each other solely based on level.

    Dlevel means that something 20 levels higher than you will always kick your ass. If you do it the other way, then you have to make it stat/gear heavy, and figure out monsters stats based relative to player expected stats and blah blah. Dlevel was in ffxi btw, and it also had an effect, though i dont think it was as direct. in this you get a strait up multiplier, that is curved.

    I wont say wether they should or shouldnt get rid of dlevel, but i will say that i dont think at this point they want to. they have mentioned attribute restructuring in a lot of things, but dlevel in none, so i dont think they have any intention of messing with it.
    (1)

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