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  1. #1
    Player
    Antanias's Avatar
    Join Date
    Mar 2011
    Posts
    2,549
    Character
    Exocryst Lebreska
    World
    Coeurl
    Main Class
    Lancer Lv 80

    Refurbishing 1.0 Stats for use in current version.

    It's no secret that 1.0 had a lot of things wrong with it and had to be scrapped in favor of our re-worked (yet still enjoyable) adventure in Eorzea. One of the things that 1.0 was known for were more complex stats such as the following which belonged to the original incarnation of DRG's relic:

    Gae Bolg
    Damage 164
    Delay 3.9
    DPS 42.05
    Piercing 100%
    Accuracy+30
    Critical Hit Rating+30
    Critical Hit Attack Power+100
    Store TP+30
    Increases Jump damage


    The stuff highlighted in red are examples of what 1.0 had to offer. The bold stats are something that would most likely not work with the current system (despite the possibility that things can always change with each expansion).

    These days you would normally find a class/job's associated stat along with the appropriate amount of Vitality and anywhere from 2-3 other stats. But what if additional stats could be added onto particular pieces of gear at a later date?

    eg.

    Wyrmtooth
    LNC DRG
    Level 60, Item level 145
    DPS: 60, Auto Attack: 56.11, Delay 2.81
    Strength + 63
    Vitality + 74
    Determination + 41
    Critical Hit Damage + 2%
    Conserve TP + 3%

    Critical Hit Damage + simply increases the amount of damage dealt with critical auto-attacks and weapon skill damage. Conserve TP occasionally allows the TP cost of a weapon skill to be used while consuming 10 less TP so hopefully nothing too game-breaking.


    Aside from the above example, what stats do you think could eventually see a return or be safely introduced without bending the rules too much should the rules themselves be altered drastically?
    (10)
    <--Giver of yarns, not the giver of darns :3
    Follow me on Twitter @Antanias_

  2. #2
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Regain, regen, refresh, physical damage taken -%, magic damage taken -%, all on very small values.

    These wont change the mechanics or be game breaking, it would just be a nice addition to gear, you know, to have something to look forward instead of just a higher ilvl, give us a reason to work on higher level gear, i don't even cap my tomes since the last 3 patches, it's always the same...

    I would like additional effects on weapons, like, poison, slow, elemental damage (even if it's not really elemental), drain, aspir... but this would take a bigger rework, so not happening.
    (2)

  3. #3
    Player
    SekhmetM's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    291
    Character
    Sekhmet Mubarak
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    I like that "more jump damage" thing. That makes that weapon unique. It would make having relic actually worth it.

    The weapons we currently have are the same things over and over with useful stats switched around and weapon damage raised a wee bit higher witg every iLV.

    It's very pathetic that the only uniqueness our weapons have is the look and the useless amount of elemental resistance offered my primal weapons.
    (5)

  4. #4
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Stuff like Increases Jump damage unbalances the game. Probably why they took a lot of those stats like that out. Could possibly making something BiS past its time, or pretty much make it your only option. Say if it was on a relic for example. Some people don't want to grind relics but the Increases Jump damage makes it BiS and people will then feel they must get this one weapon over everything else.
    (2)

  5. #5
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    If you increase jump potency by a 5%, the overall DPS will increase in less than a 0,5%, where's the imbalance? it's more like a question of flavor than improving character's strength, all that is required to keep balance is balancing work.
    (4)

  6. #6
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Renik View Post
    If you increase jump potency by a 5%, the overall DPS will increase in less than a 0,5%, where's the imbalance? it's more like a question of flavor than improving character's strength, all that is required to keep balance is balancing work.
    Its less a problem on weapons than it is on other gear. +X% and multiplier bonuses auto scale based on other gear. -X% damage taken auto scales with amount of damage inflicted on the character (This is why Rampart is better than Foresight as a defensive CD verse physical attacks).
    (1)

  7. #7
    Player
    Jamie28334's Avatar
    Join Date
    Jul 2013
    Posts
    23
    Character
    Beez Nuts
    World
    Excalibur
    Main Class
    Goldsmith Lv 50
    Well surely this is just a case of offering more types of materia?
    If a weapon has 4 slots to it and you chose to have Jump DMG +5% then you would lose out on using that materia slot for say DET.

    I'm sure it would be an easy mathematical solution for the developers to figure out. It sure would be a lot more interesting than just the standard 3-4 commonly used materias.
    (1)

  8. #8
    Player
    Renik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    821
    Character
    Ren'li Heise
    World
    Balmung
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    Its less a problem on weapons than it is on other gear. +X% and multiplier bonuses auto scale based on other gear. -X% damage taken auto scales with amount of damage inflicted on the character (This is why Rampart is better than Foresight as a defensive CD verse physical attacks).
    On a game like this were gear has a short lifespan, this kind of % bonuses doesn't really affect the overall balance, in most cases upgrading a piece level will give you a greater bonus than a 0.5% on the overall damage, the difference is not that big as long as they can keep it balanced, lets say the relic weapon has +5% jump and 15 crit, while soldiery has 30 crit instead of jump bonus, the damage output will be more or less the same, so the piece won't be mandatory, i will just feel more like dragoon weapon.

    Now lets say 4 patch later they introduce another piece with a 5% bonus on jump, would you use these 2 together when the new weapon or armor is clearly superior on main stats and secondary ones? as you can see, this fear for specific stats has no place in the current system, to the point Yoshi already said in the last e3 that hey were already looking into it.

    Quote Originally Posted by Jamie28334 View Post
    Well surely this is just a case of offering more types of materia?
    If a weapon has 4 slots to it and you chose to have Jump DMG +5% then you would lose out on using that materia slot for say DET.

    I'm sure it would be an easy mathematical solution for the developers to figure out. It sure would be a lot more interesting than just the standard 3-4 commonly used materias.
    Now this kind of freedom is the real danger, this could easily destroy the balance, not that i care, but some people seems to care.
    (1)
    Last edited by Renik; 02-11-2015 at 09:22 PM.

  9. #9
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by Zumi View Post
    Some people don't want to grind relics but the Increases Jump damage makes it BiS and people will then feel they must get this one weapon over everything else.
    Bis already exists in the game and if you offer someone the chance to get a bis through raiding (when they were not able to), I doubt they'd pass it up. So I don't really see how this is a problem. I dont think OP is asking these skill mods to be specifically attached to relics.

    Personally I wouldn't mind seeing these in some kind of non gear character enhancement form like merits/talents. There will be bis setups for that too, no doubt, but I think if the game has more hard yet worth while non-raid content and it allows having multiple setups for one class, it shouldn't be an issue. Let people use cookie cutter bis max output setups for raids and trials, then they can use the other ones for solo and exploration. I mean, I'd have no qualms going as sam/war or whatever /sub my group needs for serious group content but I really loved trekking around and doing my own stuff as sam/dancer for the healing and utility.
    (3)

  10. #10
    Player
    SanjuroXI's Avatar
    Join Date
    Aug 2013
    Posts
    151
    Character
    Mijin Gakure
    World
    Malboro
    Main Class
    Archer Lv 60
    I think they should do this for sure. It would also be cool if they let you meld 1-2 slots on raid gear as well for a little more diversity. I also think you should be able to penta meld raid gear whenevr the crafted set comes out thats equivalent, but there ahouldnt be any guaranteed slots. This game definitely needs a litle more diversity with it stat option amd gear options.
    (3)

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