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  1. #1
    Player
    Crescent_Dusk's Avatar
    Join Date
    Aug 2013
    Posts
    328
    Character
    Crescent Dusk
    World
    Exodus
    Main Class
    Arcanist Lv 80
    Accuracy is just an archaic idea. Hit caps are terrible and obscure game mechanisms.

    Take summoner for example, a caster class who needs to deal with two caps because ifrit is treated with a flanking melee cap while the summoner has his lower caster cap. It's just dumb an unnecessary to have a stat that becomes...worthless at a certain point.
    (0)

  2. #2
    Player
    Jikillia's Avatar
    Join Date
    Apr 2015
    Posts
    26
    Character
    Jiana Kruxible
    World
    Tonberry
    Main Class
    Armorer Lv 70
    I think it would be nice to have acc tweaked, because as it stands, it is boring.

    Something like acc lower than certain threshhold, players have a chance to fumble, dealing lower damage.

    Right now, its either you meet req or not which does in a way hurts the gear customisation. Its basically meet acc req than work on secondary stats as best as you can right?
    (2)

  3. #3
    Player
    Ooshima's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    1,925
    Character
    Rui Ooshima
    World
    Tonberry
    Main Class
    Bard Lv 100
    Quote Originally Posted by Jikillia View Post
    I think it would be nice to have acc tweaked, because as it stands, it is boring.

    Something like acc lower than certain threshhold, players have a chance to fumble, dealing lower damage.

    Right now, its either you meet req or not which does in a way hurts the gear customization. Its basically meet acc req than work on secondary stats as best as you can right?
    I think the meaning of accuracy is fine as it is. Under the threshold you have a % to miss the attack, that's what accuracy is about.

    If anything, accuracy above threshold should increase the % chance of getting a critical hit as your attacks become more accurate with higher accuracy points, and crit points changed to crit to affect multiplier instead.
    (5)

  4. #4
    Player
    Jikillia's Avatar
    Join Date
    Apr 2015
    Posts
    26
    Character
    Jiana Kruxible
    World
    Tonberry
    Main Class
    Armorer Lv 70
    i like that one better :P
    (0)

  5. #5
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    I'm sorry, as a player who came from FFXI where gear swapping was almost insanely absurd to be good at your job, I find FFXIV to be excessively restrictive. Thing is, with how battle is built having gear swaps is meaningless anyway.

    The biggest complaint I have about gear is that there tends to be rather poor stat allocation given the way jobs function at times requiring players to have a mix of multi-tier items/crafted times to make up some of the slack while sacrificing primary stat. Then there is the hard cap on gear that requires you to switch into higher ilvl items to meet min requirements then slip back to that gear once inside....simply because the stat allocation is stupid. Excessive SS, Acc, etc over a good even mix of stats along similar tiers. I would prefer there to be more endgame content giving better gear build options than there currently is...or for SE to pull their head out of you know where and stop making some of the slots have horrible options in all tiers of new gear.
    (1)

  6. #6
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    At least in FFXI, accuracy was weighed against evasion. I dont think there's a visible evasion stat in this game and we can't check a mob's evasion to gauge our accuracy. In ffxi you can /check a mob and unless it was a boss or special type of mob(an NM is comparable to a hunt in ffxiv) it gave you a rough estimate of your hit rate. Accuracy does nothing 1-49 as you generally have enough acc to hit any mob within 5 levels of you...it goes pretty much ignored. Determination is also kinda weird but i guess it replaces the ffxiv 1.0 version of piety(which used to affect magic attack, and physical attack and is why drg has a high pIety compared to other non mages(they never readjusted drgs piety after changing what piety does...yay for drg mp).
    (1)

  7. #7
    Player
    Jim_Berry's Avatar
    Join Date
    Sep 2013
    Location
    Bloomington, Indiana
    Posts
    1,595
    Character
    Jim Berry
    World
    Malboro
    Main Class
    Ninja Lv 90
    Good luck charging Flare and it miss lol
    (0)
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Quote Originally Posted by Nektulos-Tuor View Post
    My post reduces more damage then parry does.
    {http://na.finalfantasyxiv.com/lodestone/character/3089119/}

  8. #8
    Player
    Trespar's Avatar
    Join Date
    Feb 2014
    Posts
    129
    Character
    Miakis Lunefalena
    World
    Cerberus
    Main Class
    Red Mage Lv 70
    Honestly, I'm not against it.
    Being undercapped is the simple most frustrating thing about games like this, I spent most of my time leveling overcapped simply to make sure I don't miss, because missing is anti-fun.

    At the very least, I'd like to see it given a secondary effect so that being overcapped isn't a total waste.
    The crit idea is nice, if only because it makes excess accuracy not worthless.

    I wouldn't mind having them remove it and replace it with more interesting stats.
    A crit multiplier stat could be fun.
    (0)

  9. #9
    Player
    Truedragon's Avatar
    Join Date
    Aug 2013
    Posts
    150
    Character
    Truedr Mercer
    World
    Odin
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Crescent_Dusk View Post

    Take summoner for example, a caster class who needs to deal with two caps because ifrit is treated with a flanking melee cap while the summoner has his lower caster cap. It's just dumb an unnecessary to have a stat that becomes...worthless at a certain point.

    Oh boy! you have to deal with two whole caps!

    Quote Originally Posted by Trespar View Post
    Being undercapped is the simple most frustrating thing about games like this, I spent most of my time leveling overcapped simply to make sure I don't miss, because missing is anti-fun.
    That is the whole point of the gearing. That you manage your stats in such a way that your accuracy is never too much or too little. And with proper gearing that is easily achievable for ALL jobs. The fact that you spend most of your days either undercapped or overcapped means you failed to do so. Which by itself is not really a problem. Game gives people the choice to play like that. Just dont expect to have the highest deeps with that kind of allocation.
    (4)

  10. #10
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    The problem of accuracy, as I reiterate, is its all or nothing aspect of it.

    It unduely penalizes entry level gear, and ends up being useless or bloated for those in endgame gear. It is the only stat in the game where you must get "enough of" but never "too much" of.

    It is also the only stat in the game that can seriously change your rotation - a miss is very painful. It is funny to me because those that argue for its existence really argue for it to not exist - because as long as it exists your primary job is to make sure it doesn't...that you always land every attack. That is...hilarious.

    As to that guy that seems to be taking this personally - I just like discussing this. I don't really care if they change it or not, but I certainly don't think the game is any better for it. What a terrible attitude to have on the forums though...it is a fact that any forum thread is guaranteed to not actually impact their decision making, but that doesn't mean we shouldn't talk. You've given up before even started.

    As for the gearing ramifications, I guess I am not following your complaints. Without accuracy you have more gearing choices, not less. Instead of going "ugh, I can't take that piece, I'll drop under accuracy" you'll go "hmm, I wonder if the increase to crit is worth the loss in det" etc, moreso than currently. I fail to see how this makes the game simpler or less interesting, if really staring at numbers is your thing rather than going out and killing stuff. And in that spirit of "lets go out, get phat loots and work together to kill a dragon", the last thing I want to see is my wonderful attack missing, or the middle attack in a combo missing and screwing up all my timings (monk and dragoon especially).

    Lastly I want to address the whole "accuracy v. evasion" thing. There can be one without the other. If the goal is to allow people to dodge - let them dodge, this is a game mechanic and a cooldown that makes sense. If everyone has baseline 100% chance to hit - you can still have Featherfoot give you 20% chance to dodge or whatever - its clear to player what is happening, and it allows you to tweak passives and actives without being bogged down by scaling numbers. I am all for more player knowledge - this obfuscation of what accuracy is, how much you need, etc. just ends up being another vague SE stat which we don't really understand.

    If you want autoattacks to miss 10% of the time, okay! If you want a certain skill to always have a lower hit chance (like thunder in pokemon), okay! Do it with percents and very obvious information, not a "get and forget" stat.
    (0)

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