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  1. #1
    Player

    Join Date
    Apr 2011
    Posts
    156

    New stats- Impact on MP,HP,Cures, Damage- post here!

    Since stats now have much more meaning, please post your results. If this thread has already been started, please link.


    I didn't have time to try much, but I did spend some time switching back and forth between conjurer 45 and my carp 15 to reduce hp so I could test the effects of mind on curing. I would equip my "dated velveteen hat" (Mind +4) throw a few cure II and then do the same without it it. I only had time to do 3 cures so not a great data set here were the results:

    Mind+4
    Cure II's were 401,406,406

    Without the hat
    Cure II's were 396,401,398

    I know I should have tested naked and only added the hat but I was trying to get my chocobo

    Share any results here, anectdotal or otherwise.

    Especially curious about Featherfoot MP regen, piety on MP pool, Vitality on HP, etc.

    Thanks!
    (0)
    Last edited by Radiator; 10-05-2011 at 09:28 PM.

  2. #2
    Player

    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    641
    Um...the numbers are more real now...like it does pretty much what it says it does...it's no longer just a number. The number actually means what it says.

    Pretty much self explanatory. You don't really even have to test. If the numbers are higher they'll be better. There's no upper limit cap except for caps on how much materia can give in total.
    (0)

  3. #3
    Player
    Betelgeuzah's Avatar
    Join Date
    Mar 2011
    Posts
    3,083
    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    Pretty much self explanatory. You don't really even have to test. If the numbers are higher they'll be better.
    Good job Sherlock. We already know that. What we don't know is how the stats affect the algorithms. +4 MND became +5~6hp to Cure II potency. How is that self-explanatory? These things need to be tested.

    What makes it hard is the fact that there are possibly two different mechanics for stats, for both default stats and stats from gear... Hard to say how to approach this.
    (2)

  4. #4
    Player

    Join Date
    Apr 2011
    Posts
    156
    Lol, obviously a higher number is better. I'm thinking though that they are more like 11 now however. Whether mind has a significant impact (and what the impact is) will determine whether healers go with a mind or MP build (or healing magic potency) and could also influence which materia you chose. The difference between magic attack potency and INT on spell damage, STR vs. attack will ultimately matter. So tests are in order and people will eventually do them to determine optimal builds.
    (0)
    Last edited by Radiator; 10-05-2011 at 09:55 PM.

  5. #5
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    my sac 3 cured for over 700hp
    (0)

  6. #6
    Player

    Join Date
    Apr 2011
    Posts
    156
    What job and what did it do before? I heard the cure spells got nerfed on DOW but don't know much else.
    (0)

  7. #7
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    57
    With CNJ27 class: (99 mind)
    Cure w/o +mind gears: 131, 133, 135, 130, 132
    Cure II w/o +mind gears: 222, 214, 271, 218 214

    With GLA31 class: (108 mind)
    Cure w/o +mind gears: 128, 101, 99, 102, 105
    Cure II w/o +mind gears: 169, 165, 164, 169, 167
    (1)
    Regarding the payment. It says on your objective that Final Fantasy 14 will be compatible for hardcore gamers and casual gamers. It is a bit unfair for casual gamers like myself to pay for a 30 days even though I am only playing half of the time (or less). Is it possible for your good office to maybe have an option for casual gamers to pay 30- gaming days, meaning whenever a player logs-in it is consider as 1 game day. Unlike the payment method that you've said before, the 30 days runs consecutively doesnt matter if you play or not.

  8. #8
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Vit is roughly 1:1.15 for gladiator HP at 50 iirc (not logged in to test right now)
    (0)

  9. #9
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    As a Marauder, Vitality seems to be a 1:1 at level 47.

    Stray observation that every two points of Defense has reduced damage from physical attacks by one, but was not testing it specifically. Noticed when fighting mobs without Protect. Then later stacked Protect. And even further, Absorb DEF. May try out Defender and Defender II to see how much weight this has on both defense and attack.

    Not sure how much impact Enfeebling Magic Potency and Enhancing Magic Potency have on debuffs and buffs, respectively.
    (0)

  10. #10
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,620
    Also if people have not noticed, Cure and Sacrifice spells are now able to do "critical" hits. I love it.
    (0)