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  1. #1
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70

    Can we make secondary stats not worthless?

    Secondary Stats barely do anything in this game. In 3.1 they are going to be adding ilvl180 (or was it 190?) crafted jewelry. Which means that people who RMT or have tons of money will have a "HUGE" advantage to people who even do Savage Raiding. This is .. not good game design, especially since most of those are required to beat said content.

    Base stats are FAR FAR more valuable in this game. Which I don't think is right, we need more choice and better secondary stats honestly.

    Current Crafted Jewelry is 31 strength, 29 vitality: 60 base stats.
    Alexander Normal: 40 base stats.
    Alexander Savage: Only 47 base stats.

    If current rates are go
    New Crafted Jewelry would be 31 strength (or more), 36 vitality: 67+ base stats.

    Current Jewelry needs a buff to compensate or secondary stats need "need" a revamp to be on-par with the base stats of crafted Jewelry.

    Accuracy: Probably the most important stat in the game, but a badly designed stat in general for the game. Don't have it? Can't hit anything. Fun...

    Critical Hit Rate: Probably the second best secondary stat in the game since its different from the damage main stats. Everyone wants every piece of their gear to have this for a good reason.

    Determination: Have 100 Determination? That is about 10 strength, mind, intelligence, dexterity. After its nerf for no reason the stat is .. anything but good. Its ok...

    Parry: 250 Parry? That is quite the big number you got there! About 1% damage reduction total if not less! The Strength/Dexterity nerf made it pretty worthless.

    Skill/Spell Speed: I really.. REALLY don't like this secondary stat at all. It ruins rotations and honestly just even with 1000 skill/spell speed it barely effects your character. Also when you have tons of it it makes you run out of MP/TP faster! They should of really put more thought into this when they designed it.


    Primary Stat change:


    Vitality:
    Now adds a chance to riposte attacks. More Vitality=more chance to riposte.

    40 Vitality=1% chance on hit to reduce damage taken by 20% and make a counter attack that is 4*level (60=240 damage base.) Yes, it can critical hit too.


    Secondary Stats I recommend that would actually make a difference:


    Autoattack Modifier: (Or remove autoattacks from the game completely and just use skills, would reduce lag.)
    Raises the damage of autoattacks. Fairly simply, right now some DPS are doing 1400 dps and our auto-attack barely hits for anything. It is a much needed addition to the game. Honestly though, this game doesn't really need auto-attacks.

    Riposte Damage:
    Each point of "Riposte Damage" adds 2 damage to riposting and 2 enmity.

    Critical Hit Chance:
    Instead of a number it is base percent.
    5% = 5%, 1% = 1%. Much more satisfying to see a base percent then crunch numbers. Trust me, it makes the game funner too.

    Critical Hit Bonus
    Critical hits deal more damage. Self-Explanatory.
    Each point of "Critical Hit Bonus" adds 2 damage to critical hits.

    TP Reduction:
    Reduces the cost of skills that use TP by percent. Same as Critical Hit chance, completely percent based.
    5% = 5%, 1% = 1%.

    MP Reduction
    Reduces the cost of spells that use MP by percent. Same as Critical Hit chance, completely percent based.
    5% = 5%, 1% = 1%.

    Haste
    Pretty much already in the game as "Attack Speed", but not on gear.
    Increases reuse/gcd of all skills/spells. Based completely on percent.
    5% = 5%, 1% = 1%.

    This would mean you could actually build your character more the way you want to build it. Which would actually be pretty fun to the game.
    (1)
    Last edited by Nektulos-Tuor; 09-08-2015 at 04:35 AM.

  2. #2
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Your secondary stats already exist, they just arent listed as such. skill/spell speed reduces skill time, crit effects rate and crit damage.


    Aslo, you dont like skill speed/spell speed, but want haste, which would do the exact same thing? I'm confused on this point.

    I'm kind of shocked someone can achieve that post count in that short amount of time. Any time i see you on here its pretty much some kind of complaint thread.
    (20)
    Last edited by Valkyrie_Lenneth; 09-08-2015 at 05:29 AM.

  3. #3
    Player
    abzoluut's Avatar
    Join Date
    Sep 2013
    Posts
    798
    Character
    Abzoluut Abzoluut
    World
    Odin
    Main Class
    Samurai Lv 70
    Some people actually make gil in game. I like it to be able to spend it on crafted accessories for example. By the time 3.1 hits, most people will be overgeared for savage anyways.

    I do believe secondary stats should have a bigger influence. However, it will remain the same since X combination of gear will be BiS.

    What SE needs to implement is gear that grows with you and which allows you, after clearin X content for example, to alter the secondary stats on it instead of ilvl > stats.
    (0)

  4. #4
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nektulos-Tuor View Post
    Skill/Spell Speed: I really.. REALLY don't like this secondary stat at all. It ruins rotations and honestly just even with 1000 skill/spell speed it barely effects your character. Also when you have tons of it it makes you run out of MP/TP faster! They should of really put more thought into this when they designed it.
    Fitting an extra Fire IV into your rotation is ruining it? Okay.
    (6)

  5. #5
    Player
    Yeldir's Avatar
    Join Date
    Sep 2011
    Posts
    213
    Character
    Tatiana Thorne
    World
    Malboro
    Main Class
    Goldsmith Lv 70
    This really only applies to tanks, as far as I can tell. More vitality, while nice for other roles, is not generally an optimal choice when it comes to progression - you're given enough HP by default to deal with the mechanics, whereas a tank with a ridiculous hit point pool enjoys kind of a defensive force multiplier that benefits the entire raid in an obvious way.

    As a dps role, no amount of additional vit on rings at the expense of dps substats is going to move me towards crafted jewelry. I shouldn't be taking enough hits to make the additional vitality more useful than substats.

    I'm not even sure I'll be able to use crafted jewelry to dump unused accuracy for an increase in damage output. I've tried going down a tier to an item with no accuracy and superior substats and the result was always mediocre, due to how insanely weighted to primary stats potency tends to be. It would be interesting if we could pop primary stat materia into a piece of jewelry that shares the same primary stat - but I can't remember ever seeing a jewelry item that didn't start at its primary stat's cap, and I doubt they'll start allowing that now.
    (1)

  6. #6
    Player
    CGMidlander's Avatar
    Join Date
    May 2014
    Posts
    1,819
    Character
    Height Error
    World
    Jenova
    Main Class
    Samurai Lv 90
    They're worth pretty little per point, but we get a lot more of them compared to pre-HW, so they aren't 100% worthless
    (0)

  7. #7
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by CGMidlander View Post
    They're worth pretty little per point, but we get a lot more of them compared to pre-HW, so they aren't 100% worthless
    Compared to Primary Stats. They are pretty worthless.

    That is the main issue.
    (0)
    Last edited by Nektulos-Tuor; 09-08-2015 at 05:35 AM.

  8. #8
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    I'm over here still waiting for our 1.x stats they said we'd get back...

    ._.
    (0)

  9. #9
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    I'd like to point out that Monks do anywhere between 25-30% of their damage through auto-attacks that you describe to be "useless". I'm also trying to figure out how getting rid of auto-attacks would reduce lag.
    (2)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

  10. #10
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Waliel View Post
    I'd like to point out that Monks do anywhere between 25-30% of their damage through auto-attacks that you describe to be "useless". I'm also trying to figure out how getting rid of auto-attacks would reduce lag.
    Can't make the spells/abilities do more damage to compensate? Also I really.. really do not think that its 30% of their damage. I thought their spells did most of their damage but whatever I don't play monk so what do I know. =P

    Anyways, if that is true you can always adjust monks damage. As for lag. Think about everyone in the game in combat rolling that extra attack for autoattack. That creates another thing the server has to go through.

    However, I like/hate autoattacks. I like them in EQ2/EQ1 where they are super powerful.
    (0)
    Last edited by Nektulos-Tuor; 09-08-2015 at 06:12 AM.

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