Page 1 of 2 1 2 LastLast
Results 1 to 10 of 16

Thread: Revamp Stats

Hybrid View

  1. #1
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80

    Revamp Stats

    Hey, so I have been thinking of ways to make stats a little more impactful and interesting. The ideas below are not a "all of these need to be implemented", but more of a brainstorm of different ways we could modify them.

    Accuracy
    This is probably the most frustrating stat, where it is absolutely essential to cap and then completely useless. I think it could work well to modify it so that Accuracy affects your CRT RATE. That way as you pass the cap for hit %, it's still a useful stat.

    Critical Strikes
    To add to the above, I would remove CRT RATE from this stat and make this stat completely for CRT SEVERITY. I would also up the amount of severity per point, to keep it as a desirable stat.

    Determination
    My personal least favourite stat, it's a simple flat small bonus to damage/healing. I propose keeping this aspect of it, but actually making the bonus smaller. I'd then give class/job/role specific bonuses to it, for example:

    Summoner: will increase the MP gained on Aetherflow and Energy Drain
    Black Mage: will increase the duration of Astral Fire and Umbral Ice
    Bard: Decrease damage lost from Ballad/Army's Paean
    Paladin: Increase block rate
    Scholar: Increase the relative potency of Faerie heals
    White Mage: Decrease enmity generation
    Astrologian: Increase duration of card effects
    Ninja: Increase duration of Huton ?
    Warrior: Increase duration of Berserk
    Monk:
    Dragoon:
    Machinist:
    Dark Knight:

    (I left the bottom 4 blank, because I don't play them enough to know what would be a good bonus. I also am unsure if the Huton one would be as useful with HW changes, having last played it in ARR).

    All of the above are debatable, and any changes would obviously have to be tested for balance. I'm also open to other possibilities than the ones above, and they're more there as an example of what I would like Determination to become.

    Spell Speed / Skill Speed
    Overall, I like how this stat is. I like the changes to DoT's in HW, and I would propose one other major change: increased skill speed also increases the rate/amount of TP regeneration.

    Piety
    I feel Piety is at an OK spot.

    Parry
    I think this should be removed and replaced with a stat that is just a flat damage reduction.

    That pretty much sums it up (I don't think I missed any stats?). Discuss.
    (9)

  2. #2
    Player
    SessionZero's Avatar
    Join Date
    Sep 2016
    Location
    Ul'dah
    Posts
    339
    Character
    Ragna Blackmane
    World
    Mateus
    Main Class
    Warrior Lv 60
    DRK's DET could increase the MP gained from Siphon Strike (and possibly Carve and Spit).

    I remember back in Second Coil when Accuracy was a problem for a lot of tanks. I distinctly remember having to wear lower ilvl gear just so I would meet the ACC cap as a WAR.
    (3)
    http://sessionzeroart.tumblr.com <--- Art blog

  3. #3
    Player
    Voltyblast's Avatar
    Join Date
    Aug 2014
    Posts
    735
    Character
    Rama Kagon
    World
    Balmung
    Main Class
    Warrior Lv 80
    I like the OP idea, although I would highly suggest to simply remove accuracy all together. It's not even about making things harder: it's a stat that bears no real benefits when you have the right amount of accuracy, and as soon as you reach it it becomes a dead stat. Plus it's only useful if you raid so...they should just do what other mmos do and make everyone hit at 100% (or 90% if hitting from the front).

    I also think that SS (both) should be unified into one: haste. It's a spell from the games (I had to do a quick search, just in case)...and it fits both ways...I don't see the problem?
    Plus, SS/Haste should also have a better impact on the jobs because they either give a minimal damage boost or flatout ruin your rotation by draining TP more often. I think that instead of making SS/Haste make your spells be faster, they should make your CD go faster. That way haste would become much more helpful on tanks!

    Determination I agree could use some more details: it's essentially a damage/healing boost but I'd love to see a mastery system like in wow (Worst game ever Yadda yadda, gotta repeat this every time don't I?) where Determination gives unique effects. Your idea is great for sure: I would love to see it being worked on. But of course they won't...

    Piety is kinda...pointless? It just increases your mana, but I don't even know if it's worth stacking: I don't think there's a job that has mana issues, except for the DK with mana drain...and they're tanks. Could use some rework.

    And Parry sucks: just remove it. Insert some parry stuff into determination and get this over with.
    (6)

  4. #4
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Voltyblast View Post
    I like the OP idea, although I would highly suggest to simply remove accuracy all together. It's not even about making things harder: it's a stat that bears no real benefits when you have the right amount of accuracy, and as soon as you reach it it becomes a dead stat. Plus it's only useful if you raid so...they should just do what other mmos do and make everyone hit at 100% (or 90% if hitting from the front).
    I also think that SS (both) should be unified into one: haste. It's a spell from the games (I had to do a quick search, just in case)...and it fits both ways...I don't see the problem?
    Plus, SS/Haste should also have a better impact on the jobs because they either give a minimal damage boost or flatout ruin your rotation by draining TP more often. I think that instead of making SS/Haste make your spells be faster, they should make your CD go faster. That way haste would become much more helpful on tanks!

    Determination I agree could use some more details: it's essentially a damage/healing boost but I'd love to see a mastery system like in wow (Worst game ever Yadda yadda, gotta repeat this every time don't I?) where Determination gives unique effects. Your idea is great for sure: I would love to see it being worked on. But of course they won't...

    Piety is kinda...pointless? It just increases your mana, but I don't even know if it's worth stacking: I don't think there's a job that has mana issues, except for the DK with mana drain...and they're tanks. Could use some rework.

    And Parry sucks: just remove it. Insert some parry stuff into determination and get this over with.
    Thank you for the response

    I would also support combining SKS/SPS into Haste, and have it lower CDs

    Piety also increases your MP regen, in addition to MP total. This is useful for aiming for a certain threshold where MP regen = Cure 1 spam (16k MP I believe), or setting your exact amount of MP to hit a certain number of Fire IV's in your rotation. While not the most interesting stat, it does hold some planning around it.

    Quote Originally Posted by Welsper59 View Post
    My main criticism for OP is regarding ACC and CRIT, though mostly the former. If ACC is going to be serving two functions, and with high amounts essentially needed to fulfill its primary (hit cap), that also means that the crit rate will need to be severely nerfed from what it is now, to balance out the fact that ACC is going to be at a high number already and the crit stat would likely be significant boosts in damage. Not sure how people would feel about that one, since part of the fun of combat RNG is crit occurrences. With those changes proposed, I honestly think it'd be better to remove ACC requirements. Maybe keep the CRIT stat as it is now, but change out what ACC does to the proposed crit potency. Or maybe leave ACC and CRIT the same, but change DET to crit potency... could even just add a new stat for that potency.
    I understand and respect that criticism for sure. However, my counter argument is that very few people would consider 600 CRT to be very high, whereas 600 ACC is precisely what I aim for (as a caster). You'd have to be well above the accuracy cap for CRT to be that beneficial, assuming it would have the same weight as it does now.

    I'd also support removing Accuracy and changing two stats to be CRT RATE and CRT SEVERITY.
    (1)
    Last edited by Kaurie; 10-13-2016 at 05:28 AM.

  5. #5
    Player
    D_C's Avatar
    Join Date
    Sep 2013
    Posts
    101
    Character
    Diana Crunchetta
    World
    Coeurl
    Main Class
    Blacksmith Lv 60
    I'm all fer makin' the secondaries more useful. I especially like the idea o totally-not-mastery ya got goin' fer determination there. Personally, I'm fer gettin' rid of hit altogether. Crit severity is also kinda a lame stat when implemented usually, but that don't mean Squeenix would blow it too.

    More importantly, there're still three things ya'd also need ta fix first ta make these changes have an impact.

    1) Visibility - Tellin' us th' exact percents for all this shite. I can't get excited for a stat that improves somethin' I like when it's so bloody vague.

    2) Efficacy - Makin' them not arse in the first place. They don't do enough as is.

    3) Variety - Until ya get more gear options in a given iLvl to choose what ya want, the gear might as well only have one number on it. From what I've heard this is a bit better this push...

    Sorry for ramblin'. I don't mean ta detract from tha point at hand, an' I'd sure like ta see some improvements along tha line ya suggested.
    (4)

  6. #6
    Player
    Welsper59's Avatar
    Join Date
    Mar 2012
    Posts
    2,427
    Character
    Eros Maxima
    World
    Leviathan
    Main Class
    Archer Lv 60
    My main criticism for OP is regarding ACC and CRIT, though mostly the former. If ACC is going to be serving two functions, and with high amounts essentially needed to fulfill its primary (hit cap), that also means that the crit rate will need to be severely nerfed from what it is now, to balance out the fact that ACC is going to be at a high number already and the crit stat would likely be significant boosts in damage. Not sure how people would feel about that one, since part of the fun of combat RNG is crit occurrences. With those changes proposed, I honestly think it'd be better to remove ACC requirements. Maybe keep the CRIT stat as it is now, but change out what ACC does to the proposed crit potency. Or maybe leave ACC and CRIT the same, but change DET to crit potency... could even just add a new stat for that potency.

    Quote Originally Posted by D_C View Post
    I'm all fer makin' the secondaries more useful. I especially like the idea o totally-not-mastery ya got goin' fer determination there. Personally, I'm fer gettin' rid of hit altogether. Crit severity is also kinda a lame stat when implemented usually, but that don't mean Squeenix would blow it too.

    More importantly, there're still three things ya'd also need ta fix first ta make these changes have an impact.

    1) Visibility - Tellin' us th' exact percents for all this shite. I can't get excited for a stat that improves somethin' I like when it's so bloody vague.

    2) Efficacy - Makin' them not arse in the first place. They don't do enough as is.

    3) Variety - Until ya get more gear options in a given iLvl to choose what ya want, the gear might as well only have one number on it. From what I've heard this is a bit better this push...

    Sorry for ramblin'. I don't mean ta detract from tha point at hand, an' I'd sure like ta see some improvements along tha line ya suggested.
    Don't take this the wrong way when I ask it, as I'm just legitimately curious. Actual accent or RP? Not gonna hate regardless. You do you.
    (2)

  7. #7
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Personally, I feel that Accuracy should either be determined by your main stat or just done away with entirely instead of being a separate thing. I think the OP is wanting determination to work more like wow's mastery stat, which is okay depending on how they set it up.
    (1)
    Last edited by KitingGenbu; 10-13-2016 at 04:35 AM.

  8. #8
    Player
    thegreatonemal's Avatar
    Join Date
    Jun 2015
    Location
    Gridinia
    Posts
    678
    Character
    Malcolm Varanidae
    World
    Marilith
    Main Class
    Lancer Lv 100
    This is pointless and will change nothing. People will still stack 2 stats that give them the most bang for their buck. so taking your example everyone will simply stack crit strike and determination. Unless the other stats provide real tangible effects that will be more useful in a multitude of situations (no that one boss fight where those extra points of x stat will be slightly useful here and pretty much no where else) do not count. Doing any of these makes the game much harder to balance and the balance of power between players and creates a whole bunch of other issues.
    (0)

  9. #9
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Don't like your Determination proposal at all. Not only is it a balancing nightmare, but you'd remove Parry and make Determination basically take its place for PLD? And have WHM reduce enmity generation when they already have a 50% enmity dump? But mostly, terrible for balancing.

    For speed, instead of increased TP regeneration, I'd rather it reduce TP/MP costs.

    Piety is mostly okay, but I'd like to see a bit of a boost to MP regeneration.

    I think if we're going to remove any stats, it should be accuracy.
    (1)

  10. #10
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Re: having a "haste" stat that affects cooldowns - no, no, a thousand times no! A haste stat that affects everything is automatically the best stat, and in many cases the only stat. I've played enough FFXI to know better. Fortunately, I'm pretty sure Yoshi-P has straight up said they will never do anything like this.
    (0)

Page 1 of 2 1 2 LastLast