全9件中1~9件目
  1. #1
    Player
    Urthdigger's Avatar
    登録日
    2011/03/08
    Location
    Gridania
    投稿
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    学者 Lv 100

    How strong should role-specific stats be?

    I was one of the players looking forward to the new Tenacity, and to Piety becoming a healer-specific stat... yet when I look at them in the game now, I'm kinda disappointed. The effects of them are lackluster at best, to the point where you'd be better using literally any other stat.

    IMO, that kinda defeats the point of having role-specific stats. You have these things that is exclusive to a role, so special others can't have them... personally I think their exclusivity should make them more potent than the general skills, something a tank or healer would specifically aim for rather than just going with the same stats everyone else does.

    What does everyone else think? Should they easily have the highest stat weight? Be more around what the other stats are? Or remain as a "Well, better than nothing I guess..." stat?
    (0)

  2. #2
    Player
    Paladinleeds's Avatar
    登録日
    2015/09/19
    Location
    Ul'dah
    投稿
    2,210
    Character
    Nomfur Farredzasyn
    World
    Omega
    Main Class
    白魔道士 Lv 100
    I would argue giving each role (physical ranged DPS, caster ranged DPS, melee DPS, tank, healer), their own unique stat to aim for. Make them slightly more potent than the other stats so that they become the primary focus, and once you hit the cap (which shouldn't be difficult btw, with plenty room for overmelding after), you then move to other secondary stats that befit the playstyle. So BLM for example I believe goes for Skill Spell Speed, who would then chase that after say, Magigage (arbitrary name for a magic-ranged DPS specific stat that increases magic damage potency, or something like that).

    I would also argue adding chance things for special effects, say like with the tank one, tenacity, could offer a chance to completely nullify an attack? Piety could offer a chance of a heal not costing mana, etc. There's some other ideas on how it could work.
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    2017/07/12 15:20; Paladinleeds が最後に編集 理由: Correcting a stat mix-up.
    White Mage ~ Scholar ~ Paladin
    Quote 引用元:Spiroglyph 投稿を閲覧
    Boi if you got kicked for the same thing in over 20 duties I strongly suggest you think hard on whatever the hell it is you're doing

    As I'm sure you are well aware, it takes more than one person to be able to kick a player from a duty, so in all those instances there were at least two people agreeing they'd be better off without you tanking.

  3. #3
    Player
    Brannigan's Avatar
    登録日
    2011/03/10
    投稿
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    ナイト Lv 80
    Quote 引用元:Paladinleeds 投稿を閲覧
    Make them slightly more potent than the other stats so that they become the primary focus, and once you hit the cap (which shouldn't be difficult btw, with plenty room for overmelding after), you then move to other secondary stats that befit the playstyle.
    What you've described here is a stat known as Accuracy. Now, I actually liked accuracy - it's one of the few stats that you have to actually build a gear set around. Det/Crit/Speed for most classes (except those who have procs on crit, etc) all do the same thing, so making a gearset that maximized those while hitting just the right amount of accuracy was actually kind of neat. Now, if you're a class that doesn't have crit procs or some sort of specific speed threshold you can just wear whatever.

    Tenacity and Piety are decent stats imo because they do something that isn't just "increases dps." They should be available to everyone to meld (even though there's little reason for a MNK to chase Tenacity or whatever).
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  4. #4
    Player
    Kazrah's Avatar
    登録日
    2015/01/07
    投稿
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    ナイト Lv 60
    Quote 引用元:Brannigan 投稿を閲覧
    Tenacity and Piety are decent stats imo because they do something that isn't just "increases dps." They should be available to everyone to meld (even though there's little reason for a MNK to chase Tenacity or whatever).
    Question is how strong should those two stats be, or how much they should be weighed compared to other secondary stats. Right now, Tenacity is weighed rather, which is a shame since that just makes it Det's dopey little brother and nowhere near worth investing. Piety might be slightly better weighed, although I'm not too sure how much it is this time around. Also the nice thing about both stats is that DPS don't benefit from either, so you can just blanket all your DPS sets with Crit/Det.

    Oh right, and Accuracy was a pointless stat and I'm glad it got replaced by Direct Hit because all Accuracy did was punish healers.
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  5. #5
    Player
    VanilleFang's Avatar
    登録日
    2014/09/04
    投稿
    1,655
    Character
    Uriel Valesti
    World
    Zalera
    Main Class
    白魔道士 Lv 100
    Quote 引用元:Kazrah 投稿を閲覧
    so you can just blanket all your DPS sets with Crit/Det.
    What about Direct Hit? We don't know how the stat weights are but Direct Hit seems pretty decent. With 1000~ it seems you can get Direct Hits pretty frequently.
    (0)

  6. #6
    Player
    TankHunter678's Avatar
    登録日
    2016/05/30
    投稿
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    機工士 Lv 80
    Quote 引用元:VanilleFang 投稿を閲覧
    What about Direct Hit? We don't know how the stat weights are but Direct Hit seems pretty decent. With 1000~ it seems you can get Direct Hits pretty frequently.
    Based on current testing 40 DH = 1% chance to direct hit for +25% damage. So 2000 DH (which dragoons can hit with the right gear and melds) for instance is a 50% chance at +25% damage.

    Which is what I have been told by FC mates looking into it.
    (1)

  7. #7
    Player
    Kazrah's Avatar
    登録日
    2015/01/07
    投稿
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    ナイト Lv 60
    Quote 引用元:VanilleFang 投稿を閲覧
    What about Direct Hit? We don't know how the stat weights are but Direct Hit seems pretty decent. With 1000~ it seems you can get Direct Hits pretty frequently.
    Direct Hit seems to be Crit without the damage bonus attached, so it's not the weight so much as the effect that pulls it down in priority. It's not a bad thing to have, but there seem to be better things to pile on from what I can tell.
    (0)

  8. #8
    Player
    Baci's Avatar
    登録日
    2013/08/23
    投稿
    245
    Character
    Baci Asciar
    World
    Zodiark
    Main Class
    戦士 Lv 90
    TEN should be so good that you want it on everything and in everything. TEN should have been THE tank stat, when in reality its just - eh
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  9. #9
    Player
    EusisLandale's Avatar
    登録日
    2015/01/24
    投稿
    564
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    暗黒騎士 Lv 100
    Quote 引用元:Kazrah 投稿を閲覧
    Direct Hit seems to be Crit without the damage bonus attached, so it's not the weight so much as the effect that pulls it down in priority. It's not a bad thing to have, but there seem to be better things to pile on from what I can tell.
    Direct Hit is honestly the best stat to have at the moment, unless you're a Bard or Healer. This only changes once people can pass 2838 crit if they've got a Bard or 3012 if they don't.
    https://www.reddit.com/r/ffxiv/comme...o_stat_values/
    Also, in regards to tanking, assuming left side gear with no Tenacity, or so little you can fully slot materia into it, the difference between it and Direct Hit are negligible to everyone except those going for absolute optimization.
    157 Direct Hit for an average of a 1% DPS increase. 180 Tenacity for the same. Left side materia slots can hold 520 stat points. 3.3% DPS increase from Direct Hit, 2.8% DPS increase from Tenacity.
    People are going to notice the 2.8% less damage taken more than they're going to notice the tank doing an extra 10-15 DPS. The gap between Tenacity and Determination is even less, to the point I'd honestly think the former is better overall for the group just to let the healers squeeze in a few extra attacks over a fight.
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