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Thread: Stats And You

  1. #1
    Player
    Lavinia's Avatar
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    Mar 2011
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    Gridania
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    Character
    Lavinia Ferris
    World
    Hyperion
    Main Class
    Warrior Lv 80

    Stats And You

    So for those that dont like reading.
    Are you happy with how the stats work, if not, give an idea about how they should work I bet most people will have better Ideas than the one I am gonna write below

    So we all know that stats right are kinda messed even after the supposed fix you really need to make a triple meld to see a difference in attack when it comes down to DD. Even the MP consumption is outrageous firaga will need like 2k MP when cap is raised to 75+.

    Even the elemental resistances are odd why such high numbers if they are all the same, anyway.

    I know, people like big numbers.... everyone does but to be honest I rather see stuff like in XI when even at level 10 you would see the difference, adding 2 STR in XI would raise the dmg done from 15dmg to 16dmg... like I said that may seems minuscule but to be honest i managed to get a double meld with +48 att power and what was i doing..... from 250 to 255. And that's blowing like 2mil if you are lucky

    Even the stats in gear intrigue me why add +3 STR on a pair of level 48 pants if those 3 points wont do a thing.

    Back to topic, We /well I/ dont need such high numbers. Something where we can add an attribute and know we will have some impact is what most people would like instead of +20 STR why not make the highest materia +5 STR but make those 5 points DO something. What is the use of increasing MP drastically if you can cast like 4~5 times the strongest spell only. So what you think would you want a cap of 999 on every stats to make a difference, or something like a +10 to show you benefits.

    Smaller numbers are even easier to math, easier to follow how they progress and easier to make formulas for dmg and the stuff.

    PST. Sorry long post but thats my point of view please add yours since people always come with better ideas than me when it comes to expressing those ideas.
    (2)

  2. #2
    Player

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    They really need to drop all of this over complication they have with stats. They need to just make it a % modifier. For example, lets say 30% modifer. STR could be the modifier for the top end of damage and DEX for the low end. If your using a WS that seems to do 250-300 damage. if you added 50 STR (50 X .30 = 15) your damage now does 250-315 for said ability. if you add 50 DEX on top, the it would changes to 265-315. Thats my take on it, they just need a set % for all modifiers.
    (0)

  3. #3
    Player
    Gortox's Avatar
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    Jul 2011
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    Character
    Gortox Ironheart
    World
    Gungnir
    Main Class
    Gladiator Lv 50
    I was able to get a triple meld +61 ATTk gloves yesterday^^ ( I had just made a +29str glove and thought id take a gamble with my old double meld attk gloves.)
    When I get some time I may do some controlled testing on R50-52 mobs with no gloves; then STR then attk. Will be coming back to this thread to post results.
    (0)

  4. #4
    Player
    Alcide's Avatar
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    Mar 2011
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    Gridania
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    Character
    Apathy Emerald
    World
    Ragnarok
    Main Class
    Arcanist Lv 70
    I think the whole system is really confusing, we just have multiple stats that are supposed to do the same things in diffirent ways, but we don't know how they interact with each other (talking about STR, AttkP and the 2 class specific stats in particular as a DD).
    The way these stats are working seems fine, you know they are working but they aren't OP, this means that the main factor on beeing a good player is the player's skill and I think we'll never see here people left out of content because they didn't have enough luck to get a particular drop o double socket some gear (we all know it happens a lot in other mmos).

    We should just know how all these stats are working with each other, i'm thinking about Guild Wars or even Dragonage, where adding 1 point to a generic stat you could actually see an increase to the related effect (EX: you had DEX affecting Crit rate and your percentage of landing a crit was stated below), or on the skill descrptions it was clearely stated which stat was affecting it and how much dmg you were gonna deal with the current stats.
    Maybe that's a bit too much, I don't want to be spoon-feeded by the game, but since the materia system is really punishing I think we should know what we are doing before blowing all our millions.
    (1)

  5. #5
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    Quote Originally Posted by Alcide View Post
    I think the whole system is really confusing, we just have multiple stats that are supposed to do the same things in diffirent ways, but we don't know how they interact with each other (talking about STR, AttkP and the 2 class specific stats in particular as a DD).
    The way these stats are working seems fine, you know they are working but they aren't OP, this means that the main factor on beeing a good player is the player's skill and I think we'll never see here people left out of content because they didn't have enough luck to get a particular drop o double socket some gear (we all know it happens a lot in other mmos).

    We should just know how all these stats are working with each other, i'm thinking about Guild Wars or even Dragonage, where adding 1 point to a generic stat you could actually see an increase to the related effect (EX: you had DEX affecting Crit rate and your percentage of landing a crit was stated below), or on the skill descrptions it was clearely stated which stat was affecting it and how much dmg you were gonna deal with the current stats.
    Maybe that's a bit too much, I don't want to be spoon-feeded by the game, but since the materia system is really punishing I think we should know what we are doing before blowing all our millions.
    To my understanding
    Attack is your damage vs enemy def
    Str adds to attack and weapon skill (most)
    The 2 class modifiers give you flexibility to influence base attack it's kind of a choice on your part on a more needed stat
    (example pie on an an arc will increase light shot, but also pie stats giving more m eva and mp)

    If that helps?
    (0)

  6. #6
    Quote Originally Posted by Coglin View Post
    They really need to drop all of this over complication they have with stats. They need to just make it a % modifier. For example, lets say 30% modifer. STR could be the modifier for the top end of damage and DEX for the low end. If your using a WS that seems to do 250-300 damage. if you added 50 STR (50 X .30 = 15) your damage now does 250-315 for said ability. if you add 50 DEX on top, the it would changes to 265-315. Thats my take on it, they just need a set % for all modifiers.
    But then they'll make it like FFXI and we can't have that now can we! The way stats work in XIV isn't complex or complciated at all, the fact of the matter is the stat caps and stat bases are way too high. We know exactly what the stats does, what isn't known is the benefit vs diminishing return, which through tests shows the stats go:

    Benefit > Diminishing Returns > Benefit.

    For example, +30 STR is a benefit > +33 is a Diminishing Return > +38 is a benefit > +42 is a diminishing return. We simply don't know this info on a per level basis, but what we do know is the way stats are balanced now, modifers mean almost nothing when you can't even gear swap.

    WS's aren't affected by stats like say in FFXI that they have modifers tied to them with the exception of debuff ones. (Better enfeebling/piety will land debuffs like stuns and whatnot easier.) Obviously, STR and attack power will help, but that's a general thing.
    (0)

  7. #7
    Player
    Amsai's Avatar
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    Mar 2011
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    Character
    Greedalox Blurflux
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Yep, there is definately a problem. I tried doing a +90 dex build for my Gladiator to improve my block rate. The Gridanain Buckler is definately a huge improvement in block rate. However, with or without the dex build I barely noticed any improvement to block rate. This good block rate with Gridanian Buckler though only applies to Normal Mobs and not any of the ridiculously high level mobs or NMs. Thus why I was attempting a high dex build. So as of now, nobody should bother waisting your time, your better off using Def, Vit, or HPs..... And Grid Buckler for trash mobs, and anything you can put materia on for NMs. Its a shame really. Who knows maybe they will make adjustements to make stats matter a bit more. If they dont I hope PLD at least has more significant block rates. I also wouldnt mind seeing +Block rate materia and a crafed shield with stats as good as Grid Buckeler so you can have the best of both (high block rate + materia).

    Sorry I got a bit off topic, but the crux of my problem does originate with a lack of performance from enhanced stats.
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  8. #8
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    Quote Originally Posted by Elexia View Post
    The way stats work in XIV isn't complex or complciated at all, the fact of the matter is the stat caps and stat bases are way too high..
    You need to read your entire post. Even with you explaining it simply its is complicated. As far as my mentioning of percentages, I don't care what game it reminds you of. Its simple, and consistant.

    For the rest, I agree, The stat bases are way too high. As for stat caps, I believe that its a little presuptuous for you to state the stat caps are too hich, when you can't even begin to claim you know where they cap at.
    (1)