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  1. #21
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Meatdawg View Post
    On a side note, +50 mind gave less healing potency then a +18 healing potency however the cures were still higher with the mind then the healing potency.
    Interesting, Though i think this is a case of the actual weight of "x.pot stats" when it comes to the math magic being a relative unknown. The day when we know that 1 m.pot is worth x mind for curing will be a wonderful day.
    (2)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  2. #22
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by viion View Post
    I dont think its broken, so much to try prevent overpowering of like +200 mnd giving like 600+heal.

    Or it could be broken idk.
    Stats are no longer broken -- They've been fixed already; The problem is players don't know the exact soft and hard cap per level -- They're extremely high because the base stats are already pretty high (100+ per stat base) so until we figure out stat caps, people still say the stats are broken.

    Even healing can critical, so there's just a lot of factors, plus there's the fact jobs are coming which will be further specialized so to say "materia doesn't matter" for example is incorrect because they certainly do matter, it's just the stat caps are unknown because through the limiting testings players have done it shows the benefit/diminish of + stats is pretty inconsistent at level cap (which is usually when diminishing returns are common) but not the benefit per level.
    (2)

  3. #23
    Player
    Kaeko's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Kaeko Leta
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I think the issue seems to be geared more towards lack of difficult content rather than lack of stats actually doing something. To me, when someone tells me a stat is useless, they mean 380 of X and 200 of X will yield similar results. This is certainly not the case in 1.20 for most things, which is why I would argue that most stats aren't broken.

    Now on the other hand, if you're going to argue that "stats are broken" because whether or not you have no/bad gear and good gear does not affect the outcome of endgame content - then I don't really have a clear answer for you. When you argue by saying "Santa Hat Ifrit" that just tells me Ifrit is easy... not that DEF does nothing. Because it clearly does do something.

    I am talking about 1s ans 0s. If you ignore the difficulty of content; or the need for good gear to perform endgame tasks, then stats clearly do make a noticeable, "parse"-able, testable difference. If you wish to extend the argument towards "is good gear necessary to complete content?" then I see your point, because the endgame content is pretty easy, even naked once you understand the fights. Looking back at the OP's thread title I can see why we would argue both ways here.

    **********

    To throw in some actual constructive criticism since we're essentially entering a paid FFXIV beta starting tomorrow...

    Why do the TP gain and ACC formulas change in instanced fights?
    By making it so you never miss and always gain an inflated amount of TP in these fights, you are completely removing the purpose of ACC and the concept of TP conservation. It's extremely rare to see any melee care about ACC, despite the fact that on non-instanced high level mobs, it is extremely critical. I promise people would care more about ACC if they allowed players to miss instanced targets. Also, it doesn't make much sense that on Ifrit, I can toss a Bronze Javelin for literally 1 damage and get 500 TP. Why did they fix it so that all hits >0 on Ifrit give 500 TP?
    (0)
    Last edited by Kaeko; 01-05-2012 at 04:01 AM. Reason: grammar
    Dancing Mad (Excalibur Server)

  4. #24
    Player

    Join Date
    Apr 2011
    Posts
    156
    Stats certainly arent broken, they add up when they are stacked across various gear or double/ triple melded. Gear with improved stats does help but it certainly isnt "needed". IMO they should boost the effect of stats as well as mob difficulties. Just needs tweaking, but its nice to have something that works vs. what we had before where only def,hp, and mp mattered.
    (0)

  5. #25
    Player

    Join Date
    Mar 2011
    Posts
    604
    Quote Originally Posted by Kaeko View Post
    To throw in some actual constructive criticism since we're essentially entering a paid FFXIV beta starting tomorrow...

    Why do the TP gain and ACC formulas change in instanced fights?
    By making it so you never miss and always gain an inflated amount of TP in these fights, you are completely removing the purpose of ACC and the concept of TP conservation. It's extremely rare to see any melee care about ACC, despite the fact that on non-instanced high level mobs, it is extremely critical. I promise people would care more about ACC if they allowed players to miss instanced targets. Also, it doesn't make much sense that on Ifrit, I can toss a Bronze Javelin for literally 1 damage and get 500 TP. Why did they fix it so that all hits >0 on Ifrit give 500 TP?

    You bring up a good point on acc.

    I find it odd practice to allow mages to be resisted and need mag acc gear but at the same time mele never miss. (On primal battles)

    Mele should miss on the primal fights and it just screams more of lazy programming then anything else. I believe they will introduce "misses" once jobs are in play to even out for the better abilities we will get.
    (0)

  6. #26
    Player

    Join Date
    Apr 2011
    Posts
    156
    Speaking of, why does lancer have 2 abilities that involve missing first, seems pointless
    (1)

  7. #27
    Player
    Hikozaemon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    456
    Character
    Hikozaemon Kenkonken
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    as far as those + healing potency materias go they are not +%s which is a big fat fail. SE needs to learn what +12 means is it +12 health cured ? is it a possible +12% boost? is it a .000012 chance to increase yer amount cured? its pretty damn retarded (.) same goes for the + dmg potency magic materia and the elemental resist materiat he affects can be so nill they are a waste of a good HP or MP materia lol.
    (0)

  8. #28
    Quote Originally Posted by Hikozaemon View Post
    as far as those + healing potency materias go they are not +%s which is a big fat fail. SE needs to learn what +12 means is it +12 health cured ? is it a possible +12% boost? is it a .000012 chance to increase yer amount cured? its pretty damn retarded (.) same goes for the + dmg potency magic materia and the elemental resist materiat he affects can be so nill they are a waste of a good HP or MP materia lol.
    ...? SE needs to learn what +12 means? They made the game, they know what +12 means lol. I think you mean you need to learn what +12 means, you can try to blame SE for a lot of things, but this is purely a player problem (understanding formulas), not SE's.
    (1)

  9. #29
    Player
    Brigandier's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    212
    Character
    Vile Brigandier
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    Can't speak for level 50 vs endgame mobs, but me and a friend have been leveling thaums together from level 1 and paying very close attention to INT and Magic Attack Bonus. Even just a few INT/MAB makes a major difference against exp mobs, especially those of comparable or slightly higher level.

    I think a lot of you are expecting to see MAJOR number increases from just a small stat boost, but forget to look at what small increases can score you. Sure, having a ton of INT gear might not increase your magic attacks by say... double; however, if it pushes you to the point where you're killing a mob in 2 nukes instead of 3 you could say you improved your damage by a good third. Unless it's giving you marked increases in the amount of mobs you kill (or live through, etc) there's no real point in having more than that.
    (0)
    Account deactivated. Holding out for Guild Wars 2.

  10. #30
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Quote Originally Posted by AdvancedWind View Post
    Defeat the next endgame "raid" naked, on a somewhat random party of people that haven't run the fight 50+ times, and then we talk about stats being useless as you say.
    Quote Originally Posted by Fated View Post
    This group is not going to lose because of gear. Their first and overwhelming problem will be lack of coordination and cohesion.
    ^^This. As it stands, this game has zero gear checks. I'm not asking for anything as obvious as a Patchwerk, but it'd be damn nice to have something where the gear is actually essential.
    (1)

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