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  1. #1
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    I think you have to ask, at which point is the game no longer confusing? Everyone has different capacities for understanding. So, you're never going to have absolute understanding.

    If the game is working as intended, then you can't fault the system itself. You can only fault the developers for not revealing information they may or may not have wanted to reveal. If the argument is against the system having too high of numbers, or not being very open, then even if you understand everything and the numbers are changed, the game is exactly the same. If everyone was happy at that point, then there technically isn't anything wrong with the system itself.

    I'm sure there's lots of information that everyone could benefit from if the developers released their spreadsheets, formulas, and calculations. But, at the end of the day, they made the decision to not provide those things to us. So their obfuscation of such things is intended.

    I haven't read any arguments against that intent, and with regards to the effects of the attributes themselves, that's where they should be directed.
    (1)

  2. #2
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Well in that case they need better tool tips in game to demonstrate the values STR and ATK have on output DMG on a monster of the same level. (this goes for def, mag def, mag dmg and healing aswell)

    If you take a look at how WoW displays its stats and damage, it gives the player the information they need in a simple way even though the calculations behind it are pretty complex.

    SE seem to have this odd behaviour of hiding stats or making everything random, maybe its an eastern thing to be so secretive.

    If players could see STR + 10 = X amount of DPS/Damage then it wouldn't be so confusing.

    In turn if you then change gear for something with ATK + 10 and it gives more DPS/Damage you can clearly see which is the better piece of armour.

    That being said we will no doubt end up getting this eventually with in game parsers and DPS meters when 2.0 allows addons.

    This doesn't really solve the issue the OP has regarding low stats values on gear in general though.
    (5)
    Last edited by Jinko; 02-20-2012 at 01:48 AM.

  3. #3
    Player
    Akira's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    405
    Character
    Akira Torytomi
    World
    Balmung
    Main Class
    Reaper Lv 100
    you are also forgetting there are in fact stat caps for example lnc str caps at 290 and pie caps at 280 there has been testing on this in the archer and lancer section in this forum i can post links if people want
    (1)
    i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra

  4. #4
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Akira View Post
    you are also forgetting there are in fact stat caps for example lnc str caps at 290 and pie caps at 280 there has been testing on this in the archer and lancer section in this forum i can post links if people want
    I'm a bit skeptical of this, but my testing has only been on my marauder, and I haven't tested vitality's effect on damage yet. This may also explain though why people feel gear isn't particularly useful.

    Having stat caps is a poor decision from a design perspective; I don't see why they would implement something like a materia system, and then make much of the harder to obtain melds obsolete.
    (0)

  5. #5
    Player
    Akira's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    405
    Character
    Akira Torytomi
    World
    Balmung
    Main Class
    Reaper Lv 100
    yea only arc and lnc have been tested so far that i know so
    (0)
    i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra

  6. #6
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Tons of posts while I was away....

    @Kaeko fine... no more line by line arguments... I'll just ask this: Are you happy with the way the stats are working? in terms of boosts from gear and materia?

    @Roaran... You said adding 30 STR will see no difference but adding 30 attack and 100+ Str will show "great differences." This thread makes 2 points and that addresses one of them. In your example... 30 str is fruitless so +3 Str gloves are worse than pointless?
    Thats all I'm saying...
    At some point Attributes and stats got supercharged... but the bonus received from gear stayed relatively low
    The second point I'm making is that You can hit something in just your weapon and then hit the same thing fully geared with Materia... and the difference is just not that great... and thats imbalanced

    Quote Originally Posted by Akira View Post
    you are also forgetting there are in fact stat caps for example lnc str caps at 290 and pie caps at 280 there has been testing on this in the archer and lancer section in this forum i can post links if people want
    That just magnifies my point... My lancer has 256 Str without ANY gear on.... I saw the test for Lancer stats and honestly I was relatively satisfied that the testing methodology and results were valid
    No one sees that as an issue that Str is 256 without any gear and caps at 290?

    @Jinko I wasn't saying it was necessarily confusing... I was just saying that every gain... even a linear gain... is percentage based. The percentage just changes every time the MOB changes... or rather the MOBs stats change
    What I mean by that is... If the only MOB in the game was a Level 50 Amal'jaa Drubber then you would only be concerned with percentages at that point.
    Increase X state by Y amount for a Z% increase in damage. Im saying it is human nature, not to be confused, but to break everything down to percentages, and evaluate how worthwhile the change is based off of the percentage increase.
    Thats how our minds work. Any increase that shows less than a 1% increase in damage on target MOBs at or above your level is considered worthless. SE is slowly giving us a reason to not "Gear up"
    (3)

  7. #7
    Player
    Kaeko's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Kaeko Leta
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rydin View Post
    @Kaeko fine... no more line by line arguments... I'll just ask this: Are you happy with the way the stats are working? in terms of boosts from gear and materia?
    I think for now I'll back down and go with the "agree to disagree" cop-out with regards to our short back and forth earlier. I do think that as more testing gets posted (takes forever to write formal posts) and it trickles through the community, the arguments will be more refined. I think say in 6 months (nearing 2.0), there's a good chance we would have this same back and forth because we still disagree, but the arguments themselves will be so much more meaningful.

    I do think on a global level, the way it works is ok (as are the gains). There are specific tweeks to certain stats that I would make suggestions to; however, it's best to wait for all the testing to come out openly so that we can all talk using real numbers as opposed to theorycraft. Right now so many theories are flying around - it's best just to let time filter out all the wrong ideas.

    It's like we have to stand up before we can learn to walk - we have to know and AGREE on how stats work before we can complain about how they are broken.
    (7)
    Dancing Mad (Excalibur Server)

  8. #8
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Kaeko View Post
    I think for now I'll back down and go with the "agree to disagree" cop-out with regards to our short back and forth earlier. I do think that as more testing gets posted (takes forever to write formal posts) and it trickles through the community, the arguments will be more refined. I think say in 6 months (nearing 2.0), there's a good chance we would have this same back and forth because we still disagree, but the arguments themselves will be so much more meaningful.

    I do think on a global level, the way it works is ok (as are the gains). There are specific tweeks to certain stats that I would make suggestions to; however, it's best to wait for all the testing to come out openly so that we can all talk using real numbers as opposed to theorycraft. Right now so many theories are flying around - it's best just to let time filter out all the wrong ideas.

    It's like we have to stand up before we can learn to walk - we have to know and AGREE on how stats work before we can complain about how they are broken.
    I agree on that
    (0)

  9. #9
    Player
    BruceyBruceyBangBang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by Kaeko View Post
    It's like we have to stand up before we can learn to walk - we have to know and AGREE on how stats work before we can complain about how they are broken.
    Quoting this every new page this thread makes.
    (0)

  10. #10
    Attributes and stat enhancements aren't useless, been plenty of testing that has proven this. Every game in existence that has an attribute system has a cap on stats in various factors, either:

    1. At "Level 40" your STR will have a stat cap of +80 then you will notice diminishing returns beyond that because for the level, it's balanced around only a boost of around +80, so if you have 38 base STR +80 and you gain 300 additional damage to your skills, that's as high as the damage will go ignoring specific mob weaknesses.

    Then you have the fact as you level the cap raises and the diminishing return cap raises as well.

    or

    2. You have an overall stat cap of +999 which the damage itself scales with and how you layout your skills (if a talent tree exists.)

    The problem with XIV, is the base stats are way too high and not necissarily done so "for the future" because FFXI for example only has base stats of iirc 87 ignoring stat merits and the current cap is now 99, 10 years later, but every +10 stat you add gives you a noticable increase because the base stats are low, but in XIV, even with over +100 of a stat, you still barely notice an increase at times.

    So the problem is not that a cap exist (every MMO in particular has stat and damage caps) its the fact they're all over the place if you do actual testing you realize this fairly quickly.
    (1)

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