Ahh quite indeed it is...
Can u imagine tho?
If DEX caps at 280 all this time??? lmao
How silly would some peeps feel?
All this time sayin "i deal more damage than you cause i have more DEX"
when in reallity it was all in their heads? man...
I got a headache now..
Last edited by YuriSan; 02-21-2012 at 12:18 AM.



Although I'm not a fan of materia it wouldn't need to change in the example I showed above, it would work the same as now, a way to customise gear.
Would it require redesigning the battle system though ?, as stats would remain roughly the same. (assuming gear was balanced right)
Monsters don't wear armour of course so they would require base stats x level (which is similar to what they use at the moment I think)
The only problem may be that a monster a couple levels above a players armour level may kick their ass, due to a higher gap in stats. (we saw this happen last time they redone the stats) this would also make the game more challenging which is no bad thing.
This is true, I guess the team would have to provide more unique items which are situational not only across class but depending on what you are fighting.My comment was more aimed at the ideas like pgl being and evasive class etc, which go away when other jobs can equip all of PGLs gear.
for example gear with high fire resistance or gear with class specific bonuses such as high physical evasion
Raising Ifrits stats would mean he would wipe the floor with people though, unless you change gear to compensate for it.Oh and the bit in bold is that I think Ifrit's stats should be raised rather than lowering other peoples. Changing a few mobs seems simpler than changing the entire battle system.
Of course none of what I suggest is likely to happen as they would have to go back and redesign every piece of armour in the game.
Plus I really can't see Yoshida revisiting the stat system any time soon.
Last edited by Jinko; 02-21-2012 at 01:09 AM.


This was my solution... Add t hose base stats to the gear....Although I'm not a fan of materia it wouldn't need to change in the example I showed above, it would work the same as now, a way to customise gear.
Would it require redesigning the battle system though ?, as stats would remain roughly the same. (assuming gear was balanced right)
Monsters don't wear armour of course so they would require base stats x level (which is similar to what they use at the moment I think)
The only problem may be that a monster a couple levels above a players armour level may kick their ass, due to a higher gap in stats. (we saw this happen last time they redone the stats) this would also make the game more challenging which is no bad thing.
This is somewhat true, I guess the team would have to provide more unique items which are situational not only across class but depending on what you are fighting.
Raising Ifrits stats would mean he would wipe the floor with people though, unless you change gear to compensate for it.
Of course none of what I suggest is going to happen as they would have to go back and redesign every piece of armour in the game.
You're well geared Lancer has 550 ATT but 500 of that doesn't come from any gear (including weapon)
I say he still can have 550 attack... but make it the other way around... only 50 is base and the other 500 comes from gear
With the stats this high, you'd have to.... 120 Attack from the gloves... 80 from the feet... etc.
So Naked with a weathered spear his attack would be 50
i agree jinko


ive made this point before. The huge stat numbers in this game means you have to add huge numbers to get increase's. Combined with mix match stats for classes and hidden stat caps, it makes it all kinda over complicated imo.In Final Fantasy... Most stats capped at 255, and even then you didn't get a stat that high unless you were definitely at level 99... and when you did.. you were ungodly....
At str 255 you were hitting just about everything for max damage
Final fantasy:
Attack on Best weapon: 134
Def on best body piece: 45
Final fantasy II:
Attack on Best weapon: 199
Def on best body piece: 75
Final fantasy III:
Attack on Best weapon: 156
Def on best body piece: 60
Final fantasy IV:
Attack on Best weapon: 255
Def on best body piece: 100
Final fantasy V:
Attack on Best weapon: 180
Def on best body piece: 18
Final fantasy VI:
Attack on Best weapon: 255
Def on best body piece: 128
Final fantasy VII:
Attack on Best weapon: 100
Def on best body piece: 100 (on accessory. no other gear used)
Final fantasy VIII:
Attack on Best weapon: 30
Def on best body piece: No def... VIT capped at 255 and you were God strong
Final fantasy IX:
Attack on Best weapon: 108
Def on best body piece: 62
Final fantasy X:
Attack on Best weapon: Str derived from Sphere Grid... caps at 255
Def on best body piece: Also Derived from Sphere grid... max is 255
Final fantasy XI:
Attack on Best weapon: 137
Def on best body piece: 69
Final fantasy XII:
Attack on Best weapon: 150
Def on best body piece: 61
ok... My decently well geared Lancer has:
Damage output 151
Attack 588
Str 296
Piety 276
Def 541
Def on best body piece in the game: 182 (Sentinel Cuirass)
Those are high numbers that, first of all, are not very typical of what we've come to expect in Final Fantasy
I know all numbers are relative.... But if thats the case.. everything else should also scale up
Take the Cobalt mitt gaunlets that everyone loves to put on gives 3 strength
3 strength.....
but when your damage output is 151, Str is 296 and Attack is 588, how can you convince me that my damage dealer should be wearing gloves that give 3 str?
Why wouldn't I just put on some Level 18 Leather Mitts
I know you're thinking that I can't put Tier IV materia on the Leather Mitts.... so you'd miss out on 30 attack power with a Tier IV heavens fist
But 5 different stats make up your attack... so you'd be missing 5% of 1 of 5 damage stats
whats the point of this thread? what am I saying?
whats the tl;dr?
If the stats are going to be higher... then there needs to be a bigger stat boost from better gear and Materia....
Its why people say gear doesn't matter or stats don't matter
they do... the stats work fine...
but if the content is balanced for my lancer wearing Cobalt Mitt Gauntlets and we've already proven that wearing a level 18 pair of gaunlets is not noticeably worse.... then thats how people go into battle wearing anything

I believe SE not replying these damage calculation threads has its reason,
like Coca Cola doesn't mention what makes its cola its flavor.
The clearer they reveal how a certain stat is influencing the damage calculation,
the more they're leaking out their market competitiveness.
INT does help damage in the case of THM at least,
I have a double melded lightning brand and a circlet which is single melded with INT
there's roughly 50 more damage by Thundara, and without them it's roughly 400 damage on successful hits.
10% more damage here, if every DD can increase their damage by 10%, it's already 10% quicker to kill Ifrit.
And 280 is certainly not the cap of the stats, it's just the cap of the threshold which everyone can approach with single melded gears. My CNJ's Enchanting Potency continues to rise with increasing VIT from 288 to 302, but performance of Protect stops at 288 VIT.. It explains there's a threshold higher beyond I need to reach.
Last edited by Karleguarth; 02-21-2012 at 01:06 AM.


Every DD can't do this......I believe SE not replying these damage calculation threads has its reason,
like Coca Cola doesn't mention what makes its cola its favor.
The clearer they reveal how a certain stat is influencing the damage calculation,
the more they're leaking out their market competitiveness.
INT does help damage in the case of THM at least,
I have a double melded lightning brand and a circlet which is single melded with INT
there's roughly 50 more damage by Thundara, and without them it's roughly 400 damage on successful hits.
10% more damage here, if every DD can increase their damage by 10%, it's already 10% quicker to kill Ifrit.
And 280 is certainly not the cap of the stats, it's just the cap of the threshold which everyone can approach with single melded gears. My CNJ's Enchanting Potency continues to rise with increasing VIT from 288 to 302, but performance of Protect stops at 288 VIT.. It explains there's a threshold higher beyond I need to reach.
Thaums don't have Base Damage output to contend with...
A melee DD cannot increase their Damage 10% without getting a better weapon. I contend that it cannot be done

For now, yes you're right.. I can't increase damage output to overcome the huge effect from weapon base stat..
(I made another thread in ARC section.. which was about the Yew vs Ifrit's Bow)
I'll try those out again in the next patch, maybe with Attack Power focusing gears (which I haven't tested yet) to see how it goes.


-insert generic dev. post that says issues like this will be reassessed come 2.0- Non-generic answer to this would be nice.


I don't think there is a Dev response coming though...
All the gear stats and the formulae were just redone
I think we'd see a "Working as intended" post
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