is not about how much attack u got with materia, is about how much a club with 3 materias is better than everything.
is not about how much attack u got with materia, is about how much a club with 3 materias is better than everything.
i've been saying base stats were too high imo for a while now. to me there's no way you should be able to stand in front of ifrit, as a tank, wearing a bathing suit and take just a minor amount of more damage. if this is supposed to be their idea of tough content then a person with just undies should get pummeled.
to me the problem is the amount of stats you have whether you wear anything or fully geared out. i do understand there's multiple variables in the equation, but wearing no gear at all should make a major difference. the problem to me is when you have nothing at all on and start off between 3-400. when you are at 500 and have a new piece of gear and see something that adds +3 it looks worthless.
when my mp is sitting at 3600 how much is a +35 materia really going to help me? even if i double slot the highest manathirst i don't even increase my total mp by 2%. with mp costs the way it is now that's not even one low level spell.
http://crystalknights.guildwork.com/
You mean this Kaeko quote?This is not true. This is back to what Kaeko was saying in that so much is situational. Base DMG is important in the sense that it cannot be made up with really any other stat. Attributes affecting AA are increased when those stats push against or over mobs VIT (see above chart on Attribute Thresholds).
Which I've found to be very true... and diminishes the value of this:Stats are incredibly useful - in fact one of them is SO useful that it completely trumps the usefulness of any other attack stat. This stat is Base Damage of the weapon. When you go in naked with an Ifrit bow, the vast majority of your attack is maintained on the weapon. So losing the remaining stats on your gear doesn't make 'naked DD' impractical. If we want to make an imbalance argument, it should be how base damage matters too much
What we have after attributes are capped against your target (which the cap changes based on MOB LV) it more so becomes attack power dependent. Your AA and WS attributes are supporting roles to your attack power. You need to get over that VIT wall in order to have attack proficiently combat mob DEF. Everything is situational as this changes based on VIT rating. Moogles are generally pretty low. Ifrit's is pretty high.
OP seems like a cool dude. I look forward to meeting you on Excalibur! lol
/cheer
Nothing diminishes the value of that. You're talking about naked fights and what he says is true. For naked ifrit it can be done because of how potent base DMG is. I'm talking about stats beyond that. How your DMG rating and consistency is improved under certain circumstances. This usually has a lot more to do with MOB level and VIT rating.
Parsing high on Ifrit is a little different in stats build than it is against moogles. The key is where your attribute threshold is against each specific mobLV. Ifrit being higher, you're going to get more bang for your buck keeping your WS modifier high and moogles you will parse higher hitting your 280-290 attribute modifier then pushing your DMG output and consistency further with attack power.
Situational.
Last edited by BruceyBruceyBangBang; 02-20-2012 at 08:23 AM.
I agree... On Ifrit, AA is just a means of building TP as opposed to being a way to deal damage. SO in that situation... yes... Weaponskill modifiers would be key... But everything is just eclipsed by base damage output of the weapon...Parsing high on Ifrit is a little different in stats build than it is against moogles. The key is where your attribute threshold is against each specific mobLV. Ifrit being higher, you're going to get more bang for your buck keeping your WS modifier high and moogles you will parse higher hitting your 280-290 attribute modifier then pushing your DMG output and consistency further with attack power.
Situational.
I do actually think the base damage of the weapon should be the most important factor...
I guess in the end it's really not my place to say that it should be this important or less important. Its not my game and it isn't guided by my vision. I would just like to see gear other than the weapon have more of an impact on damage and such
We are in for a time of great confusion come 1.21... HQ items will increase the bonus stats as well as defense....
But can you really justify paying 5x more for Cobalt mitt Gaunlets +1 because they have +4 STR instead of +3
I agree with OP in everything, SE PLEASE DO SOMETHING about it, make stat bonuses matter!
Sorry, I couldn't resist.![]()
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