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  1. #21
    Player
    Nihility's Avatar
    Join Date
    Aug 2013
    Posts
    1,130
    Character
    Tenebria Miku
    World
    Behemoth
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by BatLW View Post
    I have no idea why even 10.000 and not just 100%. It would also be easier to have a Spell cost 4% MP instead of 400 - Its just unnecessarily complicated.
    it's not complicated at all, larger numbers leave more room for tuning costs and regen
    with a number like 1000 or 10000 you could have a regen tick be 300 303 310 330 333 etc whatever ends up striking the right balance
    with a number like 100 you can't really have regen ticks of 3 3.03 3.1 3.33
    technically you could but you couldn't visually represent it without it being four 0's like it already is

    casting costs would be more severe
    like 300 vs 3 relatively speaking changing 3 to a 2 or 4 is a drastic change compared to making a 300 into a 280 or 320 or whatnot
    (1)
    Last edited by Nihility; 07-18-2019 at 04:59 PM.

  2. #22
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,136
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by BatLW View Post
    I have no idea why even 10.000 and not just 100%. It would also be easier to have a Spell cost 4% MP instead of 400 - Its just unnecessarily complicated.
    In a certain way, it is like that.
    If you check on the group window and look for the MP numbers, the first two digits are smaller than the others. And you can go for the latter three ones as a % indicator.
    (1)
    Last edited by Arrius; 07-18-2019 at 05:04 PM.

  3. #23
    Player
    MrKusakabe's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    399
    Character
    Zedek Kusakabe
    World
    Zodiark
    Main Class
    Red Mage Lv 92
    Someone brought up "it's easier for the developers to tune the MP cost" - Except it was always the same. I can not back it up with evidence, but I it felt like internally, it was level-dependent anyways, so the multiplyer (internally) have been tuned by developers. And a multiplyer in x.xx format is nothing but a percentage anyways.

    (e.g. Base mana cost * internal mana cost = Mana cost)

    The basic mana cost was in the game anyways before and the internal mana cost multiplyer per level is now the fixed percentage. And MP was not really a massive problem in the first place, was it?

    At least when I compared the screenshots of my hotbars and the new ones, when I did the math, it was exactly 1:1. Or either it was a funny coincidence.

    I would not have a problem with the HP being in a percent as well. DooM II-style!
    (0)
    Last edited by MrKusakabe; 07-18-2019 at 05:20 PM.

  4. #24
    Player
    Kaedan's Avatar
    Join Date
    Mar 2011
    Posts
    1,891
    Character
    Kaedan Burkhardt
    World
    Atomos
    Main Class
    Gunbreaker Lv 100
    Think of it at 100.00%, not 10k. In fact, in the party window, they stylize it as just that. They emphasize the 100 and make the last two 00 smaller.
    (0)

  5. #25
    Player
    MerleSirlos's Avatar
    Join Date
    Jun 2015
    Posts
    70
    Character
    Fuyuki Gunji
    World
    Louisoix
    Main Class
    Marauder Lv 90
    Also, for numbers above 10k, japanese uses 10k as the reference point, not 1k like we do in Europe/US.
    They have specific words for 10(じゅう (juu)), 100 (ひゃく (hyaku)), 1'000(せん (sen)) and 10'000(まん (man)).
    so for 100'000 or 100k (which is 100*1'000), they use じゅうまん (juuman), basically 10*10'000.
    they then get a new word for 100'000'000 (いちおく (ichioku) = 10'000*10'000) compared to us getting million at 1'000*1'000

    (as to why 10k instead of 1000)
    And as mentioned by others, the style in party list helps read it as 100.00 instead, giving it some sense for both.
    (0)
    Last edited by MerleSirlos; 07-18-2019 at 09:50 PM.

  6. #26
    Player
    ErryK's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    2,424
    Character
    Ethan Vayne
    World
    Ragnarok
    Main Class
    Sage Lv 100
    Quote Originally Posted by SigmaOZ View Post
    I think the dev team should get rid of MP as they did with TP.


    I run out of it sometimes, specially when doing damage (DPS) which drains the MP really quick.
    Learn to manage your MP... maybe?
    (0)

  7. #27
    Player
    Typhoria's Avatar
    Join Date
    Jun 2015
    Posts
    170
    Character
    Typhoria Nightwish
    World
    Faerie
    Main Class
    Gunbreaker Lv 80
    It's probably easier for it to be 10000 due to server ticks and MP Regen.

    For example look at current Piety. If the stat interval calculated by TheoryJerks is correct, it takes 33 additional Piety for 1 MP/Tick at 80 which is 0.001%. This is important because the value gained is an integer. Their code might not include saving floating values for each server tick.

    If MP was 1000, 0.001% would be .1 MP/Tick. It would be 330 Piety for 1 MP/Tick. Even if they changed the interval value of Piety to match the equivalent % regained, the value of Piety reflected on gear would either be extremely high or extremely low.

    That being said, the new Piety is pretty garbage. Considering the healing + damage power sacrificed to have a relevant amount.
    (0)

  8. #28
    Player
    Aladire's Avatar
    Join Date
    Aug 2013
    Location
    IL
    Posts
    259
    Character
    Cron Job
    World
    Malboro
    Main Class
    White Mage Lv 80
    It is easier because your mp does not change as you level up now. So, if you tune the spell to work a way at say level 10, then you dont need to retune the mana cost for level 80.

    Also, guys, it is not 10,000. It is 100.00% The last 2 0's are smaller because they represent being decimals of a percent. So, if you are at 100.00, then you have currently 100% of your mana. It is that simple.
    (0)

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