Page 4 of 5 FirstFirst ... 2 3 4 5 LastLast
Results 31 to 40 of 42

Hybrid View

  1. #1
    Player
    D_C's Avatar
    Join Date
    Sep 2013
    Posts
    101
    Character
    Diana Crunchetta
    World
    Coeurl
    Main Class
    Blacksmith Lv 60
    Quote Originally Posted by Canadane View Post
    Yes absolutely.
    But that doesn't mean we should dumb the game stats down to "Gloves of power+20" and they are 100% better than your "Gloves of power+19".
    Yar, for sure. Ya don’t get a lot of choices here ta begin with, I really don’t wanna see it brought down even more.

    Quote Originally Posted by Canadane View Post
    This is what actually makes what I mentioned above true. Not knowing the exact values adds to the mystery and gives the players something to do with them, rather than just receiving them.
    An’ here’s where ya lost me completely. Not knowin’ the “mystery” behind stats doesn’t make them more fun to play with. If anythin’, it makes it worse - there’s no built in way ta see how much yer ability will improve, and they don’t improve enough ta make a discernible difference for casual observance in the first place. So for everyone that ain’t at the bleedin’ edge with a spreadsheet in hand, there’s ain’t a reason ta try improvin’ yer gear or meld sitch. What ya think’s the fun part only exists because and until someone figures out the stat weights, at which point it becomes a formula...That mosta the playerbase probably doesn’t know about.

    Makin’ it visible and increasin’ the value of secondary stats (an’ materia even moreso) stat wise would do a lot ta make stats more fun, I think. Fer a start.
    (1)

  2. #2
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by D_C View Post
    Makin’ it visible and increasin’ the value of secondary stats (an’ materia even moreso) stat wise would do a lot ta make stats more fun, I think. Fer a start.
    Knowing how the stats scale is both a blessing and curse, cause itll help you plan stuff but it also means people will min//max. To make stats more fun, you have to conjunction it with skill flexibility and stat ability. Meaning skills have to be open to be affected by stats in multiple ways while also giving each stat multiple functions. Take RO for example, AGI gave you ASPD and EVASION, Dex gave you HIT + Damage minimum + DAMAGE for ranged weaponry, VIT was HP + Damage reduction, STR was melee damage + Weight limits, Luck was Perfect Evasion + Crit Rate, etc. Stats had multiple effects so you could pump stats that would normally be good for certain classes into another class. Priests relied on Int/Vit typically for bigger heals and more HP. But you could pump STR, Agi, Luck, and build a high aspd melee priest that was a buff god with decent sustain. Stats would need to have multipurpose uses and skills within classes that could take advantage of those uses and allow for customization.

    Quote Originally Posted by ReiMakoto View Post
    I do not think this is true at all, I ran meme speed DRK in SB for a long time and no one ever commented on it, no one cares, people would only every call you trash if you try to claim its better.
    I shouldve added the qualifier of "some", but yes, you will run into people who will hate on you for running Speed meme DRK or Sam cause its not optimal. This wont be everyone, but these are people who do exist.
    (1)

  3. #3
    Player
    Barraind's Avatar
    Join Date
    Sep 2018
    Posts
    1,113
    Character
    Barraind Faylestar
    World
    Coeurl
    Main Class
    Paladin Lv 90
    Anyone played a game where stats felt fun and interesting? If so, what made them that way?
    Everquest's stat system for a few expansions (PoP through Dragons) was fantastic if you werent a pure melee class.

    As a Paladin, figuring out gear upgrades was a game in itself. I had to balance (get as much as possible):

    Secondary/tertiary effects:

    ATK - Raw Attack. Capped at 300, items gave between 10 and 50.
    Flowing Thought - Mana Regen. Capped at 15, items gave anywhere from 1 to 5.
    Shielding - Flat damage reduction from a mob DB (mob damage base was DB + DI* (random 1-20 modified by its atk vs targets AC)
    Avoidance - Chance to avoid. Capped at 20 (I think), items gave between 1 and 6 per piece.
    Combat Effect - Increased Proc Rate, capped at ???, only 1 or 2 items had that stat at the time.
    Strikethrough - Mitigating enemy parry/dodge/block. Capped at ?, really rare at the time.
    Haste - 1 source, either 41 or 46%


    Base stats:

    Weapons with weapon procs (Either a group heal proc or high threat proc [Armor debuff, dd with a stun component, or straight +threat] for tanking, and then either no proc, or a DD without added threat for times not actively tanking)
    The highest AC possible
    resists (5 of them) - Capped at 550, gear at this point capped everything by the time you had half your gear though.
    Raw Stats - This mattered a couple times while you started the gear process, but you ended up capping them all even with the AA's and buffs that increased your caps by the time you got partially through gearing. Only a couple ever mattered anyway.


    Focus effects:

    Beneficial Mana Preservation
    Beneficial Spell Range (for heals)
    Beneficial Duration (for buffs and HoT's)
    Improved Healing
    Detrimental Mana Preservation (This was only important for 1 expansion, because they changed it to only work on spells with a cast ime of 3 sec or longer, and the only detrimental spells paladins or shadowknights ever cast were instant or sub-1 second)
    Detrimental Spell Haste (see det mana pres)
    Det Spell Range (to tag things farther away, or to be farther when CC'ing them)

    Some of those were found in focus effects that combined beneficial and detrimental, but at a lower %, so you might have Mana Preservation AND Beneficial Mana Preservation, because one covered detrimental and the other was for beneficial.

    In that era, gear would have between 1 and 3 secondary / tertiary effects on them, and (on about half of the items) either a focus effect or an effect that was 5/1, 10/2, 15/3 or 20/4 ATK/HP Regen.


    Everything did different things, there was LOTS of debate about which of the possible gearing options was the best overall (it was impossible to cap everything needed for your class with all the focus effects you wanted), so we had to weigh some amount of shielding vs avoidance, some atk vs ac, some amount of damage/threat generation vs survivability, ect.

    You had to figure out what items that dropped were upgrades you could use right away, what items needed you to pick up other items first, which final boss items fromt he last expansion were still BiS, which raid zone you needed which pieces from.

    Then they started putting atk, mana regen, spell damage, ect on every piece of gear and rolled half the stats into other stats. You now just treadmill gear from one set at the start of an expansion to a new one at the end.
    (1)
    Last edited by Barraind; 11-19-2019 at 09:55 AM.

  4. #4
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    May be worth considering the effect time/connectivity has had on the landscape of this debate. Anyone with the nostalgia glasses, can you truly believe the game would play out at all similarly if players had the likes of discords and reddits and such available? Would crazy stat builds have remained the norm if the community was able to quickly and easily collaborate and min/max and optimize?

    Idk. I have no other MMO experience. But, times change. No way of knowing if what worked then could still work now. Certainly at the very least it takes a different development approach, to make room for that sort of thing. Arguably, by building the game and combat system the way they have, the devs never really intended for much creativity with stats.
    (1)

  5. #5
    Player
    D_C's Avatar
    Join Date
    Sep 2013
    Posts
    101
    Character
    Diana Crunchetta
    World
    Coeurl
    Main Class
    Blacksmith Lv 60
    Quote Originally Posted by Melichoir View Post
    Knowing how the stats scale is both a blessing and curse, cause itll help you plan stuff but it also means people will min//max.
    People already do that, though. The only difference is everyone would be able ta see it, rather than just those usin’ external sources, givin’ everyone more incentive to do what works for them.

    Stats in RO an games like that were lots of fun, yar. I know we’ll never get anythin’ so interestin’ here ‘cause it’s a lot more binary of a system in general. But it’s fun ta imagine.
    (1)

  6. #6
    Player
    AriaEnia's Avatar
    Join Date
    Dec 2014
    Posts
    599
    Character
    Aria Elunia
    World
    Adamantoise
    Main Class
    Conjurer Lv 90
    Direct hit, determination or crit for PLD melds?
    (0)

  7. #7
    Player
    Nabril's Avatar
    Join Date
    May 2018
    Posts
    352
    Character
    Dorion Borstein
    World
    Halicarnassus
    Main Class
    Black Mage Lv 90
    Black Mage uses Direct hit and Spell Speed.
    (0)

  8. #8
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    I balanced Crit and DH for my DNC. For AST though, going all DET, which will also have a ton of CRIT as a side effect, so win/win. This game heavily revolves around damage, so of course Crit and DH have the largest impacts in this area.
    (0)

  9. #9
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    I can talk about perfect world then,since we're all discussing other game systems anyway. PWI: Where every stat is broken. Stack Cast = all skills instant. Stack channel = skills have no cooldown XD. Stack main stat, stack crit, stack attack damage, and load up on attack level AND defense level, and you are a God in that game, and this has never been nerfed. There is food you can eat to buff the base crit damage, and Assassins have skill to double it on top of their crit and main stat lolololol. Only hurdle is you need money.
    (0)
    Last edited by Rasikko; 11-19-2019 at 05:57 PM.

  10. #10
    Player
    Roth_Trailfinder's Avatar
    Join Date
    Aug 2013
    Posts
    1,842
    Character
    Roth Trailfinder
    World
    Midgardsormr
    Main Class
    Alchemist Lv 90
    Anyone else reading this thread and getting flashbacks to raiding Velious, with having to change from ‘real gear’ to ‘resist gear’ just to increase resists enough to survive the AE’s?
    (0)

Page 4 of 5 FirstFirst ... 2 3 4 5 LastLast