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  1. #1
    Player
    Alixzandra's Avatar
    Join Date
    Jan 2022
    Posts
    3
    Character
    Alixzandra Gestahl
    World
    Leviathan
    Main Class
    Warrior Lv 90

    Redesign of Skill speed and Spell Speed into Haste

    This is feedback/redesign is coming from World of Warcraft.

    First, Is to merge Skill Speed and Spell Speed into a new stat call Haste. This would reduce the amount of materias in the item data base, and 2nd would already serves its purpose for what it is doing right now reducing GCD Cast Time and Recast.

    The second part of this, which would make this new Haste stat interesting to some jobs, is to make it effect Dots and Hots. This is idea is from WoW. This would make Haste reduce the damage intervals of the Hot or Dot effect, ei, if you have 10% haste it would make your DoT or HoT tick down to 2.7 instead of 3 seconds. This essentially increases its "stat weight" while making it interesting
    (7)

  2. #2
    Player
    Eclipse12187's Avatar
    Join Date
    Aug 2013
    Posts
    242
    Character
    Ritzia Flameshadow
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    I agree with the idea of combining them however unlike wow ffxiv sks and sps increases the damage of your dots instead of reducing the time between ticks. How much it actually increases I have no idea but if it were significant you’d probably see bards stacking it.
    (2)

  3. #3
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,449
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Warrior Lv 100
    Spell Speed already increases DOT damage, though by a rather minor amount.
    It does not decrease the tick interval, and that'll probably never change.

    I wouldn't mind a merge between skill and spell speed, we are long past the days when one class might require a bit of both.
    Haste already exists as a stat, so it's implementation in the normal game mechanics should be easy, right? Perhaps SE wants to reserve it for places where you can become an unstoppable force if you grind the right gear? Eureka and Bozja both feature it and you can become rather uniquely powerful there, though I wouldn't say it's due to haste specifically.

    Something to think about I guess, but I'd like to at the very least just have skill/spell speed be merged to uh... "speed" I guess.
    (8)

    http://king.canadane.com

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,515
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Would definitely fix the BS Paladins have to go through having 8 spells every 60s unaffected by one substat.

    Ill add on top of this though:
    > similar to how dots do more damage at higher speed values, GCDs at the cap speed (1.5s) should instead increase the damage dealt by such actions rather than doing nothing.
    [Affects] MCH Hypercharge, RDM Melee combo 1+2, RPR Enshroud combo, SGE Eukrasia spells
    (2)

  5. #5
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,791
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Agreed. There's no need for skill and spell speed to be separate stats at this point.
    (5)

  6. #6
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    To be honest, SpS/SkS is a problematic stat in this game. It's either avoid like the plague because it misaligns elements of your rotation, or stack it to reach a specific breakpoint. It has the widest tier gaps, so you could have 80 stat wasted without realizing because you're just short of the next tier breakpoint. Too much of it creates double weaving issues, especially with poor latency.

    I'm surprised they haven't removed it and replaced it with a new stat.
    (7)

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,878
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    They teased us with a Haste stat back in Eureka.

    I suspect that there's a technical limitation for this, but the interim fix would be to make it such that all actions on a single job are either classified as exclusively 'Weaponskills' or exclusively 'Spells'.
    (1)

  8. #8
    Player
    Casti_EL's Avatar
    Join Date
    Nov 2020
    Location
    Gridania
    Posts
    187
    Character
    Casti Elensar
    World
    Gilgamesh
    Main Class
    Astrologian Lv 100
    First, Is to merge Skill Speed and Spell Speed into a new stat call Haste.
    Haste isn't really a new stat in FF - it's been around since FF3 (if I remember correctly) and was used in FF11 (the other FF MMO for those of you unaware of it) so I'd hardly say it's "coming from WoW" as something new. (I think some mobs also cast Haste on themselves in-game already too).

    I do agree Haste would be a better stat that Spell Speed/Skill Speed. It would certainly be easier to manage but as noted, there is likely some technical reason why it's not used - possibly the way it would affect spells/skills? Maybe cause some strange imbalance? Who know's? (Well, the dev's I'm guessing).
    (0)
    Casti Elensar
    Gilgamesh (Aether)
    Validation <<ERROR>>

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,632
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Liam_Harper View Post
    To be honest, SpS/SkS is a problematic stat in this game. It's either avoid like the plague because it misaligns elements of your rotation, or stack it to reach a specific breakpoint. It has the widest tier gaps, so you could have 80 stat wasted without realizing because you're just short of the next tier breakpoint. Too much of it creates double weaving issues, especially with poor latency.

    I'm surprised they haven't removed it and replaced it with a new stat.
    Certainly glad they haven't, though. It's the only stat, exempting Crit solely on Monk, that has any effect on our gameplay.

    It needs just two things:
    1. A third decimal point for GCD manipulation.
    2. To affect anything not directly affected by an accelerated GCD at the same rate as Determination does. That includes both DoT damage and oGCDs that aren't generated through GCD-affected gauge, etc.
    (2)

  10. #10
    Player
    Hasrat's Avatar
    Join Date
    May 2016
    Posts
    3,288
    Character
    Hashmael Lightswain
    World
    Zalera
    Main Class
    Black Mage Lv 90
    The benefits to merging the stats don't really seem like they outweigh the work involved on the dev's end, tho. Like. None of the arguments for it are really so convincing that they should change what they're doing. At worst, it's a minor inconvenience.

    Not to go all slippery slope, but I'mma slippery slope here.

    Why have STR/DEX/INT/MND when everything could just be "attack"?
    Why have Crit/Det/DH when it could just be "extra attack"?
    Why have the extra damage stats at all when they could be rolled into the base stat?
    Why have the speed stats at all when you could roll the variance into base attack?



    To a certain extent, some/much of this is simply designed to give the illusion of complexity. Sometimes it's just not very wise to look under the hood and break that illusion.
    (1)

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