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  1. #1
    Player
    Stasya's Avatar
    Join Date
    Oct 2021
    Posts
    450
    Character
    Stasya Astolfofangirl
    World
    Phoenix
    Main Class
    Botanist Lv 100
    Quote Originally Posted by cjbeagle View Post
    I've seen some games solve this problem with the concept of "double-crits", which I like.

    For example, let's say a crit deals +60% damage based on their crit rating and they have a 30% chance to crit.

    Then, something buffs them with +100% chance to crit, their new crit chance is effectively 130%, but that becomes a 30% chance to double-crit for +120% damage with the remaining 70% chance guaranteed to crit for +60% damage.
    There is direct hits as double crit already.
    I havent played at that time but at this point i want it to reverted back to be hit rating like in old wow. Crit mechanic is not bad, devs just too lazy to balance potencies but crit+direct hit is a curse of this game.
    (0)

  2. #2
    Player
    YukiB's Avatar
    Join Date
    Apr 2022
    Posts
    165
    Character
    Yuki Bajhiri
    World
    Lamia
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Stasya View Post
    There is direct hits as double crit already.
    I havent played at that time but at this point i want it to reverted back to be hit rating like in old wow. Crit mechanic is not bad, devs just too lazy to balance potencies but crit+direct hit is a curse of this game.
    Hit rating is the worst idea in the world. You need a minimum amount of it to even be functional. It's an awful feeling when you don't have it and feels like wasted stat budget when you do, like piety but worse. Not to mention it runs largely counter to the way secondary stats work in FFXIV, where the impact of one stat over another is so small it's ultimately a matter of preference even if there is some ideal BiS. That wouldn't be the case if everyone is practically required to get X hit rating in order to not risk missing all their big attacks. If crit variance is a problem now, god, imagine hit variance.

    I'm glad it's dead in WoW, and I'll be very glad indeed if the FFXIV devs have the sense not to bring it back here.
    (2)

  3. #3
    Player
    Ramura_Sono's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    Miner Lv 80
    Quote Originally Posted by YukiB View Post
    Hit rating is the worst idea in the world. You need a minimum amount of it to even be functional. It's an awful feeling when you don't have it and feels like wasted stat budget when you do, like piety but worse. Not to mention it runs largely counter to the way secondary stats work in FFXIV, where the impact of one stat over another is so small it's ultimately a matter of preference even if there is some ideal BiS. That wouldn't be the case if everyone is practically required to get X hit rating in order to not risk missing all their big attacks. If crit variance is a problem now, god, imagine hit variance.

    I'm glad it's dead in WoW, and I'll be very glad indeed if the FFXIV devs have the sense not to bring it back here.
    The major reason "Accuracy" didn't work for FF is not only because players had to meet a specific hit rating, but also that anything above the minimum needed was wasted stat points. It also didn't help that only Healers/Casters (iirc) needed to meld it to any appreciable degree.
    (0)

  4. #4
    Player
    cjbeagle's Avatar
    Join Date
    Apr 2022
    Posts
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Stasya View Post
    There is direct hits as double crit already.
    I havent played at that time but at this point i want it to reverted back to be hit rating like in old wow. Crit mechanic is not bad, devs just too lazy to balance potencies but crit+direct hit is a curse of this game.
    Direct hit is completely different than double crit - the whole point of double crit is to address situations where a stat goes above 100% to prevent diminishing returns that incentivize players to avoid an otherwise good stat and/or avoid certain raid comps for similar concerns.
    (1)