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  1. #11
    Player
    cjbeagle's Avatar
    登録日
    2022/04/07
    投稿
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    侍 Lv 90
    Quote 引用元:Shurrikhan 投稿を閲覧
    The Situation: A universal issue that could easily be solved by converting excess chance into bonus effect (e.g., a 120% chance of a +50% crit bonus -> 100% chance of a +60% crit bonus).

    The Likely Response: Let's just homogenize all the raid buffs. Now that we stripped all Crit procs from all but Monk and did everything in our power to remove useful Speed tiers, it's not like they do anything differently anyways.
    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.
    (0)

  2. #12
    Player
    Stasya's Avatar
    登録日
    2021/10/21
    投稿
    412
    Character
    Stasya Astolfofangirl
    World
    Phoenix
    Main Class
    園芸師 Lv 100
    Quote 引用元:cjbeagle 投稿を閲覧
    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)

  3. #13
    Player
    YukiB's Avatar
    登録日
    2022/04/04
    投稿
    165
    Character
    Yuki Bajhiri
    World
    Lamia
    Main Class
    侍 Lv 90
    Quote 引用元:Stasya 投稿を閲覧
    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)

  4. #14
    Player
    Ramura_Sono's Avatar
    登録日
    2013/08/26
    Location
    Ul'dah
    投稿
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    採掘師 Lv 80
    Quote 引用元:YukiB 投稿を閲覧
    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)

  5. #15
    Player
    cjbeagle's Avatar
    登録日
    2022/04/07
    投稿
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    侍 Lv 90
    Quote 引用元:Stasya 投稿を閲覧
    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)

  6. #16
    Player
    Shurrikhan's Avatar
    登録日
    2011/09/14
    投稿
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    モンク Lv 100
    Quote 引用元:cjbeagle 投稿を閲覧
    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.
    Except then you're reducing the potency of something to make it a guaranteed crit, allegedly to reduce the frustration of performance variance from crits, just to then again allow it to crit. You will have added a step of convolution for... absolutely zero change, save that it'd cause the Crit scale to scale even better (more wildly/quadratically).
    (2)

  7. #17
    Player
    cjbeagle's Avatar
    登録日
    2022/04/07
    投稿
    265
    Character
    Nishi Il
    World
    Jenova
    Main Class
    侍 Lv 90
    Quote 引用元:Shurrikhan 投稿を閲覧
    Except then you're reducing the potency of something to make it a guaranteed crit, allegedly to reduce the frustration of performance variance from crits, just to then again allow it to crit. You will have added a step of convolution for... absolutely zero change, save that it'd cause the Crit scale to scale even better (more wildly/quadratically).
    To be clear, I'm not advocating a reduction in potency, just bringing up a solution I've seen elsewhere that works well. That said, you're right, they'd never go for that option since it'd reintroduce variance, which is something they're actively trying to mitigate.

    Your original proposition is probably more in line with something that would work well given the devs' goals but also for player satisfaction, effectively just increasing crit potency when overcapping but without reintroducing any variance.
    (0)

  8. #18
    Player
    Baa's Avatar
    登録日
    2015/09/05
    投稿
    7
    Character
    Reyndir Elyssa
    World
    Sargatanas
    Main Class
    侍 Lv 90
    I think a better way to reduce damage variance due to crit is to make Midare(+Kaeshi) and Senei double-hits, akin to Dream Within a Dream and Barrage. Those two were picked because their animations show (at least) 2 hits.

    I guess people would disagree over whether Midares hitting for "25k!!25k!!" feels more or less impactful/fun than the current "33k!!" (with 6.08's "50k!!" as a reference), but at least crit synergy would be restored.

    Midare+Kaeshi makes up about 20% of SAM's damage and reducing the variance on that alone should solve most of it. Ogi+Kaeshi can revert to single 990 potency hits without introducing too much variance because it makes up 6-7%, plus doing so also keeps the full impact on SAM's largest single hit.
    (2)

  9. #19
    Player
    Edweena's Avatar
    登録日
    2021/12/07
    投稿
    75
    Character
    Edweena Ermagherd
    World
    Famfrit
    Main Class
    侍 Lv 90
    Quote 引用元:Avenheit 投稿を閲覧
    If you're still worried about "button bloat"

    >Combine Guren and Senei
    Just replying to throw around an idea that is just better so people are more likely to bring it up in place of the above

    This is just better than merging Guren and Senei in every way, removing 2 buttons, removing drifting which is only a skill floor issue, and already exists since Warrior does exactly this with Fell Cleave -> Inner Chaos under Nascent Chaos.

    Try to spread this idea instead (save the image link or image itself lol) so the devs are more likely to notice it and hopefully make the change, it removes nothing but introduces so much QOL in just "one" ability.
    And yes please revert changes if I haven't mentioned it recently myself lol
    (1)
    2022/04/30 21:04; Edweena が最後に編集

  10. #20
    Player
    Edweena's Avatar
    登録日
    2021/12/07
    投稿
    75
    Character
    Edweena Ermagherd
    World
    Famfrit
    Main Class
    侍 Lv 90
    Also damage variance was super minimal on Samurai, it's only a problem that affects people who want to parse numbers which aren't even officially recognized by SQE, and often against TOS.
    (if you want a nice video on the issue of parsing from a disgruntled Samurai main who is also entertaining please check the most recent video from Misshapen Chair)
    You can clear the content just fine with the previous "issue" of crit variance, so I'd appreciate if the devs stayed away from feedback focused on unofficial tools that are "technically" against TOS and just lead to changes that make the job feel worse.
    (0)

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