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  1. #1
    Player
    Ryaz's Avatar
    Join Date
    Jun 2015
    Location
    Mist Ward 21, Plot 45
    Posts
    1,845
    Character
    Ryaz Darksbane
    World
    Brynhildr
    Main Class
    Samurai Lv 100

    The Crit, Direct Hit and Det system needs an overhaul.

    As we saw in the Live Letter, they are making changes to Crit/Direct Hit so that party buffs aren't wasted on job like Warrior and Samurai who have auto-crit/dh attacks. Honestly I feel this is like a band-aid fix.

    Right now, substat gearing doesn't really have much choice. Depending on the job, it's always SKS to what tier you want to avoid drift and hit burst windows (which is a whole other topic), then Crit > DH > DET.

    The problem is, Crit and DH basically do the same thing. Crit is just a lower chance for a much bigger hit, with increasing damage the more you stack, while Direct Hit is a higher chance for a smaller amount of increased damage at a fixed damage percent. Sometimes both proc at once and then SE nerfs your job because it causes too much unpredictability.

    Direct Hit itself was mostly a band-aid- a stat brought in to replace Accuracy and honestly, I don't think it was really needed. The issue is, stacking crit is always the best option because it also increases crit damage, so you have more chances for those huge hits, especially during burst windows. So, it's better to just stack that with some Direct Hit when you've got over-capping problems. Meanwhile, Determination is kind of the red-headed step-child that gets no love because it doesn't really bring anything to the table for those burst windows.

    I'd honestly say rework Crit to just give Crit Chance while Direct Hit increases the potency of those Crits. This will make it more of a balancing act, where some jobs will look for the optimal balance between the two (and make DH more usefully for Healers) and some jobs with things like Auto-Crits will focus more on DH. Those that have DH increasing skills might want more Crit instead. It would shake things up a bit and not make it feel so redundant and samey (though obviously with every stat based game, someone will figure out the optimal numbers for each job).

    As for DET, well, I feel it would need a change of some sort. I'm open to suggestions on that, but I feel it would need something more than it is now, where again, burst windows and Crit/DH are king. Maybe pair it will SKS where people who are terrible with burst windows can stack those two substats instead and go freesyling with less burst, but more steady damage over the course of the fight.
    (3)
    Last edited by Ryaz; 08-17-2022 at 03:03 PM.

  2. #2
    Player
    ICountFrom0's Avatar
    Join Date
    Mar 2019
    Posts
    1,523
    Character
    Zedlizvez Mikasch
    World
    Hyperion
    Main Class
    Machinist Lv 100
    Yes. And that's why it's been worked on for the last few patches, tested on the beta servers, and then pushed back in the patch notes each time for months now.

    It's not just as complicated as you think, it's worse.
    (3)

  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    6,766
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    What is the alternative to how it is now though?
    • Accuracy (which DH replaced) just meant that everyone felt pressured to reach 100% accuracy in order to raid. It behaved as just a way to make it harder to get into raiding, when raiding isn't something the majority of people do in an MMO already.
    • Parry (RNG mitigation that only works against physical attacks).
    • Evasion (a stat that exists but not on our gear) is like RNG immunity against an attack.
    • Elements (stats which increase damage against a specific element), obviously going to be annoying changing gear for every fight.
    • Element defense (same thing)
    • Determination (flat damage increase), already got it.
    • Tenacity (flat damage reduction/increase), already got it.
    • Skill/Spell Speed, already got it.
    All those candidates would either be avoided, used to exist and were avoided, already exist or would make it more annoying and more of a chore to raid.

    The stats are as good as they could be for a casual game. To do the examples I provided would start to create the chores we have from old mmos.
    (4)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  4. #4
    Player
    LisSquid's Avatar
    Join Date
    Jan 2021
    Posts
    1,366
    Character
    Mother Kos
    World
    Hyperion
    Main Class
    Reaper Lv 90
    I'm jumping off what I was thinking about from the combat thread: I know it's annoying as sin, but I still think elemental defense/damage is a cool concept when tiers are thematically designed around not being as annoying as possible. IE: every boss requires you to swap all of your resistances, but it is, say, an ice themed tier and getting progressively more frost resistance feels meaningful as you prog.

    I am coming off an all nighter and feeling a rekindled love of really stupid RPG elements devs are too afraid to modernize.
    (0)

  5. #5
    Player
    Espon's Avatar
    Join Date
    Aug 2013
    Posts
    917
    Character
    N'kilah Razhi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    I think Crit and Determination are fine.

    Skill Speed and Spell Speed should be combined, for the few jobs that use both.

    Direct Hit should be changed into something else as it's too similar to Crit. One stat I always thought was neat in WoW was Mastery. It's basically a stat that does something different for each class and spec. For example: White Mage mastery could increase the healing and damage of their Lily abilities.

    There's no fixing Tenacity or Piety without changing how incoming damage and MP works. Until wipes are possible due to tanks taking too much damage or healers running out of MP, people will always gear for DPS.
    (7)

  6. #6
    Player
    drtasteyummy's Avatar
    Join Date
    Feb 2022
    Posts
    261
    Character
    Vitalic Oni
    World
    Twintania
    Main Class
    Reaper Lv 90
    The idea of multiple stats with pure stat weight is obsolete and dead weight in MMOs, obviously the devs don't dare to touch it because
    people would immediately cry how this destroys the immersion and how they always loved the system to be able to have a choice while simultaneously using the doc
    of some math crackhead to auto optimize their character
    (5)

  7. #7
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    DH could honestly just be outright removed. It causes so many unnecessary problems.
    (4)

  8. #8
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Jeeqbit View Post
    What is the alternative to how it is now though?
    Simple really. The FFXIV devs have already established they're fine with "role based stats" via Tenacity and Piety. Do the same with Direct Hit for DPS.

    The reason Tanks Hate Tenacity and Healers Hate Piety is because they're objectively worthless. They need to be buffed.

    Give every job 3 sub stats with tweaks for a "main substat" with 2 other minors

    Tanks:
    • Tenacity (Lowers Damage taken, increased healing received)
    • Skill Speed
    • Crit

    Healers:
    • Piety (Healing done / MP regen)
    • Spell Speed
    • Crit

    DPS
    • Direct Hit - becomes a DPS only stat. Let DPS be DPS and have the big numbers.
    • Spell Speed / Skill Speed determine by caster or melee
    • Crit

    Yes this simplifies sub stats but it makes designing gear a hell of a lot easier when there's no "garbage" stat and no "garbage" gear pieces (tenacity/piety heavy gear currently. The above also reinforces role identity.
    (1)
    Last edited by Deceptus; 08-17-2022 at 05:29 AM.
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  9. 08-17-2022 05:54 AM

  10. #9
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    927
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by WhiteWitch View Post
    I actually have no idea what happened, but I logged back on to my black mage after months and my Materia's said 0 in the Aglaia armor even though they did not say 0 when I melded them. I guess they've been messing with the stats?
    They messed with them in Patch 6.11:

    Resolved Issues

    - An issue wherein the secondary attributes of Panthean gear obtained from the alliance raid Aglaia were incorrect.
    - An issue wherein the secondary attributes of augmented classical gear obtained in exchange for crafted item level 580 gear were incorrect.
    (0)

  11. #10
    Player
    Lunalepsy's Avatar
    Join Date
    Mar 2016
    Posts
    1,140
    Character
    Yxiah Eruyt
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Ryaz View Post
    As we saw in the Live Letter, they are making changes to Crit/Direct Hit so that parry buffs aren't wasted on job like Warrior and Samurai who have auto-crit/dh attacks. Honestly I feel this is like a band-aid fix.

    Right now, substat gearing doesn't really have much choice. Depending on the job, it's always SKS to what tier you want to avoid drift and hit burst windows (which is a whole other topic), then Crit > DH > DET.

    The problem is, Crit and DH basically do the same thing. Crit is just a lower chance for a much bigger hit, with increasing damage the more you stack, while Direct Hit is a higher chance for a smaller amount of increased damage at a fixed damage percent. Sometimes both proc at once and then SE nerfs your job because it causes too much unpredictability.

    Direct Hit itself was mostly a band-aid- a stat brought in to replace Accuracy and honestly, I don't think it was really needed. The issue is, stacking crit is always the best option because it also increases crit damage, so you have more chances for those huge hits, especially during burst windows. So, it's better to just stack that with some Direct Hit when you've got over-capping problems. Meanwhile, Determination is kind of the red-headed step-child that gets no love because it doesn't really bring anything to the table for those burst windows.

    I'd honestly say rework Crit to just give Crit Chance while Direct Hit increases the potency of those Crits. This will make it more of a balancing act, where some jobs will look for the optimal balance between the two (and make DH more usefully for Healers) and some jobs with things like Auto-Crits will focus more on DH. Those that have DH increasing skills might want more Crit instead. It would shake things up a bit and not make it feel so redundant and samey (though obviously with every stat based game, someone will figure out the optimal numbers for each job).

    As for DET, well, I feel it would need a change of some sort. I'm open to suggestions on that, but I feel it would need something more than it is now, where again, burst windows and Crit/DH are king. Maybe pair it will SKS where people who are terrible with burst windows can stack those two substats instead and go freesyling with less burst, but more steady damage over the course of the fight.
    These secondary stats need more presence in the game instead of being a filler.
    (0)

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