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  1. #1
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    760
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Jojoya View Post
    Crit Hit and Direct Hit are too powerful together when both do the same things. Make one the chance to crit and the other the crit damage modifier and you've introduced choice that doesn't currently exist. One job may benefit more from increased chance to crit while another might benefit more from increased crit damage depending on what abilities each job has.
    Its bad to make it a job thing that a diffirent stat is demanded. Its just a lazy way to have both of them usefull.

    The current real problem however is the way these 2 stats stack, making it prefered to stack one to the extreme. An issue that also caused diablo3's damage values to become absurd with the proper gear (average gear vs perfect gear was a diffirence of several magnitudes, as in like dealing damage to the power of 2 compared to the average gear), its unhealthy to let numbers scale like this. It creates undesired power creep.

    And this is where i think splitting the stats is better. Crit could still involve chance and damage both here, but DH should just be straight up crit damage. If we then make crit splitted into 2 substats per point, we can balance things further:

    Lets say we use a calculation to which crit chance will near the 100% at a slower and slower pace. While making damage just scale linear.
    This could mean that at 1000 points, crit chance is 10%, while at 2000 its 19% (each 1000 points grants 10% of the missing portion). Even if we then have 10000 points. Its just a case of 65.1%(0.9^10=0,349). It doesnt benefit from dumping endless points in anymore. And we can obviously scale that 0.9 value per expansion (so ARR could have been 0.5, HW 0.66 etc).
    Crit vs DH can be a diffirence in which crit points count as 1. and DH as 1.5. Making DH prefered for raw damage.

    It then gets to a point where you want to balance the values as much as possible. Which is a lot harder to calculate. And yes, im already going to assume online calculators will suggest which materia becomes best to meld for max damage. But for this we can still apply additional effects: the crit % is hidden, and has several stacks possible here. So an ability could be a single crit, double crit or triple crit. This makes it a lot harder to figure out the exact formula and values tied to each expansion. At that point those calculators are most likely going to be disrupted enough.
    (0)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by UkcsAlias View Post
    It then gets to a point where you want to balance the values as much as possible. Which is a lot harder to calculate. And yes, im already going to assume online calculators will suggest which materia becomes best to meld for max damage. But for this we can still apply additional effects: the crit % is hidden, and has several stacks possible here. So an ability could be a single crit, double crit or triple crit. This makes it a lot harder to figure out the exact formula and values tied to each expansion. At that point those calculators are most likely going to be disrupted enough.
    Like with what I was saying above, we could avoid that by making gear not progressively add crit rate/crit damage as your ilevel increases. You still gain more attack power, defense/magic resist, and STR/DEX/INT/MND, but if a gear piece has a crit chance dominant stat (the stat that you cannot meld currently) that is always an increase of 5% crit rate regardless of whether its an ilevel 130 piece or an ilevel 660 piece, you have complete control over how much the community can ever have and future proofs that aspect of stat growth. You still want higher ilevels because of the primary values as said, but it becomes about different sets with different builds, and is also just way more player-friendly in terms of communicating information. If you aren't a number cruncher, you have no idea what it means to have an extra 300 critical hit stat. but you know exactly what an extra 5% is. And it can be lower than that as well, or dig into decimals if needed for balance.
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