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  1. #111
    Player
    Talus's Avatar
    Join Date
    Jul 2012
    Posts
    11
    Character
    Talus Valentine
    World
    Sargatanas
    Main Class
    Armorer Lv 50
    There are two key points I would like to cover.

    1) It has weird calculations right now while having stats that normally affect things from magic potency to physical endurance being involved with the physical damage calculation your weapon does. Strength and Attack Power should be the only things that determine that (my opinion). They can still have other stats, based on class/job, that add to the Attack Power simply because it is relevant. Many games use Dexterity to increase damage of bows so that is normal.

    2) I think that being able to see the direct effect of what stats do gives players a greater understanding of how it effects our characters and to what extent. I know people continue to throw out "I don't want to be spoon-fed...' which I'm not sure I follow why...people like the sense of mystery? Did you see how many years people spent speculating and facing north or other directions while crafting in XI, all for them to 10 years later say "that's not how it works."? Oh, getting sidetracked. I think the more important aspect of the transparency of how stats work would actually stabilize the economic side of the game. Right now besides some tests/ball-parking, few have an idea of how much +10 critical hit rate adds. But for all we know we could be pumping 1.5 million gil on adding .5%-1% critical hit chance. The transparency would better determine the value for all stats.
    (2)

  2. #112
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    630
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.

    For crafting, the stats in A Realm Reborn will have a greater influence than now, and for gathering, the requirements to obtain HQ items will be visible!
    (65)
    Devin "Camate" Casadey - Community Team

  3. #113
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Camate View Post
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.

    For crafting, the stats in A Realm Reborn will have a greater influence than now, and for gathering, the requirements to obtain HQ items will be visible!
    Loving it, thank you for taking time to respond to this.
    (2)

  4. #114
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    This makes it sound to me that gear will have a little bit less relevance in 2.0 in favour of vanity selections. The bonus of this is that player skill will have a more potent punch in end-game activities. A skilled Dragoon that has learned their job vs an unskilled power leveled one that does not know their job could become much more important.

    This is good for PUGs because content like Skirmish can be balanced for "typical" damage output, but also good for forming community bonds for hard content as skilled players can form up together by bonding through Linkshells and Free Companies.

    I see this as a double plus.
    (5)


  5. #115
    Player
    Dawiichan's Avatar
    Join Date
    May 2011
    Location
    Limsa
    Posts
    397
    Character
    Mijin Gakure
    World
    Balmung
    Main Class
    Pugilist Lv 50
    This will give resistance materia a more important place if the stat becomes good.
    (0)

  6. #116
    Player
    Musaid's Avatar
    Join Date
    Mar 2011
    Posts
    50
    Character
    Musaid Dysirha
    World
    Odin
    Main Class
    Pugilist Lv 79
    People put their time and effort into multi-melding gear...just to get nerfed?
    (3)

  7. #117
    Player
    carraway's Avatar
    Join Date
    Mar 2011
    Posts
    637
    Character
    Carraway Author
    World
    Excalibur
    Main Class
    Armorer Lv 90
    Quote Originally Posted by Camate View Post
    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing [...]
    I appreciate you taking the time to address some concerns, Camate, but this doesn't make much sense to me. The reason why a x3 (or higher) meld hat with INT, for example, is so valuable is precisely because "when players add large amounts of INT" the damage visibly increases. Same goes for a few other stats, like physical crit atk power. I was unaware of any underlying mechanic where 1 point of INT from point allocation differed from 1 point of INT on gear. Are you saying that we're going to see our characters get large commensurate boosts in base stats after 2.0, so that proportionately the gains from gear aren't as noticeable?

    I do hope, along with other posters in this thread, that mechanics are given more transparency in 2.0 and beyond. By doing so, the developers empower the playerbase to make the kinds of interesting and analytical choices that lead to more diverse gameplay.
    (12)

  8. #118
    Player
    Masamune1004's Avatar
    Join Date
    Jun 2011
    Location
    Yes
    Posts
    1,438
    Character
    Isidula Granviir
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Well if in 2.0 (or A Realm Reborn as you guys like to call it now) materia will have less of an effect, I guess I'll be waiting for then to get my relic, since materia will hopefully not be so overpriced. Another good thing from this.
    (0)

  9. #119
    It seems that the calculations are whats changing more so than the raw stat additions. (as it should be) Basically in XIV 1.0 you have to boost yourself so high to even feel a difference, now it sounds like you won't have to do as much to get an actual difference.
    (0)

  10. #120
    Player
    Cichy's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    515
    Character
    Lucy Lestat
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Camate View Post
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.

    For crafting, the stats in A Realm Reborn will have a greater influence than now, and for gathering, the requirements to obtain HQ items will be visible!
    The part about gear stats sounds incredibly stupid. Gear checks are a good part of an MMO and give players something to strive for. Shooting themselves in the foot yet again, /grin
    (2)

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