

			
			
				Because this idea is too good, and you know we can't have that! Too bad we never even got a dev response to it...
This game is not WoW; if you want WoW, go play WoW. If you get butthurt when people mention Final Fantasy XI, then shut up about WoW.As much as it might hurt you, and as much as someone else brings the balance issues up, FFXI had the jobs right. And, you know, this is a FF, and I don't see you guys complaining about people asking for WoW things. So please.
Also, it's not like this dev team is being true to the roots of the jobs anyway.



			
			
				I'm...not understanding this.The way the stat formulas work now is that the closer to stat caps you get, your damage output increases at an increasing rate. The mod said in 2.0 stat will be 1:1 meaning that people who are at cap won't have such a massive damage output in comparison to those who aren't near stat cap. Instead, no matter how close to cap you are you will get the same boost for the a given amount of stats.
Okay, assuming that STR for a WAR caps at 400 STR between native STR and STR gained from gear, you're telling me a warrior that has 350 STR and a WAR at 400 STR will have close to the same amount to the same damage output. Am I interpreting your comment correctly here?
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
No I am saying a WAR at 350 STR and a WAR at 390 STR will get the same bonus for 1 STR more as opposed to the WAR with 390 STR getting more of a benefit from 1 STR.I'm...not understanding this.
Okay, assuming that STR for a WAR caps at 400 STR between native STR and STR gained from gear, you're telling me a warrior that has 350 STR and a WAR at 400 STR will have close to the same amount to the same damage output. Am I interpreting your comment correctly here?
http://mercsxiv.enjin.com/home



			
			
				Isn't that already given, as primary stats aren't multiplicative but additive? You're speaking as if those stats were multiplicative or based on percentages, which to my knowledge has never been the case.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Well currently, as confirmed by the mod, the system isn't 1:1. What's the opposite of 1:1? Multiplicative or based on percentages.
Last edited by Isaaru; 07-30-2012 at 08:21 AM.
http://mercsxiv.enjin.com/home
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!
Ok, i agree with some of what you say here, but what i want is to know what stats are increased adding what, yeah i know that evasion, acc, damage, etc will be depending on the mobs level, but you can easily say how much im gonna hit an even match mob ex. if im 50 how much damage will i be doing to a lvl 50 mob, i know that a lvl 40 mob will take more damage and a lvl 55 will get less damage from me, but im interested in being able to check all the stats that are changed just by equiping certain gear.
Im not too confident on taking away the gear relevance, why not make gear harder to get and unique, by harder i dont mean low drop rates, make the battles harder, like the Garuda one, you have to do your best and coordinate to be able to kill it.
And by the love of the twelve please, let us have gear that last a lot longer, if i have to go thru hell to get a piece of gear, let me have the joy for a lot longer, in your previous mmo if you had a good piece of gear would last you for years, i know time changes everything but that thing made you want to look for that piece because you knew that with that piece you'll be good for a long time, Rajas ring, the accuracy hat, kraken club, kirins osode, relics and legendary weapons,, etc.
Last edited by elreed; 07-31-2012 at 02:15 AM.
Player

			
			
				Really??? theres no point on having Materia if SE is going to do that! all the people who is crying about not having multiple materia melded needs to try harderSnurble 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!
I really dont understand the meaning of making multi-melds less effective... its not like its easy to get a triple or quad meld.
And from what i have seen on my DRG and WAR stats make nearly no difference except for accuracy on boss mobs. i dont really care about what happens on normal mobs. similarly when i get DEF over 1000 on pld with def materia, rampart, potions i see no effect against bosses.
I realise BLM's have good results with INT however.
When i equip my darklight cuirass i see next to no results, considering what i went through to get it this seems absurd!
Last edited by Rogue; 08-24-2012 at 10:11 PM.
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