Quote Originally Posted by Sathyr View Post
VIT / DEX / INT / MND / PIETY / STR / Etc. I am not sure what algarythyms are inplace in this game but it seems to me, ffxi and ffxiv are more complicated than needs be... In ffxi i did a trial with my blm based soely on Int and found out 1 Int point increased your dmg by 2 points, pretty easy to figure out, but when it came to MAB it was god awful to figure out. Now in this game It seems people are saying some attributes arnt worth puttuing points into where others are and that some really dont do anything.

Cant Square-enix just make this simpler. Like in WoW, each point did something noticeable and each point counted for something, until you hit the higher levels. But it wasnt hard to figure out what did what and everything counted, unlike this I feel I am lost. I know what I should be putting points into but if I am not going to see any outcome from this then why bother? I think they need to change there algarythyms, no infact toss it out the window and simplify stats.

Ill Give you an example:

1 STR = 3 more points of dmg
1 MND = 5 more points of health cured + Defensive MGK
1 VIT = 3 Extra HP + Defense
1 INT = 2 Extra Points of Magic DMG + Enfeebles
1 DEX = 4 Extra points of dmg with bow + Dodge

As for all these other things like MA-Acc / MA - Poet / and what ever else i think might be a little uneccasary. I know wow has things like crit strike / hit rat / haste. I think it made a bit more sense then the way they have things laid out now in FFXIV

Why all these algarythyms are needed that dont really make much sense is beyond me. And as for Piety, cant spell accuaracy be put into mnd / int and same with upping MP. is Pie really needed? Let's simplify things plz.
So first off,

in FFXI the magic damage was calculated like this: ( (SpellBaseDamage + (SpellMod*(PCINT - MOBINT) )* (1.MAB + .Elemental Staff + .Day/Weather) )/ x/256 spell resist and x/256 shell

SpellMod was between 1-2 depending on the spell, T1 was 1 T2-3 and T1-2 ga was 1.5 and T4 T3 ga and AMs/AM2s were all 2.

So it would look like this, Thunder 4 base damage = 527 (I forget the exact amount but it was close to this) + 2* (108 PC INT - 75 MOBINT = 33) = 66 = 593 * (40 MAB + 15 from HQ staff + 0-30 depending on weather + day (This was RNG unless you had the Obi) so we will go w/o weather and day to) 1.55 = 919 / Spell resists which occur in 32/256 or 64/256 or 128/256 or 192/256 or lastly 224/256. We will assume you go unresisted.

Lastly, if the mob has a shell like ability it will divide something like 20/256 or .079 (They always rounded to the nearest .000 for these calculations and rounded up.) So you would end up doing 846 or 847 damage.

Not that complex! lol

Let's not get started on PDIF calculations either, but I loved that about the game. Just like it's awesome that we never had a confirmation or denial of whether facing a specific direction on a specific moon cycle caused you to be more likely to HQ/ Skill up with synth. Part of the mystique of the game, and allows me to do crazy number crunching for most amazing way to build a character.