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  1. #1
    Player

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    Mar 2011
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    Ul'Dah
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    422

    Stats Revamp: Auto-Attack

    Hello guys!
    It's still a mystery how stats will work in A Realm Reborn, so we have to base our ideas on what we have now, but for sure I think that the 2 Auto-attack Stats are a quite strange way to drive people in the choice of which stats increase.

    It's possible that it is caused by an unbalance between stats,

    EX: DEX should increase Block Rate for Shield, but it's effect is far too much low to justify its increase instead of MND

    but moreover it has a double effect,

    EX: MND influences Auto-attack and Heal Magic Potency, so if you are a PLD you can kill two birds with one stone

    and lastly it limits further our freedom on customize our PGs.
    A reasonable choice to me, is to abolish the 2 Auto-attack stats as they are now (with all the complainings of who spent money/time to build their gear up, I'm one of them don't worry ) or find a user-friendly solution to solve this.

    I personally don't care to much about this aspect of the game ( = It won't ruin our game experience), but it's undeniable that it steals depth to the game so I think it's an important aspects to consider for ARR.

    As said at 45:08 in this video from 25th Anniversary something will change. Can we have any more information about it, please?
    (0)

  2. #2
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    I disagree. We don't need fundamental changes to how base stats work. What I would rather see is greater balance to the ratio of base stats to derived stats. For example, the effectiveness of adding STR or VIT vs Attack Power for WAR. Currently, it's not really a good idea to add attack power at all, unless you have solid triple melds or even quad melds to allow you to reach STR and VIT caps. (Again using WAR as an example.) In which case the attack power would be the third or fourth materia on a particular piece. As it stands now, until you reach the caps for your base stats, balance leans extremely heavily in favor of base stats to derived stats.

    Given the information that they have shared with us, I'm guessing this is the direction they are taking.

    /fingerscrossed
    (0)
    Last edited by Molly_Millions; 10-11-2012 at 02:54 AM.

  3. #3
    Quote Originally Posted by Enma View Post
    As said at 45:08 in this video from 25th Anniversary something will change. Can we have any more information about it, please?
    (0)
    Last edited by Elexia; 10-11-2012 at 03:02 AM.

  4. #4
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I'd like to see "detailed" mode on items where when it says +20 strength in () it also says
    "+5 attack damage, +3% shield block rate".

    Having many different types of modifiers (strength, block rate, intelligence. bla bla bla) is cool for varied items and preferences, but I shouldn't have to reverse engineer every patch what a stat does. Just freaking tell me lol.
    (0)

  5. #5
    Quote Originally Posted by Shougun View Post
    I'd like to see "detailed" mode on items where when it says +20 strength in () it also says
    "+5 attack damage, +3% shield block rate".

    Having many different types of modifiers (strength, block rate, intelligence. bla bla bla) is cool for varied items and preferences, but I shouldn't have to reverse engineer every patch what a stat does. Just freaking tell me lol.
    They do tell you what it does, the only issue was the stat system in this game is just so...bad and poorly formulated (re all remember protect and shell doing jack shit) that they had to keep tooling around with it. Like in FFXI they told you what stats did just like they did with XIV and only ever touched the formulas for specific weapon types, i.e 1hand or 2hand however, but with XIV since you need at least 10 million of a stat to feel a difference, it always seemed like something was off.

    Higher base stat means equally higher need of modifiers which they changed around to try to make it matter more and make it easier for the player. It never works out. So hopefully the 1:1 change in ARR will solve all that problem.
    (0)

  6. #6
    Player
    Molly_Millions's Avatar
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    Mar 2011
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    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Elexia View Post
    So hopefully the 1:1 change in ARR will solve all that problem.
    This is why I think the changes will just achieve a greater balance of base stats to derived stats, rather than a complete stat overhaul.
    (0)

  7. #7
    Player
    Shougun's Avatar
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Elexia View Post
    They do tell you what it does, the only issue was the stat system in this game is just so...bad and poorly formulated (re all remember protect and shell doing jack shit) that they had to keep tooling around with it. Like in FFXI they told you what stats did just like they did with XIV and only ever touched the formulas for specific weapon types, i.e 1hand or 2hand however, but with XIV since you need at least 10 million of a stat to feel a difference, it always seemed like something was off.

    Higher base stat means equally higher need of modifiers which they changed around to try to make it matter more and make it easier for the player. It never works out. So hopefully the 1:1 change in ARR will solve all that problem.
    I meant in exact context.

    Like if I have 40000 strength, adding 4 more will do nothing as I hit the cap looooong ago.

    So the item would show in context what that did to your character.

    Because yes they have a little tooltip you can hover your mouse over stats in some places - thats not helpful to knowing what it is really doing. There is a lot of behind the scenes math you have to whip out yourself.

    Really hopeful to understand the relation between mind and healing potency, or intelligence and magic attack power.
    (0)

  8. #8
    Player
    Molly_Millions's Avatar
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    Uldah
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    Molly Millions
    World
    Balmung
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    Marauder Lv 50
    Quote Originally Posted by Shougun View Post
    There is a lot of behind the scenes math you have to whip out yourself.
    This is the reason I like RPGs, it would suck to me if every single aspect were revealed. Then it's just paint by numbers.

    I prefer trial and error until I get things just rght. It's the same reason I don't watch strategy videos.
    (0)

  9. #9
    Player
    Shougun's Avatar
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Molly_Millions View Post
    This is the reason I like RPGs, it would suck to me if every single aspect were revealed. Then it's just paint by numbers.
    Eh, I dont think having to do theory(on stats)craft is required for an rpg. I'd prefer I knew which one was better for my preference. Ok so this intelligence will make me do X but these other direct stats are more effective at this X, and when I combine all of them together - oh look I really what this combination.

    Otherwise players just read someones 20 hour test and calculus to reverse engineer formulas, which is the same thing as above just a bigger pia. My preference though.
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  10. #10
    Player
    Hulan's Avatar
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    Jun 2011
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    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    In addition to what Molly said, if we're sticking with something close to the current system (a decision I would be satisfied with one way or the other), it would be physically impossible to display contextual information like that. A vast majority of stats are dependent on dLVL, meaning a simple tooltip doesn't have enough context to determine if you are at cap or not.
    (0)

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