chinaman wrote:
I probably wont ever have one of them new weapons drop into my lap but I'm so happy with the merit ws changes. I had it all set before the update thinking it will be 65% for the first merit. Now since its at 73% have to do more arranging. Awesome regardless.
Well, keeping in mind that SE's listed stat mods are different than what we identify them as. There's a multiplier reduces the final boost. This value starts high and reduces as you go up in level, but since the 75 cap (where it was 0.83), it's been sitting at 0.85. SE's WS mod %s account for that value, while ours instead leave it out until the damage calculation, because there's a floor function involved (it's not, say, 85% of your stat, it's 100% of your stat, floored (rounded down) to the nearest whole number, and then times 0.85. this doesn't make much difference with a 100% mod, but for other ws, it can; hence why we say the merit ws have a WS mod of 100%, not 85%). Thus, the real difference between what it was, and what it is now, from our understanding, would be this:
Merits| 1 | 2 | 3 | 4 | 5 |
Before | 20% | 40% | 60% | 80% | 100% |
Actual | 86% | 90% | 93% | 97% | 100% |
The values are still a bit weird, but the difference between an 86% mod and a 100% mod are a lot more negligible. Let's use one of those DEX mod WS to demonstrate:
Say the player has... oh... 150 DEX in their WS set (it's an arbitrary, easy to work with number, not an actual reflection of what one should or would have, and DEX is better to show than STR because of fSTR's own addition.). That amount of DEX would increase their base damage like so:
Before:
- 1 Merit: Weapon Base Damage +25 during WS
- 2 Merits: Weapon Base Damage +51 during WS
- 3 Merits: Weapon Base Damage +76 during WS
- 4 Merits: Weapon Base Damage +102 during WS
- 5 Merits: Weapon Base Damage +127 during WS
Now:
- 1 Merit: Weapon Base Damage +109 during WS
- 2 Merits: Weapon Base Damage +114 during WS
- 3 Merits: Weapon Base Damage +118 during WS
- 4 Merits: Weapon Base Damage +123 during WS
- 5 Merits: Weapon Base Damage +127 during WS
So, 1 merit now gives you better damage than 4 merits did previously. I think you all should understand that a difference of ~25 weapon damage is enormous, though I should point out that the difference gained by 4~5 weapon damage isn't a moot point, and +109 vs +127
is still a significant amount of extra damage per weapon skill on average, which means that that the difference between being 1/5 and 5/5
will still be clearly visible, and will become more visible the longer the fight drags on.
It's just a lot more forgiving. FUJILIVES wrote:
xypin wrote:
saevellakshmi wrote:
Ok .. I stand corrected ... this is insane. What monster could we possibly face that would require things with such stupid high DMG values. Remember guys our own defensive states haven't changed much since 75, so anything "hard enough" to require those weapons would be one shoting people on melee hits alone.
SE could have just given NMs high HP, def, VIT values while keeping its damage the same.
I am going to guess you are correct, because other MMO's have done this with great success (high HP and Regen anyhow). It's a good thing and the first sign of proper MMO direction I've seen in a long time. High hopes for a bright FFXI future!
Honestly, damage sponges (mobs with ******** of HP, defense, and/or regen) should not
ever be considered a good gauge of what is difficult. There's nothing unique or difficult about them, they're just grindy. SE's main problem is that they don't understand how to take advantage of their own in game mechanics to create the aspects of true difficulty and challenge that most players really want.
saevellakshmi wrote:
IDK that would require us trusting SE actually did market research and knew what they were doing. Whomever is designing their monsters has a serious case of
Killer Game Master where they honestly thing it's them vs the players. I really hope I'm wrong and they created boss's with ridiculously high HP / defense but moderate offensive capability. That or dramatically change our HP scaling from level 76~99, honestly we should be packing 2500~3000 HP by now and fighting monsters / boss's that do corresponding high amounts of damage.
I won't deny that player HP has just not scaled well at all since the level cap went up. I mean, even before then, there's a crazy HP growth cut off. Take a subless Hume war, for example, HP goes up at +14/level from 1-10, +16/level from 11-30, +17/level from 31-50, +19/level from 51-60, and then it suddenly drops off to +8/level from 61-75. Post 75, the growth rate isn't nearly as constant, and jumps between +8~9 alternating, with occasional back-to-backs of either +8 twice or +9 twice. At the opposite end of the scale, a subless hume smn grows at +9HP/level from 1-10, then +11/level from 11-50, +13/level from 51-60, and then +7/level from 61-99. For some reason, SE decided to cut HP growth for players by ~50% after level 60, and didn't think to correct that when the level cap went up. At 75 cap, this cost wars/sams/mnks about 170HP, and smns about 90, so between 100~150 HP in all.
That's not a huge difference at 75, but when you tack on an extra 25 levels, well... a level 99 hume war's base HP is 1329, when it should be around 1824, if not higher, while for smn, they'd move from 948 base HP, to around 1182. So that 100-150 HP cut at 60+ has cost us upwards of 300-500 HP for most jobs, and that's only assuming the real growth would mimic the patterns set by the first 60 levels. And that's
without subjobs.