Diversify Secondary stats in Evercold.

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With the removal of 2min stackable raid buffs the value of Skill/spell speed will naturally increase because "drifting" or having your big hits not line up with the burst window every 2 mins is no longer a punishment for going through your rotation faster than a certain speed. This will allow Speed to gain value as a stat for resource generation compared to Crit's current dominance of extra damage on big hits but with Crit double dipping with both chance or chits and damage there is still a risk it remains the dominate stat in Evercold if rotations still end in big beefy hits. I believe more can be done to diversify the value of secondary stats between jobs going into Evercold.

(some ideas borrowed from ForsakenRoe)
-Merge skill and spell speed for the sake of mixed jobs like DRK. Also just QoL when reading gear stats.
-Split Crit into Crit Chance and Crit Damage
-Remove Direct hit because it’s just “did my crit crit?”
-Make Determination only benefit DPS as the dps only Ten/Piety keep each locked to the gear for jobs of that role (this only really matters sub lvl 50 where DoW and DoM lump multiple roles together)
-have more auto crits that don’t scale off of crit chance.

What does this accomplish? Currently we have too many stats that are just “do more damage” Crit is more and bigger burst of dmg, Direct hit is everything has another chance to be bigger, and Determination is straight throughput of damage. Because Crit was the best scaling “do more” stat it was prioritized.
By splitting Crit into chance and damage and removing DHit we get a choice between increasing the rate we get burst of damage, making our burst bigger, or making our overall damage bigger.
By having auto crits that don’t benefit from crit chance in any way we can devalue crit chance while increasing the value of Crit damage and Det.
For rotations that have moments of big burst but low base rotation damage and no auto crits, Det loses value because increasing the base rotation is worth less than getting a chance at a crit on your burst and a bigger crit.

That's a basic change to give some variety with just the stats as they work now but we can do more.

We’re no longer worried about drift and trying to fit in specific party wide windows lets have some fun. To double down on diversifying stats in Evercold we can change how individual jobs interact with various stats. Strategically assigned Auto Crits (i.e. don’t put them on everyone and everything) will change some approach to gearing and Speed will change the feel of rotations on their own but that leaves us with Crits and Det/Ten/Piety (I’m just going to call them Role Stats). Leaving Crit as just “maybe we do more damage" is a little boring and Role Stats are fairly bland passive throughput so lets spice them up:

-add more tie-ins for procs to be based off of Crits. (i.e. Dancer feather procs or cd reduction)
-Scale some ability effects off Role Stats (increase AST card effects, Sheltron dmg reduction, Trick attack’s ninja damage amp, Bard song heals, etc…) or they can effect the proc rate of certain abilities too (but maybe don’t stack with crit chance)

If you want something to have a ~25% proc rate but think a moderate amount of crit should give you ~15% crit chance then give the ability itself or the job as a whole 10% crit chance with a trait or make the job itself receive 66% more crit rating from gear. You can also use these trait tricks to either have a job benefit more from a stat than other jobs or make them less reliant on gear for that stat devaluing it for them (1%->2% from gear is double the crit rate but 10% baseline -> 11% is only a 10% crit rate increase by comparison).
Role Stat effects don’t even really have to be good for the job but they should add a little something for flavor. 10% Ten meaning your Sheltron is a 16.5% damage reduction instead of 15% isn’t going to be game changing but you’ll still get the base damage increase and damage taken reduction from Ten so it’s just a little extra flavor. I can hear someone shouting from the back “thats just WoW’s Mastery stat” ehn kinda but with more guaranteed baseline effect of increased damage/damage reduction/mana regen based on role. Now you could tune it so that certain effect increases make it the desired stat for a job but that might be too bold for this game.

How this could play out:
Take MNK, it likes to cycle through its rotation for chakra and moderate burst in steel peak. So the goal is do it faster and do it harder = det/spd maybe crit as third.
SAM likes big critty slices. Bring back kaiten now that other buttons have been consolidated and make kaiten cause the next spell to auto crit. Generate double kenki whenever you crit with basic abilities. Now they favor crit chance for more auto crit setups and crit dmg/det for the juiciest slices after a kaiten.
SMN cycles through rotations fast to get to the big birds but want more chances for big birds to crit don’t care about lower gem cycle damage= crit chance/spd.
What if ninja got .5-1sec cooldown reduction on mudras when they crit with autos or weaponskills.
Dont give Black mage an auto crit and it can build spd/det for machine gun play or crit/crit dmg for big Flare explosions.
AST draws more cards with speed and the card effects also scale off of piety.
Give SGE mana back on attack spell crits so it can go harder on offensive stats than other healers and actually scale kardia heals to damage dealt to encourage a more aggressive style of healing.


Make stats mean something different job by job not just role by role. 2 min meta is dead. The world is our oyster, let us feast!

(Ps make the stats more readable in the character sheet. Idk know what 800 crit rating means for actual crit chance and damage. Its a little silly to have a stat with a value that is unreadable as presented in game)

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