One of the aspects of stats that bothers me right now is how substats (crit, direct hit, determination, etc.) have to scale up with each new expansion even though there's no real benefit from doing so. Even though max possible crit at Lv90 (synced) is a lower value than max possible crit at Lv100, the critical hit rate gained is exactly the same for both at those maximum values. So why do it at all?
Wouldn't it be much less of a headache of +X amount of substat always directly translated to +Y% of output, no matter the level?
Main stats like STR, DEX, VIT, INT, MND and defense/potency stats would still scale with item level like always, so higher item levels would always give strictly better rewards. This is just a purely visual change, making substat calculations consistent and removing the need to balloon substats with each expansion.
The main problem is that the devs need to make sure players are required to farm each expansion's materia, but they can just lock materia to only being slottable to that expansion's gear (or have older materia confer +0 if it's slotted to the wrong expansion gear) while making all even/odd materia give the exact same +X substat across all tiers. They already lock players from being able to slot newer expansion materia on older expansion gear, so doing the reverse isn't all that strange.
It just feels like it would be much less of a headache if it was flat ratios, especially when substat ratios have to actively change every time level sync happens. Right now, it's a challenge to know how much crit stat confers how much crit rate because it changes every level. If it was flat, one would be able to look at their attribute page and just do a little mental math with a known ratio and know how much crit rate they're getting without any complex spreadsheets or outside calculators.
I suppose it does look nice when a piece of gear has +600 STR and +400 crit instead of +600 STR and +40 crit, but at the same time it's such a strange thing to see 420 skill speed in one's stat window and understand that actually equals -0.00 GCD for weapon skills (the baseline skill speed).
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Wouldn't it be much less of a headache of +X amount of substat always directly translated to +Y% of output, no matter the level?
Main stats like STR, DEX, VIT, INT, MND and defense/potency stats would still scale with item level like always, so higher item levels would always give strictly better rewards. This is just a purely visual change, making substat calculations consistent and removing the need to balloon substats with each expansion.
The main problem is that the devs need to make sure players are required to farm each expansion's materia, but they can just lock materia to only being slottable to that expansion's gear (or have older materia confer +0 if it's slotted to the wrong expansion gear) while making all even/odd materia give the exact same +X substat across all tiers. They already lock players from being able to slot newer expansion materia on older expansion gear, so doing the reverse isn't all that strange.
It just feels like it would be much less of a headache if it was flat ratios, especially when substat ratios have to actively change every time level sync happens. Right now, it's a challenge to know how much crit stat confers how much crit rate because it changes every level. If it was flat, one would be able to look at their attribute page and just do a little mental math with a known ratio and know how much crit rate they're getting without any complex spreadsheets or outside calculators.
I suppose it does look nice when a piece of gear has +600 STR and +400 crit instead of +600 STR and +40 crit, but at the same time it's such a strange thing to see 420 skill speed in one's stat window and understand that actually equals -0.00 GCD for weapon skills (the baseline skill speed).
Continue reading...