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Results 81 to 91 of 91
  1. #81
    D. Ring
    Join Date
    Jul 2006
    Posts
    4,945
    BG Level
    7
    FFXIV Character
    Grey Jorildyn
    FFXIV Server
    Hyperion

    a member in my linkshell discovered while skilling up his shield that the skill cap per fight is now 500 between all categories. This particularly sucks for Gladiator as you can only get a total of 500 skill points between sword and shield together, essentially slowing down your shield since sword generally rises faster in fights, leaving less room for shield to go up. For example, you can get like 250 sword + 250 shield per fight, or 300/200, 450/50, etc. 500 is the cap, period. Total balls.

    edit: credit to Darus Grey btw.

  2. #82
    A. Body
    Join Date
    May 2008
    Posts
    4,167
    BG Level
    7
    FFXIV Character
    Minerva Kissaki
    FFXIV Server
    Gilgamesh
    FFXI Server
    Leviathan

    Quote Originally Posted by Grey Jorildyn View Post
    a member in my linkshell discovered while skilling up his shield that the skill cap per fight is now 500 between all categories. This particularly sucks for Gladiator as you can only get a total of 500 skill points between sword and shield together, essentially slowing down your shield since sword generally rises faster in fights, leaving less room for shield to go up. For example, you can get like 250 sword + 250 shield per fight, or 300/200, 450/50, etc. 500 is the cap, period. Total balls.
    wow... gdamnit

  3. #83
    The Defense is ready, Your Honor
    Join Date
    Sep 2007
    Posts
    20,630
    BG Level
    10
    FFXIV Character
    Lord Longhaft
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus
    WoW Realm
    Mug'thol

    So, when you couple this "revelation" with surplus, you have an extremely regulated and capped grind. FFXI was "nice" because if you were strong and skilled enough (or had enough rngs and war/nins) you could get mass exp chains and push your xp much higher than the traditional "cap".

    Now we have a RNG-based sliding scale that caps at 500, which means that the best you can ever do is 500, and most times you won't even get that. This, as it currently stands, will make XP gains far slower than in FFXI. Granted, your average dunes party early on wasn't hitting mass XP chains, but they do hit some, and you don't even have that option this time around.

    I'll just keep crafting away. They better not fuck with crafting gains - they're consistent, but slow unless you get lucky a bunch of times with high level synths.

  4. #84
    Ridill
    Join Date
    Jul 2006
    Posts
    12,621
    BG Level
    9
    FFXI Server
    Ramuh
    WoW Realm
    Kilrogg

    Quote Originally Posted by Lucavi View Post
    So, when you couple this "revelation" with surplus, you have an extremely regulated and capped grind. FFXI was "nice" because if you were strong and skilled enough (or had enough rngs and war/nins) you could get mass exp chains and push your xp much higher than the traditional "cap".

    Now we have a RNG-based sliding scale that caps at 500, which means that the best you can ever do is 500, and most times you won't even get that. This, as it currently stands, will make XP gains far slower than in FFXI. Granted, your average dunes party early on wasn't hitting mass XP chains, but they do hit some, and you don't even have that option this time around.

    I'll just keep crafting away. They better not fuck with crafting gains - they're consistent, but slow unless you get lucky a bunch of times with high level synths.
    Don't forget that you will be able to gain fewer and fewer ranks each week before surplus kicks in. While their 8hrs figure of grinding is based on the unrealistic (and non-broken) assumption that skill gains are consistent. As you get higher it will require more and more grinding to get to the higher lv, so you will be able to progress slower and slower each week. I can imagine 40+ requiring 3-4hrs of non-broken skill per lv. So then we are only supposed to get 2ish lvs a week (and I'm being pretty lenient in thinking its only gonna take 3-4hrs of non-broken skill gain per lv 40+)

  5. #85
    Puppetmaster
    Join Date
    Mar 2010
    Posts
    54
    BG Level
    2

    i hope its not consistent, and it rises at least a bit each level.

    but after thinking again about it and keeping in mind we are talking about SE, its consistent...

  6. #86
    The Defense is ready, Your Honor
    Join Date
    Sep 2007
    Posts
    20,630
    BG Level
    10
    FFXIV Character
    Lord Longhaft
    FFXIV Server
    Gilgamesh
    FFXI Server
    Cerberus
    WoW Realm
    Mug'thol

    Experience points in FFXI never "rose", did they? I can't remember, its been so long. Not counting XP buffs or skillchains, but pure, base exp points on a single IT mob.

  7. #87
    Bagel
    Join Date
    Jun 2007
    Posts
    1,282
    BG Level
    6
    FFXI Server
    Quetzalcoatl
    WoW Realm
    Garona

    Without the use of bonus XP rings, I don't think they did. I think the cap was 300 per mob with no chain.

  8. #88
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,133
    BG Level
    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
    Bahamut
    WoW Realm
    Quel'Thalas

    Quote Originally Posted by Meko View Post
    Without the use of bonus XP rings, I don't think they did. I think the cap was 300 per mob with no chain.
    The exp caps at 300, but en route to 60+, the caps are 200 and 250 iirc. Like, you will never get base 300 under level 61.

  9. #89
    Puppetmaster
    Join Date
    Aug 2010
    Posts
    71
    BG Level
    2

    errrrr.... temptation to delete account now... rising.

    come on! Are they fucking kidding us with this horseshit? I guess this is there way of easing server congestion. Nobody will bother to be logged on for more than an hour or two a day, because there is fuck all to do! It wouldn't matter if there were actually some NPCs to interact with and learn something about them or the world through some shitty little quests. At the moment though you have to grind just to do that. The massive gap you have to grind through to get to each next piece of the story is just ridiculous too, by the time you grind 30-40 you aren't going to remember the last story or give a flying fuck about the next story piece.

    It was already a dickhead system, and they go and add the smegma topping on the cock cake.

  10. #90
    Dammit Steve of the House of Weave
    Join Date
    Jul 2010
    Posts
    1,049
    BG Level
    6

    Yea they need to increase the SP gain by a lot. 50-150 on average on green mobs with low hp vs 0-200 on dodos conning green and sometimes yellow is just stupid. Right now it's not THAT bad, but I can see once you get to mid 20's it becoming a huge pain. I can't even imagine hitting level cap right now with the way things work. You'd be lucky to get a level a week rank 35+ with surplus system. They also need to introduce chains again for green+ mobs. Give a % increase in SP gain when you chain these mobs together. Just carry over the XI system and tweak it a bit.

    Something like;
    Chain 1: 3 mins to kill 2nd mob.
    Chain 2: 2:30 to kill 3rd mob.
    Chain 3: 2 mins to kill 4th mob
    And so on until chain 5 when you have a static 1 min to kill a green mob.

    This will promote party play A LOT and even help with solo'ing. You may not be able to get chain 5, but you can get chain 2-3 pretty easy. Add on a static 25% increase in SP gain for every chain, or divide up. Maybe keep it 25% for all except chain 5 and give it 30%?

    It just seems stupid for them to not ALREADY have this in place. THey want to promote party play, well here's an idea I carried over from you last MMO. Use it. You already have fatigue in place so people won't be hitting your level cap any time soon. Remove some of the grind already!

  11. #91
    Ridill
    Join Date
    Jul 2006
    Posts
    12,621
    BG Level
    9
    FFXI Server
    Ramuh
    WoW Realm
    Kilrogg

    can't make a system of static skill gain when its based on RNG. They would need to give you skill for every action, not just roll of the dice to determine if said action will give you skill this time.

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