Better Attack Or Base Stats? |
||
Better attack or base Stats?
anyone can tell me which is better to stack? i mean like in hands, u would go attack or Dex? also is there a thread with some solid test about it? all i know is half ppl say attack and the other half base stats D:
It would help if you clarify for what class you are intending to use said gloves.
I'm assuming as you are asking about dex/att you are talking for archer/brd. Either is preferable to the idiots using str melds. As a general rule I would suggest that you cap your base stats before worrying about raising att specifically. http://forum.square-enix.com/ffxiv/threads/36412-STR-PIE-ATK-Testing?p=607045&viewfull=1#post607045
Taken From Blue Garter Stats and How They Work Thread New stat caps according to his post-1.21 testing are... PGL/MNK: 348STR/305-310INT LNC/DRG: 348STR/305-310PIE MAR/WAR: 348STR/305-310VIT ARC/BRD: 330PIE/295-300DEX GLA/PLD was not tested. Tested using Ifrit's weapons. If you use another weapon with lower base damage, these caps will DECREASE. The base damage alters the caps. These are the caps for weapon skills. He assumed that all WSs would have the same cap after testing 2 WAR WSs and found they had the same cap. Auto-attack stats will cap earlier, but he figured people would only care about the WS caps so he focused on posting that. If you want the auto-attack / light shot caps I can dig up the excel file he gave me. It is ALWAYS to your advantage to cap the stat before focusing on ATK. Also remember that if STR is your modifier (say on MNK), you get 2-fold benefit for +1STR (1 for the mod and 1 for the fact STR is always 0.67 ATK). After you hit your 348 STR cap, you'll only get the 2:3 ratio bonus. *** There is a MATK cap. There is also actually an ATK cap. They are both essentially unreachable for anything you would ever care about killing. The only spell that is ever in danger of having a capped MATK on R45+ mobs is Thundara (combo) because the Thundara combo bonus gives you an additional +700 MATK, and I've never seen it cap on an R45+ mob. INT does not cap like melee stats. Unlike the melee formulas, INT and MATK are DEPENDENT variables (similar to XI's magic damage formula). The difficulty of testing with dependent variables is 1 reason why we have not posted MATK testing but nearly all the melee stuff is out (besides this, Seiken is a more rigorous tester than me). This means that the effect/bonus generated by 1 is dependent on what the other currently is. For all spells other than Thundara on combo, MATK is better than INT when talking point for point. For thundara on combo, INT beats MATK easily due to the fact the game is giving you +700MATK for doing it in combo. This means if you are fighting something where you spam thunder combo (e.g. Chimera or Ifrit), stack INT once you have sufficient MACC. For something where you would spam fire nukes (normal stuff, Miser's Mistress), stack MATK first. Just remember that 4 INT = 1 MATK as well so don't disregard INT. SOLALCHEMIST said: » It would help if you clarify for what class you are intending to use said gloves. I'm assuming as you are asking about dex/att you are talking for archer/brd. Either is preferable to the idiots using str melds. As a general rule I would suggest that you cap your base stats before worrying about raising att specifically. Yeah sorry, i was talking in general for all melee class ^^; Frivolous said: » http://forum.square-enix.com/ffxiv/threads/36412-STR-PIE-ATK-Testing?p=607045&viewfull=1#post607045 Taken From Blue Garter Stats and How They Work Thread New stat caps according to his post-1.21 testing are... PGL/MNK: 348STR/305-310INT LNC/DRG: 348STR/305-310PIE MAR/WAR: 348STR/305-310VIT ARC/BRD: 330PIE/295-300DEX GLA/PLD was not tested. Tested using Ifrit's weapons. If you use another weapon with lower base damage, these caps will DECREASE. The base damage alters the caps. These are the caps for weapon skills. He assumed that all WSs would have the same cap after testing 2 WAR WSs and found they had the same cap. Auto-attack stats will cap earlier, but he figured people would only care about the WS caps so he focused on posting that. If you want the auto-attack / light shot caps I can dig up the excel file he gave me. It is ALWAYS to your advantage to cap the stat before focusing on ATK. Also remember that if STR is your modifier (say on MNK), you get 2-fold benefit for +1STR (1 for the mod and 1 for the fact STR is always 0.67 ATK). After you hit your 348 STR cap, you'll only get the 2:3 ratio bonus. *** There is a MATK cap. There is also actually an ATK cap. They are both essentially unreachable for anything you would ever care about killing. The only spell that is ever in danger of having a capped MATK on R45+ mobs is Thundara (combo) because the Thundara combo bonus gives you an additional +700 MATK, and I've never seen it cap on an R45+ mob. INT does not cap like melee stats. Unlike the melee formulas, INT and MATK are DEPENDENT variables (similar to XI's magic damage formula). The difficulty of testing with dependent variables is 1 reason why we have not posted MATK testing but nearly all the melee stuff is out (besides this, Seiken is a more rigorous tester than me). This means that the effect/bonus generated by 1 is dependent on what the other currently is. For all spells other than Thundara on combo, MATK is better than INT when talking point for point. For thundara on combo, INT beats MATK easily due to the fact the game is giving you +700MATK for doing it in combo. This means if you are fighting something where you spam thunder combo (e.g. Chimera or Ifrit), stack INT once you have sufficient MACC. For something where you would spam fire nukes (normal stuff, Miser's Mistress), stack MATK first. Just remember that 4 INT = 1 MATK as well so don't disregard INT. thx alot o: this explains well everything i wanted to know :D This post is outdated.
In short : For AA stat caps are determined by DMG. For WS stat caps are determined by DPS http://www.bluegartr.com/threads/107403-Stats-and-how-they-work.?p=5196311&viewfull=1#post5196311 Also the 350/310 cap is for a ifrit weapon (DPS ~39.7), not for every weapon in this game... And yes, it's always better to cap your stat before add anything like att, critical dmg/rate, etc. ------------------------------------------------------- Same thing for the INT and MATK, INT is always better for everything but Thunder and Fire (and Blizzara and Freeze but you dont use ice spells for the dmg so they dont really count) I dont have the time to find the link for this part but it's in the same topic. My VIT as a Lalafell seems to be a bit higher than my STR (base); should I keep splitting attribute points 50/50 or put more of them into STR?
Lakshmi.Rearden said: » My VIT as a Lalafell seems to be a bit higher than my STR (base); should I keep splitting attribute points 50/50 or put more of them into STR? always if you are below the caps you focus on STR over the other modifier. STR has a greater impact point for point because it also is a modifier in the ATK formula.
I personally tested Garuda Beak vs ifrit harpoon for stat caps and found an expected slight increase in the neighborhood of 358str/315pie For BRD you could consider going under caps and having a bit more attack since attack raises your light shot dmg past its pathetic lower caps then WS's. WS's caps are the 350/310 range for garuda spine but since it has such low DMG rating its light shot caps are way less like 320/285. BUT you can raise the dmg of light shot at around a .3 dmg per attack. tldr is very confusing and the whole stats caps is messy: most jobs just go for the 350/310 caps. We'll have to look harder at stats as we start seeing ppl with relics and the new lietenant 25k weapons. Garuda Beak and Garuda's Spine have the same DPS, why do they have a different cap ? (at least in your reply)
They also have the same damage rating. Remember that when dealing with bows you need to add the arrow damage which should be +56 from cobalt arrows making Garuda's spine127 DMG. Arrows are already accounted for in the DPS stat shown based off the highest level NQ arrow at the bows level.
Edit: Ifrit's bow and moogle are werid in that they have lower stats then their melee counterparts, GC and garuda's bows are on par with the other weapons though. BUMP: How would the formula go for lieutenant claws? STR and INT cap for MNK? :D if its 348 like ifrit i dont see how i can reach it :( unless triple meld gloves and pants >.<
|
||
All FFXI content and images © 2002-2025 SQUARE ENIX CO., LTD. FINAL
FANTASY is a registered trademark of Square Enix Co., Ltd.
|