I explain why Critical Hit is best in comparison to the other stats in the game, also taking time to discuss why Speed… ISN’T that great! (Even though it is my favorite stat)
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Music Used:
FFXIV Endwalker – Cradle of Hope
#ffxiv #endwalker
Chapters:
00:00 Introduction
00:58 Introducing The Other Stats
01:09 Determination and Tenacity
01:36 Direct Hit
02:18 Critical Hit
02:49 How Critical Hit is SUPPOSED to be balanced
03:18 Why Critical Hit is Overpowered
04:22 Introducing Speed
04:53 Speed to Tier
05:18 Speed to fit more GCDs in Cooldowns
05:50 Speed for oGCD Alignment
07:33 Why Speed is unhelpful for many Jobs
09:02 What jobs DO appreciate Speed then?
11:03 Fun Fact
source
I appreciate videos like that, the stats aren't really well explained in the game
for most of the classes in the game you can basically say: they are all pretty much the exact same just different flavours of the same role – except BLM.
Working theory: the exclamation points do more damage
Speed in FFxiv is much worse version of Haste for WoW to begin with, on top of the fact that very few cds even interact with speed and it's never all off them in the any one job.
So it's not one thing that makes speed bad, but multiplication of 2 interacting variables.
I really don't like how stats and gearing work in FF14, crit is so boring, it's just a damage increase except it adds unnecessary variation to it. I remember that when I used to play WoW I would play a DK and always stack max haste as it increased not only your gcd but also resource generation and autoattack speed which would then also improve your chance for random on hit procs, so as you improved your gear you could feel your resource-based rotation become quicker, more stable and with less idle time, and having an ever increasing difficuly and reward for it's correct execution. Coming from that into FF14's DRK which has a similar class fantasy and also has some form of resource management I felt that the way to go would be stacking skill speed as it would increase the frequency at which you get mana and hp from your 1-2-3 rotation, but it ended up not being that way as skill speed does just too little to be worth taking, and perfectly aligning with party buffs is way too important. Which I think is a big problem because you don't see any change at all in what you're doing throughout the entire expansion if you don't pay attention to the numbers you're outputting, it's always the same unchanging, invariable rotation that you memorize and execute in the exact same order in every pull, with every stat increase only boosting your damage numbers. I really wish they would rework the whole stat system in FF14.
There is also the fact that too much speed on healers can mean you run out of MP with AST being the only exception.
Just build crit on everything you can fit it on
I would like to know why all the top Balance builds for BIS White Mage stack Direct Hit instead of Crit.
Tell that to the game designers who keeps screwing Red mage over. Ninety percent of the gear is geared towards black mage I can't get a decent set for Red mage to save my life
This is a great breakdown of stats for all jobs. Thank you!
man, gearing in ffxiv is fucking T R A S H
BLU mage often stacks SpS as well, particularly if youre doing heal or off heal but for dps as well since a large amount of your abilities that wouldnt normally scale with it are dots and thus DO benefit from it. That and because your burst isnt tied to a 2m ability but instead when you can dump as many spells during flute the faster they come back up the more you can burst
Very good vid but ive had some wierd shit going on with gnb over fights reason also why i despise double down high crit and that thing doesnt crit is so dam annoying also bis for gnb and non bis seems to not to be so insanly different either and on blm ive had haphazzard stats as well 630 before patch middle ish spells speed and crit and smashed bis blm so i think in general the game is decent to not have a massive gap in perfect stats and non perfct stats actually its not so stressful Hahaha just my opinion tho
That's a… critical information.
I'm sorry. 😂
1.93 for monk
That's the funny thing about Ninja, while yes our DPS is reliant on keeping Huton up, our Huton only effects are main WS combo and maybe 3 other WS, 1 which extends the duration, 1 which applies it and another which is a combination with Bunshin.
So as Sage/Scholar main, would i need some Piety materia as well as Crit?
Because this game is poorly designed, just crit more raiding is a slot machine, high potency moves that don't crit/DH might as well not have been used as all
Gearing is so boring in this game
I wouldn't 100% agree with the conclusions of why BLM does speed vs crit, though good overview on the basic principle of things and why things work out the way they do.
For BLM by far the biggest issue is just that it's a much more difficult job than most others. So at the end of the day, just getting more uptime is always going to be king because frankly, you're not going to get 100% uptime like on a DNC, RDM or SMN unless you're insanely good. So for the most part the SpellSpeed question for BLMs is a question of comfort. If you feel like it's easier to play as a speed demon, go speed demon, if you feel like playing slower makes it easier, play crit. There's usually also a somewhere inbetween solution outside of first raid Tier.
A couple things: Fast Spellspeed doesn't really help with movement on BLM, if anything slow casts are better for movement because 1x 2.5GCD instant cast worth of movement gets you further than 1x 2.0GCD instant worth of movement. Fast spellspeed gives you more opportunities to react though if you don't know the fight by heart yet and it is much more forgiving if you screw up. The super low spellspeed builds will need you to play with almost perfect uptime or else you're going to do no dmg because you have to do some really scuff emergency things. As a high SpS BLM you can miss a GCD, which is bad, but still continue things as if nothing happened without juggeling things around so there is no follow-up "bad stuff" happening on top of your mistake that caused you to lose dmg in the first place.
So for most people that's the thing. Most people just aren't parsing 99's and 100's so cutting away some of that harsh punishment that can come with mistakes in BLM crit builds is more beneficial. Accepting that mistakes will happen and having a build that is a bit more forgiving towards those mistakes.
[[Crit also has higher Variance, so your bad runs will be really bad and your good runs will be really good, which if you kill a boss 200 times to get a parse of 100 is what you want. You don't care about what your average dmg is, you just care about that 1 run where all the stars align and you just crit the boss to pieces that will give you a 99 or a 100 parse. So Crit is overwhelmingly more popular with parsers.
It arguably also has more skillexpression and a higher ceiling, so it's more fun if you're a really good BLM and want to learn something new]]
I’ve been doing Det>Dir>Cri for RDM, if I do Cri>Det>Dir, would it truly be good or should I do Det>Cri>Dir?
I heard that Crit Hit has Diminishing Returns when it reaches 2400. So would it be better to meld DH/Det for most classes?
ive been playing some Wow Private again. and being able to go into other stats makes it a bit fun.
Laughs in fastro, bruh I stack SpS over anything.
Okay, yeah, Crit is better, BUT
2.00 GCD SAM go brrrrrrr
In wow it’s actually even more complex depending on patch and content tier. During OG Burning crusade some of classes hat crit caps being forced to mainstat as much as possible during last content phase. In later expansions your main damage ability was crit capped already in phase 2 so you would go for str. Or the equivalent of determination. Then they changed haste into really lowering the GCD and cooldowns a lot so if your ping is nice, pc is good… haste made you a murdermachine.. like for Retribution Paladin it was just the more haste the better
baffles me that alot of game don't include ratio's / brakepoints directly in HUD info and that ff14 really need to rework materia stats which would be great making more options in gearing / BIS