[Theory]Monster Jobs, traits, stats, etc #928
ShiyoKozuki
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SE is able to bolt on whatever traits they want, at values that do not match player versions. This has been long known. They can also use negative adjustments. I would bet the traits we see on soul plates are pulled from a sub-segement of this on the server side (there would be no need to put it in the client). |
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I know people are using https://docs.google.com/spreadsheets/d/1YBoveP-weMdidrirY-vPDzHyxbEI2ryECINlfCnFkLI/edit#gid=228593342 to try to get monster stats correctly but I'm not exactly sure on mob jobs being 1:1 players.
Melee skeletons are considered DRK/DRK stat wise and thus set as that in the above spreadsheet but I tested on retail and melee skeletons don't have resist para trait(0/15 "Resist!" msg resisted paras on a level 77 skeleton which should be 25% resist para trait - not an amazing sample size). I don't remember beetles or crabs having resist sleep on retail, either, but using that sheet above you'd put them PLD/PLD and then they'd get the trait.
My theory is monsters are their own job - in melee skeletons case, SKELETON/SKELETON has the same stats as a DRK/DRK player but isn't a drk, it's a skeleton job.
Job traits also seem to not be 1:1 players - lolwiki but I've talked to some people who have played hundreds of thousands of hours and they feel this seems accurate too.
https://ffxiclopedia.fandom.com/wiki/Double_Attack
Activation rate is far higher for monsters with a Double Attack trait, estimated at around 25%.
We might need to re-evaluate everything we think we know about monsters.
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