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Some findings on game mechanics: HP & MPFollow

#1 Sep 07 2010 at 5:22 PM Rating: Excellent
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Hello everyone!

So I've been toying with the Open Beta the past few days, and getting really excited about the retail version of FFXIV! I've also been trying to collate data in the hopes of figuring out some of the in-game mechanics, so here's the findings of a little experiment I did tonight:

Experiment
I was interested in finding a pattern for determining points allotment, and to see if there is an optimal setup for each class. For a start, I have decided to focus mainly on modifying HP and MP.

Setup
I created a Gladiator for each race, gender and clan, while keeping the birthdates and guardians constant. Each character started off from Limsa Lominsa and had to fight the three aurelias on the ship.

Equipment
Every character started off with the same startup Gladiator gear. The only difference between all of them were the designs of their undershirts and undergarments, but nonetheless still possessed the same statistics.

The Gladiator armor set comes with Weathered Breeches (Grey) which has MP+11. Unequipping this reduces all characters' MP by 11.

Also, the Weathered Shoes (Taupe) has a HP modifer of HP+13. Unequipping this reduces all characters' HP by 13.

Although the Weathered Tabard comes with a VIT+1, unequipping this did not affect the HP of characters. (VIT is supposed to be a modifier for +HP, as does MND affect +MP, which we will look at in a short while.)

The rest of the gear in the Gladiator set do not modify HP or MP directly or indirectly.

Racial Stats
This table shows the breakdown of each race/clan and their respective HP/MP, with and without the above-mentioned gear that affect the stats. Genders have been excluded since they do not affect the data:
 
 Race     |  Clan      | VIT | HP (w/ gear) | HP (w/o gear) | MND | MP (w/ gear) | MP (w/o gear) 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 
 Hyur     | Midlander  | 15  |     494      |      481      | 13  |     162      |      151 
          | Highlander | 17  |     526      |      513      | 15  |     172      |      161 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 
 Elezen   | Wildwood   | 13  |     462      |      449      | 12  |     156      |      145 
          | Duskwight  | 14  |     478      |      465      | 15  |     172      |      161 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 
 Lalafell | Plainsfolk | 13  |     462      |      449      | 15  |     172      |      161 
          | Dunesfolk  | 12  |     446      |      433      | 17  |     183      |      172 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 
 Miqo'te  | Sunseeker  | 15  |     494      |      481      | 14  |     167      |      156 
          | Moonkeeper | 12  |     446      |      433      | 18  |     189      |      178 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 
 Roegadyn | Seawolf    | 18  |     542      |      529      | 16  |     178      |      167 
          | Hellsguard | 16  |     510      |      497      | 17  |     183      |      172 
----------+------------+-----+--------------+---------------+-----+--------------+--------------- 

Initial Discoveries
From the table above, we can observe a certain pattern emerging:
  • The lower the VIT or MND, the lower the character's HP or MP; likewise, the higher the VIT or MND, the more HP or MP the character has.
  • Characters with similar VIT share the same HP. Likewise, the same MND give same MP values.
  • Each increment of VIT gives +16HP. Each increment of MND gives +5 to +6MP.


Level Up & Points Allotment
I then brought each character out onto the ship deck to fight the aurelias. The fight yielded a constant total of 3,000xp which gave each character the chance to level up, thereby providing him/her with 4 attribute points.

With the points, I distributed them one at a time, putting a total of 2 in VIT and 2 in MND. Again, a similar pattern was observed with points allotment:
  • Each increment in VIT gave +15 to +16HP.
  • Each increment in MND gave +5 to +6MP.


Final Thoughts
The data presented only shows that there may be a pattern to how VIT and MND affects HP and MP respectively, but it does not conclude anything. The 15-16HP and 5-6MP increments seem to apply only to the Gladiator class, because when I tried to peg this to a Midlander Marauder, a VIT point gave +18HP and a point in MND gave +4MP. Also, I have not managed to level the characters past level 2, so these stats may change at higher levels.

Other Discoveries
While collecting the data, I came across some other discoveries that may be worth looking into:
  • When fighting the aurelias (blue mobs) and getting weapon skill-ups, the skill points awarded on each hit might have differed, but it seemed that I was only able to get a maximum possible total of 500 skill points per mob.
  • A class rank up (i.e. Gladiator rank 1 -> 2) gave the character anywhere between 2-3HP and 0-2MP. (My Dunesfolk Lalafell got 0MP. >_<)


So that's it for now! Til the next time!

Edited, Sep 7th 2010 7:51pm by Raithlion
#2 Sep 07 2010 at 5:28 PM Rating: Decent
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Quote:
The data presented only shows that there may be a pattern to how VIT and MND affects HP and MP respectively, but it does not conclude anything. The 15-16HP and 5-6MP increments seem to apply only to the Gladiator class, because when I tried to peg this to a Midlander Marauder, a VIT point gave +18HP and a point in MND gave +4MP. Also, I have not managed to level the characters past level 2, so these may not apply at higher levels.


this i think is something interesting. your job and job rank effect how stats effect you.
its got some sort of "level sync" feeling to it. you play as a mage mnd/int has a much better effect on your dmg output. you play as a marauder your str and vit are higher output i think. etc. etc.

this is really awesome in my opinion.

keep up the good work



something to note after 40 of ANY stat/resistance. it takes 2 points to make it go up 1
1-40 1:1
40-? 2:1
#3 Sep 07 2010 at 5:38 PM Rating: Decent
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Quote:
Although the Weathered Tabard comes with a VIT+1, unequipping this does not affect the HP of characters.


Really? I wonder if VIT has other affects when it is a plus for gear. Or perhaps they are still working on this.
#4 Sep 07 2010 at 5:41 PM Rating: Decent
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When I unequipped it, the HP value still remained the same, although logically speaking, it should have decreased by 15-16HP. It could have been a bug, I'm not sure yet.
#5 Sep 07 2010 at 5:46 PM Rating: Decent
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Class does affect stats in fact so your observations seem to coincide with what I've observed - my Rank 11, physical level 18 Marauder has 1005 HP but majority of my stats are distributed into strength and dexterity whereas vitality falls in 3rd. When I change to my rank 11 Gladiator these same stats drop my HP to 890. Make of it what you want, this is definitely interesting stuff..
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#6 Sep 07 2010 at 6:00 PM Rating: Good
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Raithlion wrote:

Final Thoughts
The data presented only shows that there may be a pattern to how VIT and MND affects HP and MP respectively, but it does not conclude anything. The 15-16HP and 5-6MP increments seem to apply only to the Gladiator class, because when I tried to peg this to a Midlander Marauder, a VIT point gave +18HP and a point in MND gave +4MP. Also, I have not managed to level the characters past level 2, so these may not apply at higher levels.


It's looking like what we have here is (hidden) base amounts of HP and MP, adjusted directly by VIT and MND respectively, with percentage modifiers to each depending upon class (and possibly class rank).

Note, for example, in the Gladiator data above that the MND gives 1/3 of the MP that VIT gives to HP. Then also notice that the (ungeared) MP for a given amount of MND is almost exactly 1/3 the HP with the same amount of VIT.

So it seems likely that, for example, the base HP is say 251 + 16*(relevant stat), and that a rank 2 gladiator has 98% HP and 32% MP (or more likely, knowing SE, 251/256 and 82/256 respectively). Numbers just estimates and mot checked for total accuracy.
#7 Sep 07 2010 at 6:03 PM Rating: Decent
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one thing i found is that mobs still use a guaranteed TP move at/around 20% health as they did in FFXI
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#8 Sep 07 2010 at 6:05 PM Rating: Good
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Scholar'd on his 16th post, and deservedly so. Nice effort.
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#9 Sep 07 2010 at 6:07 PM Rating: Excellent
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Quote:
It's looking like what we have here is (hidden) base amounts of HP and MP, adjusted directly by VIT and MND respectively, with percentage modifiers to each depending upon class (and possibly class rank).

Note, for example, in the Gladiator data above that the MND gives 1/3 of the MP that VIT gives to HP. Then also notice that the (ungeared) MP for a given amount of MND is almost exactly 1/3 the HP with the same amount of VIT.

So it seems likely that, for example, the base HP is say 251 + 16*(relevant stat), and that a rank 2 gladiator has 98% HP and 32% MP (or more likely, knowing SE, 251/256 and 82/256 respectively). Numbers just estimates and mot checked for total accuracy.


What you are saying does make a lot of sense, as I have also suspected it to be the case.

In the Gladiator experiment, if I assume that 1 VIT gives 16HP, I can obtain a base number of 241 using the formula: HP without gear - (VIT * 16)

Similarly, using the same formula on the one Midlander Marauder I created, I get a base value of 271.

Numbers don't exactly mean anything right now, so more tests will be on the way.
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