So we've been trying severl camps/mobs at all levels/Ranks we could but I just don't get the point how Skillpoints are given in FFXIV.
Here's an example:
Yesterday we went grinding. Our first camp was Cassiopeia Hollow where we were killing crabs. Our party-setup was GLA26, PUG26 (me), LAN26 and two CON R16.
We started killing and as always the CON were getting insane SP. Our Gladiator got decent SP an average of 150SP/Mob and the Lancer and me got an average of ~100SP/Mob.
We decided to try another camp since SP for us DD were pretty bad. We then went into the Copperbell Mines and fought Antling Digger. Lancer got about 300SP(!)/Mob, me around 150SP/Mob and the Gladiator 20-50SP/Mob (WTF).
This wasn't acceptable since it's just unfair and frustrating if one of the partymemebers doens't get good or at least the same SP than the others, so we headed over to The Mun-Tuy Cellar and fought almost anything in there. The only mobs which gave decent SP were those Mithras, but the overall average sucked again. Gladiator got slightly more DD slightly less...
Then our last hope was Misbeard Cove so we went there and fought the Yarzons. SP for uss DD was OK an average of about 130-200SP. Gladiator got average of 70-100SP.
How does the systen award SP? Three DoW Gladiator, Pugilist, Lancer all Rank26 but such a huge difference in SP? OK I know the LAN and me did more DMG and therefore the SP granted are higher, but this can't be I mean the Gladiator is a Tank and he was doin his job very, holding hate healing himself and stuff of course he cannot strike the mobs as often as we do.
Or the thing in Copperbell Mines killing the Antling Diggers. I do the same DMG as the Lancer in average even more but he got 300SP/Mob and I got the half and we did about 30 mobs -> no change o_O
I won't meantion the Conjurer which are getting sometines more than 1kSP/Mob insane insane....
How shall we players are supposed to find a camp to Skillup in a PARTY in a game meant to be played together if it's nearly impossible.
Yeah I know the the SP raise the more partymembers there are but the differences are still there.
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Does anyone REALLY understand the Skillup system?
#2
Posted 04 November 2010 - 09:28 AM
What some people have not realized yet, is that the higher your weapon difference is with your rank, the less likely you are to get skill points per swing.
Like lets say I am a lv.20 Gladiator, and I use a lv.30 weapon, and I only get 100, 200 at most per fight. That is because my weapon's rank is so high that I cannot get any skill points from it, forcing me to use a lv.20 weapon. When I use a lv.20 weapon, it is possible to get 300-500 per fight, assuming you are fighting a mob who is at enough of a difficulty level to get skill points on.
Another thing is sub weapons. When you use a sub weapon, such as a shield, the SP is shared with your main weapon. In each fight, the most SP you can gain in a fight currently is 500SP. But when you use a sub weapon, it's points is shared with you main weapon. So one fight you will get 200 sword skill points and 100 shield points. Or something like 300 sword and 200 shield. But no matter what, the number will not go over 500. So if you want to get up to 500SP per fight on your weapon, you cannot equip a sub weapon. One of the reasons you do not see a Gladiator who is DPS'ing using a shield when fighting in a group.
This is from information I have collected from some places, if there is anything wrong with this, please let us know.
Like lets say I am a lv.20 Gladiator, and I use a lv.30 weapon, and I only get 100, 200 at most per fight. That is because my weapon's rank is so high that I cannot get any skill points from it, forcing me to use a lv.20 weapon. When I use a lv.20 weapon, it is possible to get 300-500 per fight, assuming you are fighting a mob who is at enough of a difficulty level to get skill points on.
Another thing is sub weapons. When you use a sub weapon, such as a shield, the SP is shared with your main weapon. In each fight, the most SP you can gain in a fight currently is 500SP. But when you use a sub weapon, it's points is shared with you main weapon. So one fight you will get 200 sword skill points and 100 shield points. Or something like 300 sword and 200 shield. But no matter what, the number will not go over 500. So if you want to get up to 500SP per fight on your weapon, you cannot equip a sub weapon. One of the reasons you do not see a Gladiator who is DPS'ing using a shield when fighting in a group.
This is from information I have collected from some places, if there is anything wrong with this, please let us know.
This post has been edited by Velhart: 04 November 2010 - 09:30 AM
#3
Posted 04 November 2010 - 09:44 AM
#4
Posted 04 November 2010 - 03:05 PM
Gamester, on 04 November 2010 - 09:44 AM, said:
I thought about that too and I'm with you. Actually we're using weapons that match our Rank.
What abilities was the Gladiator using exactly?
I found that using Light Slash/Heavy Slash, along with constant use of Provoke and Phalanx raises my SP a lot. Provoke always gives a good amount for me. The only time I feel like I am getting SP is when I am tanking.
For Heavy Slash, I am not too sure anymore. It might give you more SP every time you use it, but the problem is that it requires a lot more of your action bar to use. It is a fantastic tanking tool, but I would still prefer Light Slash whenever I am trying to get SP, because in the end, you will be netting in more SP this way.
I was never too fond of the SP system in this game. It is similar to FFXI's WS system, which I was not a fan of either. It is mostly based on luck and it is very frustrating when you kill a hard mob and you get nothing for it. I wish it was like physical EXP where it is a set amount. It would feel like you are at least getting something every kill. It is quite frustrating at times.
#5
Posted 04 November 2010 - 05:45 PM
It's easier than you think.
Cap per kill: 600
You get a higher level of skill up if you use moves in smart combinations: Example: Bloodbath Skull Sunder if you get a skill up will give you more points than just Skull Sunder
The closer to your rank a weapon is, the more likely and better a skill up will be. To high above, and skill ups will be rare, and low.
Weapon Skills are slightly more likely to yield a skill up, and for greater yields, however, they often do to much damage to really get the most out of a mob.
Healing party members yields a very very high chance of skill up. Healing yourself very low.
The lower your party member's health, the better and more likely a skill up when healing.
Having more party members increases the chance and quality of a skill up.
The higher your stamina gauge, the more likely you are to skill up. This is to encourage people not to race to get the most hits in on a mob, making 1 person monopolize the skill ups.
The more appropriate a mob is for your rank, the higher the chance of a skill up. Meaning a Yellow and Green has the best while solo. Blue will yield frequent but very very small skill ups. Orange will yield high, but rarer. If you're lucky, you can get 400 on an orange. Yellow and green you should average 250-300. Blue 100-200.
Using a counter move (any move that requires a monster to perform a certain action such as miss, or have a hit be blocked before activating) has a 75-90% chance of yielding a skill up. They tend to be lower end skill ups of 8 to 130.
Hitting multiple targets, though not recommended, tends to have a better yield.
-------------------
I'd also like to point out I think they're gonna redo some of the skill up system this month. There will be job alterations. The skill up rate will probably be adjusted.
Cap per kill: 600
You get a higher level of skill up if you use moves in smart combinations: Example: Bloodbath Skull Sunder if you get a skill up will give you more points than just Skull Sunder
The closer to your rank a weapon is, the more likely and better a skill up will be. To high above, and skill ups will be rare, and low.
Weapon Skills are slightly more likely to yield a skill up, and for greater yields, however, they often do to much damage to really get the most out of a mob.
Healing party members yields a very very high chance of skill up. Healing yourself very low.
The lower your party member's health, the better and more likely a skill up when healing.
Having more party members increases the chance and quality of a skill up.
The higher your stamina gauge, the more likely you are to skill up. This is to encourage people not to race to get the most hits in on a mob, making 1 person monopolize the skill ups.
The more appropriate a mob is for your rank, the higher the chance of a skill up. Meaning a Yellow and Green has the best while solo. Blue will yield frequent but very very small skill ups. Orange will yield high, but rarer. If you're lucky, you can get 400 on an orange. Yellow and green you should average 250-300. Blue 100-200.
Using a counter move (any move that requires a monster to perform a certain action such as miss, or have a hit be blocked before activating) has a 75-90% chance of yielding a skill up. They tend to be lower end skill ups of 8 to 130.
Hitting multiple targets, though not recommended, tends to have a better yield.
-------------------
I'd also like to point out I think they're gonna redo some of the skill up system this month. There will be job alterations. The skill up rate will probably be adjusted.
#6
Posted 04 November 2010 - 05:46 PM
Also, I've not ported this over here yet, and will not till we have a guide section... but this will answer questions too.
http://www.ffxivorig...icks-camps.html
http://www.ffxivorig...icks-camps.html
#7
Posted 04 November 2010 - 08:59 PM
just in my personal experience...ive gotten alot of my skill ups from crits on archer...other than that...if the party Ranks are outside of the 5 level difference range i dont see much
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