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  1. #1

    Default Master Clases TO Forte clases

    What is the point of bieng a master class when almost all the stats are weaker compared to a forte like fortefighter is stronger then fighmaster, fortegunner is stronger thatn gunmaster, fortetecher is stronger thatn master force, what is the point of being if there weaker

  2. #2

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    Faster attacking animations and higher PA level caps. They're specialized towards one area of offense.

    Keep in mind that the master classes require 2000 MP PER LEVEL, so they'll take a while to get the stats up. If you're comparing a Lv20 Fortefighter to a Lv1 Fighmaster, then yeah, there'll be a huge gap between the stats until you get Fighmaster to Lv20. And yes, I have heard that even then, the stats are a bit lower, but I figure the faster attack animations and higher PA level caps, along with your own character's level and equipment, play a large part in overriding that.

    That said, if you prefer something more versatile, then stick with another class.

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  3. #3
    Forum Otaku Genoa's Avatar
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    FM: If you can attack faster and have PA's +10 over Forte, You're performance for damage is greater simply due to Damage over Time.

    GM: If you can attack faster and have PA's +10 over Forte combined with higher elemental bullet damage and SE levels, You're performance for damage is going to OWN Fortegunner handsdown

    MF: If you can cast faster and have PA's +10 over Forte (which techs get the MOST benefit from 41-50 in comparison to ALL other tier level ups) and hit more targets with the new tier, and gain higher SE's with the new tiers, and have exclusive faster Rod casting, and have S-rank Madoogs, and still can heal all your health with Resta 10, and... well the list goes on

  4. #4

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    Quote Originally Posted by Special K View Post
    FM: If you can attack faster and have PA's +10 over Forte, You're performance for damage is greater simply due to Damage over Time.

    GM: If you can attack faster and have PA's +10 over Forte combined with higher elemental bullet damage and SE levels, You're performance for damage is going to OWN Fortegunner handsdown

    MF: If you can cast faster and have PA's +10 over Forte (which techs get the MOST benefit from 41-50 in comparison to ALL other tier level ups) and hit more targets with the new tier, and gain higher SE's with the new tiers, and have exclusive faster Rod casting, and have S-rank Madoogs, and still can heal all your health with Resta 10, and... well the list goes on
    You're right. Master classes are only offensive classes, they'll do more DPS , but they're also weaker on the defensive side (less EVP,MST,END,HP). So yeah master classes are for pple who only want to ATTACK no matter how many times they die (i know some MF who die like 40+ times per day >.>). Personally, i want the most versatile and balanced fighter , so i'll stay FI :P
    I'm BI, so what ?

  5. #5

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    Quote Originally Posted by Th3 Blaz3king View Post
    What is the point of bieng a master class when almost all the stats are weaker compared to a forte like fortefighter is stronger then fighmaster, fortegunner is stronger thatn gunmaster, fortetecher is stronger thatn master force, what is the point of being if there weaker
    At first glance this seems to be the case. The raw stats for, say, GM vs. FG do not compare that favorably. A level 20 Fortegunner gets the following base stat mods:

    126% HP
    140% ATP
    230% ATA
    75% TP
    120% DFP
    140% EVP
    86% MST
    125% STA

    A level 20 Gunmaster, however, gets:

    120% HP
    136% ATP
    250% ATA
    30% TP
    110% DFP
    40% EVP
    125% MST
    80% STA

    So the only places GM has an advantage is ATA (230% vs 250%) and MST (86% vs. 125%).

    However, GMs have access to S rank Twin Handguns and, more importantly, level 50 Photon Arts. How big a difference is that? 20% more APT for rifles, 15% more for shotguns, 30% more for lasers and 10% more for Twins (which also gain 10% accuracy).

    The weapon modifiers are applied after the job modifiers, so let's do a test character to see how they really compare:

    Base ATP for a level 140 Female Cast (my char type... I'm bias) is 1028. For comparison, for each case we'll use level 20 job and highest level burning shot available. (I'm not sure how the weapon's ATP is plugged into the equation, but it'll be the same for both)

    Fortegunner: 1028 * 1.4 * 2.0 = 2878 ATP

    Gunmaster = 1028 * 1.36 * 2.5 = 3495 ATP

    Hey, what do ya know... again I'm not sure how weapon ATP is added in but it can only increase that gap.

    Oh yeah, level 41+ Burning Shot gets 48% elemental damage (vs 40%) and level 5 Burn status effect (vs level 4). That's a palpable difference.

    Don't forget the double firing speed for shotguns and nearly triple speed for laser cannons, which means a GM is dishing out more damage at a faster rate than their FG counterparts. The balance is limited equipment selection.
    =Smidge=

  6. #6

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    Being Gm lvl 14 I'm doing about the same damage with rifles using lvl 42 bullets compared to FtG lvl 20 and lvl 40 rifle bullets. So you can tell that the damage difference should be very noticable between GM lvl 20 + lvl 50 rifle bullets and FtG lvl 20 + lvl 40 rifle bullets.

  7. #7

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    your absolutely right but i feel that as a masterforce i do way more damage than a fortetecher because i get way more hits in than i would as a ft that speed boost works wonders

  8. #8
    Modern Strange Cowboy _Vyser_'s Avatar
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    When I was running Eggs the other day as MF1, I noticed I was going at roughly the same speed as my FT 20. In fact, me and my friend were eventually able to go faster than when we played as FF and FT (he is a FM now). Of course we brought someone along with a gun, but they were leveling GT and only shot the traps for us when needed.

    MF does indeed look like a terrible class if you compare the stats, but I think the increased casting speed, weapon usage, and 41+ techs more than make up for the terrible stats. Only thing you need to worry about is not getting hit, which isn't an issue if your techs are 31+/41+ and not allowing yourself to be gang banged by everything in the room.

  9. #9
    Ancient PSO Foggey Zarode's Avatar
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    Only the rich and experienced get the full potential out of the master classes.

  10. #10
    Modern Strange Cowboy _Vyser_'s Avatar
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    Default

    You do make a good point Zarode. The master classes can be a little harder to play because of the S-rank equipment requirement, and the lower stats. I guess it's a good thing you need to get two advance classes to 10 in order to be one. Even then though, I'm sure not everyone will be able to play the master classes as well as FF (for example) right away. At least this experience gap might encourage a variety of classes being played.

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