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Overall Battle System Adjustments for the Future
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-16 11:47:02
Sad. 1h jobs already take it in the shorts, why not give them that?
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By Siren.Kalilla 2013-01-16 13:51:51
01-16-2013 08:09 AM | Slycer | BG Translator | |
| | Hello!
Thanks for your feedback.
We've taken a look at the feedback we've received about the possible adjustments and we'd like to address a few of the questions that have been raised.
Even though the proposal mentions that the adjustment is specifically for DRK, assuming the Haste from Last Resort will apply to one-handed weapons, I think the combination of the one-handed weapon correction you mention in the post plus strengthening Last Resort will be enoug for one-handed weapons to catch up with two-handed weapons. |
Hold on a minute...because of Dual Wield I have close to 80% delay reduction... does this mean I can cut some of the Dual Wield for one-handed weapons? |
The Haste effect planned to be granted to Last Resort will, along with that of Desperate Blows, only be applicable to two-handed weapons. The overlap of the effects would be too significant if the delay reduction applied to one-handed weapons (because of Dual Wield) or to hand-to-hand weapons (because of Martial Arts).
I'm afraid that adjustments to hand-to-hand weapons are going to get lost in the mix between one-handed and two-handed adjustments. |
In the adjustments regarding balancing one-handed and two-handed melee weapons, hand-to-hand weapons will also be included and considered along with one-handed weapons.
However, since the performance of one-handed and hand-to-hand weapons differ significantly, they won't be treated uniformly (for example, the adjustment of "increasing the correction value of the one-handed weapon in the main weapon slot" which was talked about previously will be significantly different for hand-to-hand weapons).
Considering the unique circumstances around hand-to-hand, we will continue to make the adjustments separately.
Regarding elemental magic, would this also hold true for magic casted by automatons? |
The elemental magic adjustment does also apply to magic used by the automaton. [[edited:]] While stats can be raised on the automaton, it's easy to Overload while doing so, and we will take this into account when we look at the balance of the adjustment.
Translated by: Slycer | |
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By Valefor.Prothescar 2013-01-16 13:56:40
Quote: The Haste effect planned to be granted to Last Resort will, along with that of Desperate Blows, only be applicable to two-handed weapons. The overlap of the effects would be too significant if the delay reduction applied to one-handed weapons (because of Dual Wield) or to hand-to-hand weapons (because of Martial Arts).
Worthless
Valefor.Sehachan
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By Valefor.Sehachan 2013-01-16 13:57:03
LR only on 2handed? Sam onry.
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By Bahamut.Yimoa 2013-01-16 14:00:42
People are surprised? Really?
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Ragnarok.Zohnax
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By Ragnarok.Zohnax 2013-01-16 14:04:01
Mfw stupid questions
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By Odin.Jassik 2013-01-16 14:27:43
I support 1 handed jobs getting a buff, but you can do that with fencer. Dual weild changes the 1 handed dps too much to give them the same kind of att and acc rating. And anyone who doesn't see the logic in that... Go swing around 20 lbs with one hand, then 20 in each, then 20 with both hands. Tell me what setup gives you the most control and power.
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Siren.Kyte
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By Siren.Kyte 2013-01-16 14:46:58
You're playing a game that involves dragons, floating fish, and calling meteors down from a pocket dimension and you're seriously trying to use real world logic to justify poor game design?
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By Sylph.Peldin 2013-01-16 14:50:05
lol
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By Shiva.Kuraneko 2013-01-16 14:51:42
I support 1 handed jobs getting a buff, but you can do that with fencer. Dual weild changes the 1 handed dps too much to give them the same kind of att and acc rating. And anyone who doesn't see the logic in that... Go swing around 20 lbs with one hand, then 20 in each, then 20 with both hands. Tell me what setup gives you the most control and power.
As someone who actually fences in real life with ~16-17 c. styled weaponry they aren't 20# a hand. A period rapier is ~ 4-6# with a dagger much less. I regularly fight both single and sword/dagger and feel more coordinated with something in my offhand actually.
But when's the last time a video game was based off real life <.<
I can get that kind of logic for something like axes and full bladed swords meant for slashing. Smaller things meant for piercing or daggers don't fit your analogy.
Cerberus.Tikal
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By Cerberus.Tikal 2013-01-16 14:54:48
Largest claymore in history is 23 lbs. You won't be swinging a Claymore with one hand, but a Rapier isn't anywhere near that weight.
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By Odin.Eikechi 2013-01-16 14:57:54
You're playing a game that involves dragons, floating fish, and calling meteors down from a pocket dimension and you're seriously trying to use real world logic to justify poor game design?
Yeah, but wasn't that really their rationale for the 2h update to begin with? More force with 2h over 1h? Idk if that was it exactly, but the logic around it makes sense. Just because a game is fantasy, doesn't mean it can't have some aspects of logic or realism either though... We do walk on the ground instead of fly everywhere.... There are limitations and realism/logic behind not being able to, or being able to do certain things in-game.
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By Fenrir.Weakness 2013-01-16 14:59:14
It actually kind of scares me how they make note multiple times about how the will treat 1h and h2h differently.
Makes it seem like mnk will get left behind in the update.
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By Odin.Jassik 2013-01-16 15:08:52
I support 1 handed jobs getting a buff, but you can do that with fencer. Dual weild changes the 1 handed dps too much to give them the same kind of att and acc rating. And anyone who doesn't see the logic in that... Go swing around 20 lbs with one hand, then 20 in each, then 20 with both hands. Tell me what setup gives you the most control and power.
As someone who actually fences in real life with ~16-17 c. styled weaponry they aren't 20# a hand. A period rapier is ~ 4-6# with a dagger much less. I regularly fight both single and sword/dagger and feel more coordinated with something in my offhand actually.
But when's the last time a video game was based off real life <.<
I can get that kind of logic for something like axes and full bladed swords meant for slashing. Smaller things meant for piercing or daggers don't fit your analogy.
I fully agree weapons should be treated differently. A dagger or rapier should have far higher accuracy than something the size of an axe, and an axe should definitely have a higher attack rating than a dagger. Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger, and you have no understanding of balance if toy think a dual wielding job should be given the same weight in attack and accuracy as a 2 handed job.
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By Odin.Registry 2013-01-16 15:15:30
It actually kind of scares me how they make note multiple times about how the will treat 1h and h2h differently.
Makes it seem like mnk will get left behind in the update.
Dev team saw pchan and they were all like... "We should totally *** with this guy."
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By Valefor.Prothescar 2013-01-16 15:29:45
Their justification is pretty *** stupid btw. I also like how they're attempting to even the playing field between 1h and 2h by buffing 2h further. Not that it'd make a huge difference in high buff situations where the crux of the problem lies to begin with, but still. iMad
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By Sylph.Peldin 2013-01-16 15:33:46
A dagger or rapier should have far higher accuracy than something the size of an axe, you have no understanding of balance if toy think a dual wielding job should be given the same weight in attack and accuracy as a 2 handed job Am I reading this wrong? In the same post it looks like you're saying 1h should have higher accuracy, and then saying that they shouldn't have as high of accuracy.
Also, your post is just faulty in general. Attack rating has nothing to do with the weapon and everything to do with the person wielding it. What you are thinking of is weapon damage. It's already true that 2H weapons have much higher damage than 1H weapons. Attack rating is a seperate feature that doesn't even fit with your desire to equate real world logic to a fantasy game.
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By Valefor.Prothescar 2013-01-16 15:39:49
Attack rating is actually dependent on the weapon, but that aside...
I'd be more happy with 1h weapons getting their own bonuses, like increased critical hit rate/damage or something. Fencer working while Dual Wielding would be nice too
STR/DEX conversion isn't the big deal here, it's gear and JAs. 1h weapons/jobs need something to mitigate that edge.
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Shiva.Arana
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By Shiva.Arana 2013-01-16 15:41:02
I support 1 handed jobs getting a buff, but you can do that with fencer. Dual weild changes the 1 handed dps too much to give them the same kind of att and acc rating. And anyone who doesn't see the logic in that... Go swing around 20 lbs with one hand, then 20 in each, then 20 with both hands. Tell me what setup gives you the most control and power.
As someone who actually fences in real life with ~16-17 c. styled weaponry they aren't 20# a hand. A period rapier is ~ 4-6# with a dagger much less. I regularly fight both single and sword/dagger and feel more coordinated with something in my offhand actually.
But when's the last time a video game was based off real life <.<
I can get that kind of logic for something like axes and full bladed swords meant for slashing. Smaller things meant for piercing or daggers don't fit your analogy.
I fully agree weapons should be treated differently. A dagger or rapier should have far higher accuracy than something the size of an axe, and an axe should definitely have a higher attack rating than a dagger. Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger, and you have no understanding of balance if toy think a dual wielding job should be given the same weight in attack and accuracy as a 2 handed job. Could this be why an Ukon has a higher damage rating and rapiers/daggers are faster?
Shocking I know.
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By Odin.Jassik 2013-01-16 15:45:28
A dagger or rapier should have far higher accuracy than something the size of an axe, you have no understanding of balance if toy think a dual wielding job should be given the same weight in attack and accuracy as a 2 handed job Am I reading this wrong? In the same post it looks like you're saying 1h should have higher accuracy, and then saying that they shouldn't have as high of accuracy. Also, your post is just faulty in general. Attack rating has nothing to do with the weapon and everything to do with the person wielding it. What you are thinking of is weapon damage. It's already true that 2H weapons have much higher damage than 1H weapons. Attack rating is a seperate feature that doesn't even fit with your desire to equate real world logic to a fantasy game.
Axes are 1 handed, I'm comparing apples to apples. I don't believe that a 1 handed weapon is even in the same category in terms of how base stats affect its accuracy or attack. A tiny little guy swinging a giant friggin axe with 2 hands is still going to be more effective than someone with a dagger, in terms of how damage SHOULD be calculated in a game.
a Dagger/rapier class of weapon should be given a higher accuracy rating, nearly on par with 2 handed weapons, and a broadsword/axe type weapon should have a higher attack rating, nearly on par with a 2 handed weapon, an you can buff the jobs that don't dual wield through adjustments to fencer. Dual Wielding jobs like NIN already have such a damage boost via dual wield delay reduction traits/gear, that increasing thier stats is a good way to break game balance as well.
Fact is, a THF is not a DD, a DRK is not a tank (loltank, I know) and a BRD is not a healer.
other adjustments need to be made, like say ninjutsu and blu magic attack, but thinking a buff to 1 handed weapons is going to be balance is short sighted.
What you are thinking of is weapon damage.
Don't tell me what I'm thinking, read the post.
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By Odin.Jassik 2013-01-16 15:46:43
I support 1 handed jobs getting a buff, but you can do that with fencer. Dual weild changes the 1 handed dps too much to give them the same kind of att and acc rating. And anyone who doesn't see the logic in that... Go swing around 20 lbs with one hand, then 20 in each, then 20 with both hands. Tell me what setup gives you the most control and power. As someone who actually fences in real life with ~16-17 c. styled weaponry they aren't 20# a hand. A period rapier is ~ 4-6# with a dagger much less. I regularly fight both single and sword/dagger and feel more coordinated with something in my offhand actually. But when's the last time a video game was based off real life <.< I can get that kind of logic for something like axes and full bladed swords meant for slashing. Smaller things meant for piercing or daggers don't fit your analogy. I fully agree weapons should be treated differently. A dagger or rapier should have far higher accuracy than something the size of an axe, and an axe should definitely have a higher attack rating than a dagger. Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger, and you have no understanding of balance if toy think a dual wielding job should be given the same weight in attack and accuracy as a 2 handed job. Could this be why an Ukon has a higher damage rating and rapiers/daggers are faster? Shocking I know.
Not talking about base damage, I'm talking about base stat >>> attack and accuracy...
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By Shiva.Arana 2013-01-16 15:49:16
Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger Was referring to this and the fact that that's how it currently works...
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By Odin.Jassik 2013-01-16 15:53:25
Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger Was referring to this and the fact that that's how it currently works...
I agree the 2handed jobs are overpowered, but just evening the base stat calculations for 1 and 2 handed weapons and expecting the difference in base damage to balance out, is faulty as well... we'd go back to the days of war's subbing nin and dual wielding axes. Ruinator would be a broken weaponskill with 2handed att and acc calculations.
Also take into account what the 1 handed DD classes are ATM, DNC NIN THF... not really, they all dual wield and have their own unique utility, NIN being more of an abby tank, where its damage is far from underpowered. BLU... They have bigger issues than the way 1 handed weapons are calculated, blu attack needs a complete revamp... MNK... H2H is something I'm not familiar with, so I won't comment outside of MNK being significantly behind 2 handed DD's but far ahead of 1 handed in terms of damage.
Edit: just a quick breakdown of my thinking....
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By Odin.Eikechi 2013-01-16 15:55:26
Fantasy or not, a giant 2 handed axe like ukon is going to do more damage than a friggin dagger Was referring to this and the fact that that's how it currently works...
I agree the 2handed jobs are overpowered, but just evening the base stat calculations for 1 and 2 handed weapons and expecting the difference in base damage to balance out, is faulty as well... we'd go back to the days of war's subbing nin and dual wielding axes. Ruinator would be a broken weaponskill with 2handed att and acc calculations.
Axe + ridill for style... at least get it right :P
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By Odin.Eikechi 2013-01-16 16:02:22
Also, Jassik you just mentioned ninja's being an "aby tank" LOL.... 1) LOL... 2) why not mention mnk or pup being an "aby DD" then? Inside Abyssea those 2 jobs are monsters.
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By Odin.Jassik 2013-01-16 16:07:25
Also, Jassik you just mentioned ninja's being an "aby tank" LOL.... 1) LOL... 2) why not mention mnk or pup being an "aby DD" then? Inside Abyssea those 2 jobs are monsters.
Mostly because as I noted, I'm not familiar with H2H... I can tell you that the adjustments are not needed because of how the jobs perform in abby, these adjustments are for the other 90% of the game that people do.
Lakshmi.Cesil
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By Lakshmi.Cesil 2013-01-16 16:07:55
wow they are changing things up a lot o.o Maybe I'll give the game a try again sometime...=)
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By Odin.Eikechi 2013-01-16 16:10:14
Also, Jassik you just mentioned ninja's being an "aby tank" LOL.... 1) LOL... 2) why not mention mnk or pup being an "aby DD" then? Inside Abyssea those 2 jobs are monsters.
Mostly because as I noted, I'm not familiar with H2H... I can tell you that the adjustments are not needed because of how the jobs perform in abby, these adjustments are for the other 90% of the game that people do.
You completely missed my point, so nevermind lol.
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By Odin.Jassik 2013-01-16 16:14:35
Also, Jassik you just mentioned ninja's being an "aby tank" LOL.... 1) LOL... 2) why not mention mnk or pup being an "aby DD" then? Inside Abyssea those 2 jobs are monsters. Mostly because as I noted, I'm not familiar with H2H... I can tell you that the adjustments are not needed because of how the jobs perform in abby, these adjustments are for the other 90% of the game that people do. You completely missed my point, so nevermind lol.
Those jobs have utility and use outside of abby, I have trouble finding a use for nin outside abby and tanking Odin 1, or soloing, which is why I also didn't mention BST
01-11-2013 03:58 PM | Akihiko Matsui | Dev Team | |
| | Overall Battle System Adjustments for the Future
Hello.
Thank you for the vast amount of feedback regarding battle.
We’ve received a variety of different adjustment suggestions and amongst them a suggestion for enfeebling. However, instead of thinking about this in terms of individual points, I’ve been reading over everything from the viewpoint of battle overall.
Towards the end of last year I made a series of posts about the plans we have; however, this raised the issue of requests for more specific, concrete details, which in turn made it difficult for all of you to hold discussions. With that said, from an overall battle system perspective, I would like to share a couple of ideas the development team is currently thinking about.
Please note that all of these ideas have not been finalized. Also, please know that the below is not the entirety of the overall battle adjustments.
We’d appreciate it greatly if you took the content listed here to not represent the cure-all solution, and see it more as things we will be doing while working to solve the issues.
Balance between two-handed and single-handed weapons
This is a topic that has been discussed in several threads, particularly one about making adjustments to single-handed weapons, and we would like to perform adjustments.
As has been mentioned, food and other choices are quite limited due to the fact that status modifiers are far greater for two-handed weapons and there is a higher need for accuracy when using single-handed weapons.
For example, we are currently looking into the possibility of adding some form of merit that would enhance the modifiers for the single-handed weapon main weapon slot.
Regarding Dark Knight
This is a topic that has been discussed in several threads, particularly one about dark knight being too powerful. As was commented during VanaFest, we feel dark knight is becoming powerful, and at the same time decided to put off the adjustments we had looked into at that time. I believe there are many who remember this.
We are currently looking to adjust Desperate Blows and Last Resort.
Currently, the haste cap for equipment and magic is the same for all jobs, but haste from abilities is a separate category outside of this cap, and Desperate Blows is the ability with the highest value of haste.
However, simply reducing the value of Desperate Blows would only cause dark knight to become weaker, so we are considering giving a portion of the total haste effect granted from Desperate Blows to Last Resort, and giving the remaining amount back to Desperate Blows.
Current
Post-adjustment - Desperate Blows +10% (*Value with 5 merit points)
- Last Resort +15%
Simply put, this adjustment will allow you to gain this effect in the case you use dark knight as your support job.
While currently, it might be difficult to imagine the situations where a front-line job would select dark knight for their support job, we would like to look into this based on this possibility.
Regarding Defense
This is a topic that we have received feedback on asking to increase the boons of defense. Due to the attack/defense ratio, the meaning behind adding defense past a certain value starts to become pointless, and we would like to make it have meaning.
As a merit, for example, the more you increase your defense, the lower the damage taken will be and the boons for Defender would become large.
On the other hand, while under the effects of abilities that decrease defense such as Berserk or Last Resort, the damage you take would become higher than what it is currently.
Merit Point Weapon Skills
This is a topic we have seen in threads asking to increase the cap on the merit point weapon skill category.
Instead of adjusting the cap value, we are currently looking into adjusting the modifier values so that these weapon skills can be used with a single merit point.
We are envisioning to make it so 1 merit point will yield a 65% status modifier, and each point afterwards will grant an addition 5% for a maximum of 85% (no changes to the max value).
Elemental Magic
We have received a variety of feedback on elemental magic.
The first thing I’m thinking of doing is making adjustments to the damage calculations.
Here’s my current image of how elemental magic is going to work:
The damage output on earth element spells will initially be lower compared to the rest of the elements, but have the best cost performance overall. Also, INT will have an even larger impact on the damage output. As a result, players will basically try to raise their INT and magic attack to get closer to the damage output done by lightning element spells.
Breakdown by element - MP Efficiency: Earth > Water > Wind > Fire > Ice > Lightning
- INT Offset: Earth > Water > Wind > Fire > Ice > Lightning
- Initial Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
- Maximum Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
Breakdown by spell tier - MP Efficiency: I > II > III > IV > V
- INT Offset: V > IV > III > II > I
- Initial Damage Output: V > IV > III > II > I
- Maximum Damage Output: V > IV > III > II > I
The charts below explain my idea in detail.
* The magic attack does not include any offsets.
* “INT+0” and “INT+100” represents the INT difference between the caster and the target.
Tier I |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
10 |
10 |
42 |
160 |
Water |
16 |
25 |
66 |
165 |
Wind |
25 |
40 |
92 |
170 |
Fire |
35 |
55 |
108 |
175 |
Ice |
46 |
70 |
126 |
180 |
Lightning |
60 |
85 |
149 |
185 |
|
Tier II |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
78 |
100 |
175 |
350 |
Water |
95 |
120 |
195 |
355 |
Wind |
113 |
140 |
213 |
360 |
Fire |
133 |
160 |
233 |
365 |
Ice |
155 |
180 |
255 |
370 |
Lightning |
178 |
200 |
278 |
375 |
|
Tier III |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
210 |
200 |
360 |
550 |
Water |
236 |
230 |
386 |
560 |
Wind |
265 |
260 |
415 |
570 |
Fire |
295 |
290 |
445 |
580 |
Ice |
320 |
320 |
470 |
590 |
Lightning |
345 |
350 |
495 |
600 |
|
Tier IV |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
381 |
400 |
581 |
850 |
Water |
410 |
440 |
610 |
865 |
Wind |
440 |
480 |
640 |
880 |
Fire |
472 |
520 |
672 |
895 |
Ice |
506 |
560 |
706 |
910 |
Lightning |
541 |
600 |
741 |
925 |
|
Tier V |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
626 |
650 |
855 |
1200 |
Water |
680 |
700 |
909 |
1220 |
Wind |
734 |
750 |
967 |
1240 |
Fire |
785 |
800 |
1014 |
1260 |
Ice |
829 |
850 |
1058 |
1280 |
Lightning |
874 |
900 |
1103 |
1300 |
|
As far as casting time and recast time goes, here’s my current idea:
- Tier I~V spells will all have same casting time / recast time.
For example, Tier I spells will have a casting time of 0.5 seconds and recast time of 2 seconds. Therefore, both Thunder I and Stone I will have the casting time of 0.5 seconds and recast time of 2 seconds.
The charts below explain my idea in detail.
Tier I |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
9 |
4 |
1.5 |
0.5 |
6.5 |
2 |
Water |
13 |
10 |
1.75 |
0.5 |
7.75 |
2 |
Wind |
18 |
16 |
2 |
0.5 |
9 |
2 |
Fire |
24 |
22 |
2.25 |
0.5 |
10.25 |
2 |
Ice |
30 |
28 |
2.5 |
0.5 |
11.5 |
2 |
Lightning |
37 |
34 |
3 |
0.5 |
13 |
2 |
|
Tier II |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
43 |
36 |
3.25 |
1.5 |
14.5 |
6 |
Water |
51 |
43 |
3.5 |
1.5 |
15.75 |
6 |
Wind |
59 |
51 |
3.75 |
1.5 |
17 |
6 |
Fire |
68 |
60 |
4.25 |
1.5 |
18.5 |
6 |
Ice |
77 |
68 |
4.5 |
1.5 |
19.75 |
6 |
Lightning |
86 |
77 |
4.75 |
1.5 |
21 |
6 |
|
Tier III |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
92 |
64 |
5.25 |
3 |
22.5 |
15 |
Water |
98 |
75 |
5.5 |
3 |
24 |
15 |
Wind |
106 |
88 |
5.75 |
3 |
25.25 |
15 |
Fire |
113 |
101 |
6 |
3 |
26.5 |
15 |
Ice |
120 |
115 |
6.25 |
3 |
27.75 |
15 |
Lightning |
128 |
129 |
6.75 |
3 |
29.25 |
15 |
|
Tier IV |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
138 |
112 |
7 |
6 |
30.75 |
30 |
Water |
144 |
129 |
7.25 |
6 |
32 |
30 |
Wind |
150 |
148 |
7.5 |
6 |
33.25 |
30 |
Fire |
157 |
169 |
8 |
6 |
34.75 |
30 |
Ice |
164 |
190 |
8.25 |
6 |
36 |
30 |
Lightning |
171 |
213 |
8.5 |
6 |
37.25 |
30 |
|
Tier V |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
222 |
156 |
8.75 |
10 |
39 |
45 |
Water |
239 |
182 |
9.25 |
10 |
40.25 |
45 |
Wind |
255 |
210 |
9.5 |
10 |
41.5 |
45 |
Fire |
270 |
240 |
9.75 |
10 |
42.75 |
45 |
Ice |
282 |
272 |
10 |
10 |
44 |
45 |
Lightning |
294 |
306 |
10.25 |
10 |
45.5 |
45 |
|
Please note that we will be making additional adjustments on elemental magic using this change as the foundation.
Regarding Content
To start off, we are looking into adjustments for new Nyzul, Legion, Odin's Chamber II, Voidwatch (up to Provenance Watcher), Salvage, and in the event there is further necessity, new Salvage as well.
Below is what we are looking into for adjustments.
New Nyzul - Adjustments to the warp range of floors
Legion - Adjustments to monster levels
- Adjustments to attack power and defense
Odin's Chamber II - Adjustments to monster levels
Voidwatch - Expand the usage range of the void clusters to Provenance (Provenance Watcher)
Salvage - Re-examine the drop rate of level 35 equipment
- Make a change so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment
Walk of Echoes - Adjustments to monster levels
- Remove EX status from each type of coin
- Add sacks that contain multiple Trick Dice and Liminal Residue
Past this, we will continue to make adjustments as necessary, and we will be making it so strategy and play style variations can be developed instead of having to win with a huge amount of fire power in a short amount of time.
While I am repeating myself, the above are by no means finalized. There are many other topics we are looking into at the moment (enmity, TP given to enemies, etc.), so I would appreciate it if you could read over all of this on the basis that there is a possibility that the implementation order and adjustment method changes.
Thank you very much. | |
01-16-2013 08:09 AM | Slycer | BG Translator | |
| | Hello!
Thanks for your feedback.
We've taken a look at the feedback we've received about the possible adjustments and we'd like to address a few of the questions that have been raised.
Even though the proposal mentions that the adjustment is specifically for DRK, assuming the Haste from Last Resort will apply to one-handed weapons, I think the combination of the one-handed weapon correction you mention in the post plus strengthening Last Resort will be enoug for one-handed weapons to catch up with two-handed weapons. |
Hold on a minute...because of Dual Wield I have close to 80% delay reduction... does this mean I can cut some of the Dual Wield for one-handed weapons? |
The Haste effect planned to be granted to Last Resort will, along with that of Desperate Blows, only be applicable to two-handed weapons. The overlap of the effects would be too significant if the delay reduction applied to one-handed weapons (because of Dual Wield) or to hand-to-hand weapons (because of Martial Arts).
I'm afraid that adjustments to hand-to-hand weapons are going to get lost in the mix between one-handed and two-handed adjustments. |
In the adjustments regarding balancing one-handed and two-handed melee weapons, hand-to-hand weapons will also be included and considered along with one-handed weapons.
However, since the performance of one-handed and hand-to-hand weapons differ significantly, they won't be treated uniformly (for example, the adjustment of "increasing the correction value of the one-handed weapon in the main weapon slot" which was talked about previously will be significantly different for hand-to-hand weapons).
Considering the unique circumstances around hand-to-hand, we will continue to make the adjustments separately.
Regarding elemental magic, would this also hold true for magic casted by automatons? |
The elemental magic adjustment does also apply to magic used by the automaton. [[edited:]] While stats can be raised on the automaton, it's easy to Overload while doing so, and we will take this into account when we look at the balance of the adjustment.
Translated by: Slycer | |
01-18-2013 10:39 AM | Slycer | BG Translator | |
| | Defense (Attack/Defense Ratio)
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments to the attack/defense ratio as follows.
| At very low defense, damage taken does not increase.
At present, there is an upper limit on the offense/defense ratio.
Depending on the opponent's attack value, if the player's defense value is 50% or higher, the damage reduction will increase. If the player's defense value is less than 50%, the damage reduction will be the same as if it was 50%.
Because of this, even though combining Last Resort and Berserk greatly reduces defense, for example, the damage reduction does not fall as significantly. |
| ----New Proposal
The maximum reduction will be calculated from the attack/defense ratio, and the upper limit of the calculated ratio will be increased such that when defense is very low, damage taken will continue to increase. |
| When defense is raised, damage taken is not reduced
This is mainly against higher level enemies and occurs because of something called level difference correction. The attack/defense ratio is calculated and impacted by each one level difference, reducing the calculated defensive power by some extent. |
| ----New Proposals
For new monsters created, starting with Seekers of Adoulin, create them such that the level difference correction will not apply. We would compensate for this by adjusting monsters' attack values, defense values, and stats.
Eliminate level difference correction. By eliminating the level difference correction, you will be able to more significantly reduce damage taken by increasing defense as expected.
|
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
01-18-2013 10:51 AM | Slycer | BG Translator | |
| | Content Adjustments
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments as follows.
New Nyzul
The reasoning behind using Embrava is to greatly increase the speed of defeating enemies. Rather than adjusting the random warp pattern any further, we have decided to modify the strength of enemies.
Defense Adjustment
For enemies with certain weaknesses, allow attacks against those weaknesses to do further increased damage.
Level Adjustment (further adjustments may be needed)
- Floors 1~20: Reduce enemy levels by 10
- Floors 21~40: Reduce enemy levels by 7
- Floors 41~60: Reduce enemy levels by 4
- Floors 61~80: Reduce enemy levels by 2
- Floors 80~100: No change
Legion
Adjustment of HP, defense, and attack strength.
As mentioned previously, we are considering eliminating the level difference correction values for the attack/defense ratio. If we move in this direction, adjusting the level of the monsters at the same time will make the monsters that appear too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
Odin's Chamber II
Adjustment of HP, defense, and attack strength.
Similarly to Legion, if we adjust the attack/defense ratio by eliminating level correction and level at the same time, the monsters would become too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
Long post, just going to link to it.
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