|
Overall Battle System Adjustments for the Future
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-17 05:00:14
They should be viable options at least.
[+]
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 05:05:13
Just because a job has utility doesn't actually balance them for end-game events.
Sounds to me like you like to play a job nobody wants in endgame. I do too, but i wanted to do endgame, so instead of crying about game design, i leveled and geared a new job. Not all jobs are useful in all content, and shouldn't be... Because it's always been that way? Hardly a justification for some jobs being left out of the game's premier content. If you go on about how it should be this way because 1h jobs should do less damage then I cite Dragoon a 2h job that is over all very meh and rarely worth a spot in endgame(bar mythic).
The fact is in a perfect world each job would have a role in endgame let it be buffing/healing/dd/tanking in their own unique way. Sure some jobs can be slightly ahead of others but the gap is too large in the current game.
[+]
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-01-17 05:09:07
then I cite Dragoon a 2h job that is over all very meh and rarely worth a spot in endgame(bar mythic). All content is winnable with a reasonably balanced setup, including any jobs. If your linkshell leader is like most and refuses to allow subpar DD because they don't want to lower the run's success rate, then that's a gripe that should be raised with them.
SE created jobs that excel in different areas of the game, but they did not create any job that is a 'waste of a spot' in any part of the game. Players decided they'd rather only take the jobs that excel, because they valued success rate over dynamic.
[+]
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-17 05:13:08
You can bring one nin and still win. But things changes if you bring two nin and a bst. One thing is being carried by the rest of the group, another actually contributing. A drg is subpar but still contributing something, a nin is just there derping around.
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 05:16:18
You have to agree it would be nice to be able to play one of the "subpar" dds in today's endgame and not worry about the burden you're placing on your team by them having to pick up the slack of you not being on say drk or war. Not saying all dds should be equal but a tad more balance would be nice.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-01-17 05:25:07
You can bring one nin and still win. But things changes if you bring two nin and a bst. One thing is being carried by the rest of the group, another actually contributing. A drg is subpar but still contributing something, a nin is just there derping around. You can win Mul with only 14 characters in zone. I don't think bringing 2 nin and a bst is prohibitive.
You'll get better results with more suited jobs, but I don't think anyone was ever arguing this. People insist SE blocked jobs out.. it was clearly the playerbase that did that. Nobody told DRG not to show up to sky in 2004.
Carbuncle.Tyleron
Server: Carbuncle
Game: FFXI
Posts: 163
By Carbuncle.Tyleron 2013-01-17 06:57:25
Just because a job has utility doesn't actually balance them for end-game events.
Sounds to me like you like to play a job nobody wants in endgame. I do too, but i wanted to do endgame, so instead of crying about game design, i leveled and geared a new job. Not all jobs are useful in all content, and shouldn't be... Because it's always been that way? Hardly a justification for some jobs being left out of the game's premier content. If you go on about how it should be this way because 1h jobs should do less damage then I cite Dragoon a 2h job that is over all very meh and rarely worth a spot in endgame(bar mythic).
The fact is in a perfect world each job would have a role in endgame let it be buffing/healing/dd/tanking in their own unique way. Sure some jobs can be slightly ahead of others but the gap is too large in the current game.
I think your missing the whole point of the job system. Which allows strategies to be built around a range of events from solo play to entire alliances+.
I love war but it is by far the worst solo job but its great for events.
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 07:18:25
I've never really understood the point of solo in an MMO it seems counterintuitive. Anyway while most 1h jobs may be able solo decently it's not like there's much to be soloed except dynamis. Which most jobs can solo. I suppose Abyssea as well but what's the fun if you don't have procs? Nin is a job meant for group play and currently is poop on a stick in said group play.
By Heimdel 2013-01-17 08:46:48
All I'm seeing is a lot people commenting on what a job can do with out actually knowing what it can actually do or at the most commenting based on the lowest range players of those jobs who go around full time pearle and pink gear. Like the person telling everyone about how little bst and pup can do and how weak they are while having never played the jobs with bst only leveled to 30 and pup at 0.
Cerberus.Balloon
Server: Cerberus
Game: FFXI
Posts: 424
By Cerberus.Balloon 2013-01-17 08:59:19
All I'm seeing is a lot people commenting on what a job can do with out actually knowing what it can actually do or at the most commenting based on the lowest range players of those jobs who go around full time pearle and pink gear. Like the person telling everyone about how little bst and pup can do and how weak they are while having never played the jobs with bst only leveled to 30 and pup at 0.
You don't need experience with a job to know that it is mathematically inferior in certain situations. A lot of people are basing their statements on this, not some pink PUP they saw once.
No amount of knowledge of the jobs mechanics will make jobs like PUP or DNC viable in end game events like legion, especially compared to jobs like WAR or DRK.
I get that these jobs have functionality beyond damage dealing, but the game is continuing to deviate away from the need for utility. Puppetmaster is a job that is incredibly versatile in a game that does not demand it.
I worry about what they're going to do with H2H. Forget MNK getting left behind, pup is going to go further into 'lolpup' territory if they don't buff it somewhat.
For reference, I leveled bst solo 1-75 on another character, and pup is my favourite job. It upsets me they don't have much of a place in today's metagame, but beyond dynamis and some casual abyssea they really do not.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-17 08:59:36
Or you don't know much about game mechanics and don't understand why 1h jobs have much lower output against high level targets?
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-01-17 09:01:52
Valefor.Prothescar said: »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
That brief moment where i dreamed to play blu/drk with last resort up, shattered to a thousand pieces ; ;
(Occult Acumen doesnt work with blu spells anyways, i so wanted to mb everyones grudge on my self darkness sc for extra tp too /extrasad)
By Heimdel 2013-01-17 09:27:04
Or you don't know much about game mechanics and don't understand why 1h jobs have much lower output against high level targets?
Or I understand game mechanics perfectly fine and understand there is a lot more to jobs than what people who don't even play the jobs say they can and can't do.
Server: Bahamut
Game: FFXI
Posts: 1008
By Bahamut.Cantontai 2013-01-17 09:34:25
Or you don't know much about game mechanics and don't understand why 1h jobs have much lower output against high level targets?
Or I understand game mechanics perfectly fine and understand there is a lot more to jobs than what people who don't even play the jobs say they can and can't do.
What? Dude are you saying that people in 2013 haven't figured out ANY of the jobs yet? People understand what Beastmaster can and can't do just fine. If you truly think BST or PUP can keep up with a 2H DD against ADL, Legion Mobs, or Odin V2, please (seriously, please) stream it or record it. I'd do backflips to see it, if only to piss of the DDs in my linkshell.
VIP
Server: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-01-17 10:06:39
Not every job should be useful in every situation. If this game had a locked class system i could get on board, but it doesn't. My main job was rdm... See a lot of those in endgame?
Lets just give all jobs a+ on all weapons, Sam to dual wield gkt's, let blu morph into a soul flayer, whm's get ukko's, and give 5 subjobs with all native spells and abilities. When did ffxiah become the official forum?
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-17 10:07:20
Looks like this should be used again(took me a bit to find it again)
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 10:08:36
Not every job should be useful in every situation. If this game had a locked class system i could get on board, but it doesn't. My main job was rdm... See a lot of those in endgame?
Lets just give all jobs a+ on all weapons, Sam to dual wield gkt's, let blu morph into a soul flayer, whm's get ukko's, and give 5 subjobs with all native spells and abilities. When did ffxiah become the official forum? When did variety become unbalance-able?
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2013-01-17 10:08:41
Lets just give all jobs a+ on all weapons, Sam to dual wield gkt's, let blu morph into a soul flayer, whm's get ukko's, and give 5 subjobs with all native spells and abilities. When did ffxiah become the official forum? And who the hell even said this, either actually learn to read or don't bother posting.
[+]
Bahamut.Zangada
Server: Bahamut
Game: FFXI
Posts: 383
By Bahamut.Zangada 2013-01-17 10:09:38
Bahamut.Cantontai said: »Or you don't know much about game mechanics and don't understand why 1h jobs have much lower output against high level targets?
Or I understand game mechanics perfectly fine and understand there is a lot more to jobs than what people who don't even play the jobs say they can and can't do.
What? Dude are you saying that people in 2013 haven't figured out ANY of the jobs yet? People understand what Beastmaster can and can't do just fine. If you truly think BST or PUP can keep up with a 2H DD against ADL, Legion Mobs, or Odin V2, please (seriously, please) stream it or record it. I'd do backflips to see it, if only to piss of the DDs in my linkshell.
People dont understand, ive seen alot of situations where ive kept up or even pass 2H on bst but ppl are so stuck on the X job cant do it they refuse to even try.
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 10:10:13
Either you eyeballed that or they sucked.
Bismarck.Llewelyn
Server: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-01-17 10:11:17
Bahamut.Zangada
Server: Bahamut
Game: FFXI
Posts: 383
By Bahamut.Zangada 2013-01-17 10:15:03
Either you eyeballed that or they sucked.
Or bst can be that good but we all know no one will ever admit that.
Bismarck.Llewelyn
Server: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-01-17 10:15:39
BST is not beating WARs DRKs and SAMs in Mul. Lol. Or ever, really.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-17 10:15:50
Lol...
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2013-01-17 10:16:43
Math is only an opinion anyway.
[+]
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-17 10:17:29
Either you eyeballed that or they sucked.
Or bst can be that good but we all know no one will ever admit that. I would cheer from the highest roof tops and never change jobs if this were true, I love beast but fact is it lacks any major buffs other than dw from /nin and it uses 1h which nerfs it's damage output on higher end targets. We've got a cool ws tied to a shitty weapon that's about it.
[+]
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-01-17 10:18:13
Currently 20 jobs, soon to be 22. content is made for 6 to 18 people, it shouldnt be hard to figure out some more jobs are gonna be left out even if job balance+bandwagon changes things drastically.
At best any combat adjustments are going to just stir the pot and change who rises and falls (and gets left out).
[+]
Carbuncle.Nynja
Server: Carbuncle
Game: FFXI
Posts: 4147
By Carbuncle.Nynja 2013-01-17 10:21:15
People dont understand, ive seen alot of situations where ive kept up or even pass 2H on bst but ppl are so stuck on the X job cant do it they refuse to even try. Did you filter everyones damage or something? The only way a bst may "keep up or even pass" 2H jobs is on lv50 content, or lv75 content where the 2h's arent getting any form of haste, and are poorly geared.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-01-17 10:23:48
Either you eyeballed that or they sucked.
Or bst can be that good but we all know no one will ever admit that. Bst is good in specific situations, the only times in can be a competitive DD is against monsters with low defense. This is not a matter of opinion, or preference, the mathematical maximum damage a 2H can deal vs 1H is higher in most any situation worth bragging about with current gear options. If you think other wise you are fooling yourself, someone doesn't need to play a job to do math for it given that we know just about (if not everything) there to know about how damage is calculated.
[+]
Bahamut.Zangada
Server: Bahamut
Game: FFXI
Posts: 383
By Bahamut.Zangada 2013-01-17 10:28:27
Either you eyeballed that or they sucked.
Or bst can be that good but we all know no one will ever admit that. Bst is good in specific situations, the only times in can be a competitive DD is against monsters with low defense. This is not a matter of opinion, or preference, the mathematical maximum damage a 2H can deal vs 1H is higher in most any situation worth bragging about with current gear options. If you think other wise you are fooling yourself, someone doesn't need to play a job to do math for it given that we know just about (if not everything) there to know about how damage is calculated.
And are pets added to this dmg?
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.
|
|