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Overall Battle System Adjustments for the Future
Cerberus.Conagh
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By Cerberus.Conagh 2013-01-19 05:30:37
AltimaOmega missed a Resolution as DRK in NNI 100 boss >_>, we lol'd
Cerberus.Tidis
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By Cerberus.Tidis 2013-01-19 06:35:48
I think I've only missed a CDC when something has perfect dodged right as I ready it!
Missed a Ukko's before though!
Oh and when I used to do Salvage this guy missed Fudo so much it became a running joke (was before Shoha existed).
Cerberus.Conagh
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By Cerberus.Conagh 2013-01-19 07:11:52
Ok ... Does anyone know if this update will affect BLU spells? IE are blue spells affected greatly by a targets level (I know mobs def factors in but eh) like with Weapon skils? Because if they remove the level correction BS and it does affect BLU, this might see BLU being more effective, minus the inability to greatly raise BLU attack.
By ScaevolaBahamut 2013-01-19 08:18:28
Oh and when I used to do Salvage this guy missed Fudo so much it became a running joke (was before Shoha existed).
oh lawdy dont even get me started
By Quetzacoatl 2013-01-19 10:57:13
Accuracy penalty? Welcome to pre-2hander update.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-01-19 11:19:05
Talk of 2H accuracy made me think of...
YouTube Video Placeholder
Hey at least we're not Dragoons...
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By Odin.Jassik 2013-01-19 12:16:32
2h weapons should have a severe accuracy penalty or something. It has to be harder to swing a great axe and hit something than to stab it with a dagger! You should try out an Apocalypse sometime. You'll miss Catastrophe 5 times in a row when you need it the most. :D Even 95% ACC is'nt enough, need moar!
Accuracy decreases exponentially depending on how much TP you have and how many job abilities are up... if you have 300 TP and just used zerk/gressor/warcry/WC, you WILL miss the first hit of Ukko's.
Bismarck.Iso
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By Bismarck.Iso 2013-01-19 12:22:56
Valefor.Prothescar said: »Quote: In the event that you jump into battles and pay no attention to your defense, you will take damage for nearly two-times the amount that it is now, so the way the job is played will change. You're out of your mind if you think the general player base is going to adjust to this. All this means is that rng and possibly blm will come back. OH NO we're going to have to employ strategies aside from putting up every buff we have and spamming WSs until the NM dies??? I know right. I can already hear the casuals typing up their rants about how they're going to ragequit and unsubscribe/etc. Good! They cant quit fast enough for me
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By Valefor.Prothescar 2013-01-19 13:06:54
Ok ... Does anyone know if this update will affect BLU spells? IE are blue spells affected greatly by a targets level (I know mobs def factors in but eh) like with Weapon skils? Because if they remove the level correction BS and it does affect BLU, this might see BLU being more effective, minus the inability to greatly raise BLU attack.
The change will most negatively impact whatever has the lowest attack. That would be physical blue magic.
Cerberus.Conagh
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By Cerberus.Conagh 2013-01-19 13:32:34
Valefor.Prothescar said: »Ok ... Does anyone know if this update will affect BLU spells? IE are blue spells affected greatly by a targets level (I know mobs def factors in but eh) like with Weapon skils? Because if they remove the level correction BS and it does affect BLU, this might see BLU being more effective, minus the inability to greatly raise BLU attack.
The change will most negatively impact whatever has the lowest attack. That would be physical blue magic.
Certain BLU spells have an attack bonus based on TP IE with use of efflux/CHain affinity so ie Amorphic spikes which is thought to be a 300% ATtack bonus at 350 tp would this be affected bady or positively in this update?
Cerberus.Conagh
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By Cerberus.Conagh 2013-01-19 13:33:08
So many Typos not enough time
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By Valefor.Prothescar 2013-01-19 13:42:01
I know all about attack bonuses... I've been part of testing most of them. Amorphic Spikes is not a 300% attack bonus at 350TP, and even if it was it would be only during azure lore. No spell has a high enough attack bonus by itself to let it overcome severe defense differences, however Vanity Dive and Goblin Rush should come close.
Sylph.Peldin
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By Sylph.Peldin 2013-01-19 18:11:19
Idea
Increase the cap value for the numbers calculated from the attack/defense ratio.
Damage received while defense is low will be larger. Goodbye Counterstance. It was nice being able to use you, but now you get to go back to the locker room with Boost, Dodge, Footwork, and Mantra unless I'm in Abyssea
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By Siren.Kalilla 2013-01-23 14:05:53
01-23-2013 01:58 PM | Camate | Community Rep | |
| | Greetings!
Since there has been a lot of feedback and questions regarding level correction, I’d like to take this opportunity to add a bit to what we mentioned last week about how we are looking into eliminating level correction.
This level correction is what we will be using to make it so that when you increase your defense the damage you take will be reduced. In other words, the level correction will be focused on the monsters' attack power. Since we will not be making any changes to the level correction in regards to monster defense, damage towards higher level enemies will not see an increase from the level correction adjustments. Completely getting rid of level correction would make it easy at low levels to defeat monsters that have a difference of 20 levels or more.
With that said, from your character's perspective, these changes will only really be applicable to higher level monsters, and easy prey monsters or other lower level monsters will not become weaker. However, depending on the attack/defense ratio there may be variations.
We also understand that the current attack/defense ratio cap for single-handed and two-handed weapons is 2 and 2.25 respectively, and an idea was raised to set them both to 2.25. We will need to examine whether this value is good enough or if we need to make further changes in advance before we proceed with this adjustment.
Now to answer some questions…
With these adjustments could you also make adjustments to weapon skills that have “defense ignored varies with TP”? |
Currently we do not have any plans to make adjustments to these kinds of weapon skills.
Am I going to die right away when I use Counterstance now? |
We understand the concerns associated with this and there is a possibility that we will be making separate adjustments to Counterstance.
As a final note, we do not have any plans at the moment to make adjustments to weapons that deal non-elemental damage; however, we do realize that they are extremely strong. Though this is speaking more about the future, since we will be introducing items that have a higher damage value, we expect that these weapons will not be something that are used full-time, and the situations for use will become limited.
In regards to the way we create monsters, we will still be adding features to them like you can see currently, where some monsters will be weak against piercing, while others weak against blunt damage or physical damage in general. However, instead of making it so you can only do damage via a certain method of attacking, we feel it would be better to create them so certain attack methods yield even more damage. To get a better idea of what we are talking about, Qutrub are a perfect example.
Also, the possibility that we add more weapons that deal non-elemental damage is extremely low.
Now then, just to wrap stuff up, below is a TL;DR version of the basic plan for these adjustments. Please keep in mind that none of this is finalized.
| |
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Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 14:06:55
/dusts off Defender macro
//sheds single tear
By Quetzacoatl 2013-01-23 14:08:35
lolRedemption
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By Siren.Kalilla 2013-01-23 14:17:44
Slycer's translation seems to include a lot more information, so I'll get that one up in a few minutes as well.
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By Phoenix.Wackatramp 2013-01-23 14:18:39
Valefor.Prothescar said: »Definitely looking forward to it. Less people clogging up my alliances with their gimpery
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By Phoenix.Wackatramp 2013-01-23 14:20:56
Accuracy penalty? Welcome to pre-2hander update.
Blame bandwagon RCB's.
By kenshynofshiva 2013-01-23 14:28:35
Love when SE makes these type adjustments and viola a new king of the hill is created overnight for peeps to cry NERF about stay tuned....
Remora.Brain
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By Remora.Brain 2013-01-23 14:34:36
If they put dual wield weapons on the same max pDIF as two-handers, we'll be put back exactly where we were before the two-handed update, with two-handed weapons being garbage. That's the stupidest ***I've ever heard.
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By Siren.Kalilla 2013-01-23 14:35:38
01-23-2013 11:50 AM | Slycer | BG Translator | |
| | Based on the previous posts [see below, posts #163-#165 in this thread], we've readjusted and clarified our proposal (summarized below). Since none of this has yet been confirmed, please check out the original post for the basis.
Proposals
There are no plans at the moment to make any adjustments to weapons that deal non-attribute damage. We understand that these weapons are very strong (Matsui was weeping...).
We mentioned this a little while ago, but in the areas of equipment, based on the fact that we will continue to add a large amount of weapons with higher DMG values, the use of these should gradually become more and more limited.
Regarding monsters, we've had features like monsters vulnerable to blunt, or piercing, or physical attacks in general, but rather than limiting the damage of attacks that aren't specific weaknesses, we believe it would be a better direction to increase the damage dealt by specific kinds of attacks (think about Qutrubs, for example).
Based on this, the likelihood that we will continue to add weapons that deal non-attribute damage is extremely low.
We hope this addresses some of your concerns so far.
Quoted concerns that completely eliminating level correction would hugely throw off balance in favor of certain jobs and make some things far too easy. |
In my previous post, I mentioned that we were considering that we might "eliminate level difference correction."
What the term "level difference correction" was intended to mean was that we would ensure that the damage taken is reduced by increasing defense. In other words, we meant "level difference correction to monster attack power."
As far as your concerns such as ranged attacks becoming far more effective by removing the level correction, there are no plans to make any adjustments to "level difference correction to monster defense power."
If we completely eliminated level difference correction, from the point of view of low-level players, there would be a concern that monsters with a very different level (>= +20 levels) would be far too easily defeated.
Quoted posts mentioning the performance improvement in Gallant's Roll that will come out of the changes as well as the negative impact on jobs that use abilities that decrease defense. More questions about how greatly this will impact battles where the monster is lower level than the player |
The level difference correction is only effective for monsters that are high levels as compared to players. It does not affect monsters that are near the same level as the player. So, do not think that you will suddenly take more damage from higher level monsters and weaker monsters will suddenly be effortless battles.
However, we will also be adjusting the attack/defense ratio.
If you are closer to the monster's level and you raise your defense above the typical ~500, the ratio will be better adjusted in your favor and the damage taken will be lowered. On the other hand, if your defense is significantly lower, the damage taken will increase.
The idea is to give a benefit to defense so that defense will lower risk more than ever before. We will support this with abilities and additionally with new types of equipment and food.
Quoted post talking about all the different ratio caps for attack/defense depending on the type of weapon |
As part of the adjustment, the attack/defense ratio limit will be increased to 2.25 for one-handed weapons (like two-handed weapons). Whether this is a good value or whether you want further adjustment, please let us know.
Quoted post asking that while they are messing with the attack/defense ratio if they could also adjust WS that ignore enemy defense (e.g. Piercing Arrow, Quietus, etc.) |
At present, we do not plan to make any adjustments to weapon skills that ignore enemy defense.
Quoted post from an obviously angry MNK who is saying that the change will make Counterstance basically unusable in many situations. |
For Counterstance, it is possible that we will make a separate adjustment.
More questions about how the level correction stuff will work |
Please regard the level difference correction as a modification to monster attack power. We are separately considering making the modification to raise the upper limit on the attack/defense ratio for one-handed weapons to be equal to that of two-handed weapons, which should allow or one-handed weapons to be a weapon of choice in more situations.
Quoted post saying that back-line jobs that don't get a lot of defense might get shafted with some of the attack/defense ratio changes. |
For back line jobs, the main role can be done at a distance, so you should be able to reduce the frequency of taking damage as compared to front-line jobs. However, we will include new effects such as support from party members and food effects, and at the same time, for future monsters implemented, we will pay close attention to the amount of damage and range of damage dealt by monster skills.
Translated by: Slycer | |
Fenrir.Slycer
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By Fenrir.Slycer 2013-01-23 14:47:32
About 1/3 of the way into Kalilla's quoted post I made a mistake, should say "damage taken is reduced by increasing defense" of course. Just wanted to clarify.
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By Siren.Kalilla 2013-01-23 14:48:36
kk I'll make the change :)
Bismarck.Helel
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By Bismarck.Helel 2013-01-23 14:48:39
If they put dual wield weapons on the same max pDIF as two-handers, we'll be put back exactly where we were before the two-handed update, with two-handed weapons being garbage. That's the stupidest ***I've ever heard.
This is the best ***I've ever heard.
Though I don't think the adjustment will make as big of a difference as you're implying without adjusting STR/DEX Attack/Accuracy values as well.
Definitely a nice adjustment for my BLU though. Now, I just need recycle adjustments for RNG and I'll be happy.
Edit: wrote defense instead of accuracy
By Mookies 2013-01-23 14:50:35
It may just be how tired I am but I'm having a very hard time comprehending what is in those Dev posts. Could anyone clarify in a few short and simple words?
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By Siren.Kalilla 2013-01-23 14:51:43
It may just be how tired I am but I'm having a very hard time comprehending what is in those Dev posts. Could anyone clarify in a few short and simple words? Quote: Now then, just to wrap stuff up, below is a TL;DR version of the basic plan for these adjustments. Please keep in mind that none of this is finalized.
By volkom 2013-01-23 14:52:56
If they put dual wield weapons on the same max pDIF as two-handers, we'll be put back exactly where we were before the two-handed update, with two-handed weapons being garbage. That's the stupidest ***I've ever heard.
This is the best ***I've ever heard.
Though I don't think the adjustment will make as big of a difference as you're implying without adjusting STR/DEX Attack/Defense values as well.
Definitely a nice adjustment for my BLU though. Now, I just need recycle adjustments for RNG and I'll be happy.
back to viking mode on drk. wielding axes and swords.
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-01-23 14:55:37
Yeah, this isn't going to restore DW-onry times because:
1) Dual Wield grants much less Delay reduction at 99 with buffs than it did at 75 with buffs due to increases in Haste buff potency (Capped Victory March, another +3 March in gear, etc.) For Dancer in particular, Dual wield only brings us from 78.3 to 80% delay reduction when fully buffed.
2) Monsters have high defense, to the extent that Dual Wield jobs will not be capping Ratio on them without large attack buffs / defense down debuffs. 1H jobs lack native attack buffs (like Last Resort and Berserk), so they have to get their attack from their subjobs and they start with less due to the STR/Atk conversion ratio.
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Phoenix.Kojo
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By Phoenix.Kojo 2013-01-23 14:55:47
Isn't that kinda odd? Shouldn't it just stay the same?
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.
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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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