|
Overall Battle System Adjustments for the Future
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 15:01:02
Isn't that kinda odd? Shouldn't it just stay the same?
It would seem the goal is to make it so people can't completely ignore defense - DRK/WAR stacking LR and Zerk and such, with like 86 defense, should get smacked harder than someone who's not actively lowering their defense (like a mage who just sits around 300 because they are wearing actual mage gear).
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By Fenrir.Weakness 2013-01-23 15:04:31
Isn't that kinda odd? Shouldn't it just stay the same?
It would seem the goal is to make it so people can't completely ignore defense - DRK/WAR stacking LR and Zerk and such, with like 86 defense, should get smacked harder than someone who's not actively lowering their defense (like a mage who just sits around 300 because they are wearing actual mage gear).
I thought the idea was to bring turtle PLDs back and make them semi useful?
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 15:05:23
I thought the idea was to bring turtle PLDs back and make them semi useful?
Don't need defense adjustments for that, if you change the enmity mechanics. (Though if they want turtling to work again, it wouldn't hurt).
By bigdave1978 2013-01-23 15:06:58
looks like 1 handed relics are gonna own again
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Lakshmi.Byrth
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By Lakshmi.Byrth 2013-01-23 15:07:22
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?
If a 1H job has twice as much attack as the target's defense, currently it will not benefit from increasing its attack further because this Ratio is capped to 2. For 2H jobs, the ratio is capped at 2.25.
Example: Level 99 Crab has 500 Defense. 1H John has 1000 Attack. John's damage is not going to change at all when he uses Berserk and has 1250 Attack because he's attack capped.
Example: Level 99 Crab has 500 Defense. 2H Joe has 1000 Attack. Joe's damage will increase when he uses Berserk and has 1250 attack because he moves from 2.0 Ratio to 2.5 Ratio (which is then capped to 2.25).
This difference matters more when fighting high level enemies because or something called "level correction." Level correction penalizes you 0.05 Ratio for every level the monster is above you.
Example: Level 119 Crab still has 500 Defense. 1H John still has 1000 Attack, which gives him 2.0 Ratio. This ratio is then level corrected down to 1. ( -(119-99)*0.05 = -1 )
Example: Level 119 Crab still has 500 Defense. 2H Joe has Berserk up, so he's at 1250 Attack, which gives him his capped 2.25 Ratio. This ratio is then level corrected down to 1.25.
When fighting level 99 crab, 2.25/2 = 2H weapons have 12.5% more Ratio
When fighting level 119 crab, 1.25/1 = 2H weapons have 25% more Ratio
Ratio is proportional to the damage you do, so the difference between 1H and 2H weapons in high buff situations was magnified by level correction. This is one of the reasons that 2H weapons were preferred for highly buffed zergs.
The elimination of this difference could have a major impact on how we do events, but it is very unlikely that 1H weapons will suddenly become exclusively preferred to 2H weapons.
Here is the relevant page on bgwiki: http://wiki.bluegartr.com/bg/PDIF
You'll mostly want to read the top to understand how these changes are going to work.
Possible implications of the change:
* Pet damage will likely be hit with the monster vs. player nerf, which means that they won't do as much damage against low level enemies (like Dynamis EPs) as they used to.
* 1H DDs can expect up to about a 20-25% increase in their DPS in highly buffed situations.
* It's not easy/possible to say what kind of impact these changes will have on job abilities like Berserk and Counterstance. If they severely affect Berserk, then it is possible that the Ratio cap changes for 1H DDs will actually be somewhat irrelevant because we won't be able to sub WAR and use Berserk.
* It is possible that players will begin to value methods of decreasing monster Defense (Dia II/III, Box Step, Tachi: Ageha - if patched -, Angon, etc.) after the patch, because they don't come with a corresponding increase in monster->player damage.
* 1H WSs with attack bonuses (like Mandalic Stab, Blade Shun, Tornado Kick, Ascetic's Fury, or Ruinator) will be more useful as a result of this change in situations where you're near but not at the new Ratio cap.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 15:10:05
One of your crab examples has 200 defense.
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 15:11:42
looks like 1 handed relics are gonna own again
Non-DNC 1h users are still going to face more accuracy issues than two-handers, but yes, all that extra attack won't hurt.
By ScaevolaBahamut 2013-01-23 15:22:17
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.
Yes, yes, that's all fine and good, but isn't the counterpoint to the native attack buff issue that DW jobs frequently get a lot more flexibility in their SJ choices? If every native DWer can just sub WAR anyway, what does it matter if they don't get it natively?
Moreover, if LR/Berserk end up being as dodgy propositions as SE clearly wants them to be, wouldn't DWers stand to lose a lot less by subbing NIN and being done with it than the 2Hers that lose so much by not subbing SAM? I guess Seigan isn't irrelevant, but that's not a great comfort in light of the AoE attacks that wipe melee groups.
Thinking the big winner here is NIN/WAR, which gets both shadows and the ability to use Berserk.
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By Valefor.Sehachan 2013-01-23 15:28:10
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-01-23 15:29:37
Thinking the big winner here is NIN/WAR, which gets both shadows and the ability to use Berserk.
Maybe. I'd actually put the big winner as DNC, which has fewer acc issues than other 1h users, and a native defense down ability.
[edit: blue mage also seems like it wins big here]
By ScaevolaBahamut 2013-01-23 15:35:30
BLU occurred to me right after I posted that, but I was looking at it more as DD jobs that are underperforming right now that will be a lot better off after this change. I was to understand BLU was doing okay, though yeah, DNC is looking good and certainly brings a lot more of its own utility to the table than NIN in an alliance situation.
In any case I want to see how the Sneak Attack bug works out. If it was indeed an intended stealth buff to /THF, I might finally make Twashtar for DNC.
EDIT: So, so much of this hinges on if and how SE makes good on its claim that enmity will be fixed in SoA. Beyond making PLD functional again, any job with a meaningful positional ability will benefit: THF, anybody with a reason to sub THF (provided SA is intended), HUGE for RNG, and for NIN, Innin becomes pretty crazy.
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By Fenrir.Mefuki 2013-01-23 15:42:12
Quote: 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.
As long as EP don't get harder as a result of these changes. That was the one thing I was concerned about regarding this adjustment. It would be a real shame if EP became equivalent to DC in terms of difficulty, DC became EM, etc or something.
All this stuff sounds really great. Are we, as a community, agreed that this is a positive adjustment across the board? Byrth made mention of pets doing worse against EP but how will the pets do against higher level monsters? Will there be a little more equilibrium from damage on EP vs. damage on IT?
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By Lakshmi.Byrth 2013-01-23 15:47:09
I'd guess that pets will see little to no improvement against high level enemies. I asked about it specifically on the official forums, but unless you're taking advantage of a lot of sources of Pet Attack this seems like a straight pet damage nerf to me (though it is doubtlessly not the intent).
http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=395985&viewfull=1#post395985
By ScaevolaBahamut 2013-01-23 15:52:21
That would be sad. Jokes aside, I think we'd all like to see BST and PUP get their day in the sun.
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By Valefor.Prothescar 2013-01-23 15:56:49
The issue with pets has been and will continue to be attack. Afaik they already ignore level correction or get a bonus toward it. (BST pets anyway, idk about wyverns and automatons)
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By Valefor.Sehachan 2013-01-23 15:57:29
I always used Beast Roll at the pet-burn Proto-Ultima!
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By Odin.Eikechi 2013-01-23 16:16:18
Valefor.Prothescar said: »The issue with pets has been and will continue to be attack. Afaik they already ignore level correction or get a bonus toward it. (BST pets anyway, idk about wyverns and automatons)
Autos do not. They need the attachment to do that and it's only partial anyways.
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By Lakshmi.Byrth 2013-01-23 16:18:23
Avatars don't ignore level correction either. I'm not certain BST pets do either.
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By Valefor.Prothescar 2013-01-23 16:21:31
I haven't got any other ideas as to why BST pets tend to hit mobs like DC dynamis mobs and VWNMs for semi-respectable damage. The former would be mostly explained by a positive LCF, while the latter would be explained by ignoring or at least mitigating most of negative LCF
At the very least I'd hazard a sizable wager that BST pets ignore level correction penalties
By Enuyasha 2013-01-23 16:53:10
That would be sad. Jokes aside, I think we'd all like to see BST and PUP get their day in the sun.
BST has its sunlight....PUP needs that one event where its like "WOMG I WANT A PUP IN THAR!"
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By Odin.Eikechi 2013-01-23 18:03:43
That would be sad. Jokes aside, I think we'd all like to see BST and PUP get their day in the sun.
BST has its sunlight....PUP needs that one event where its like "WOMG I WANT A PUP IN THAR!"
Pup's pretty rad in salvage, but people are all "lolpup hurrrrrr durrrrrr". It's pretty sad. But just salvage isn't really enough imho. A single event that is fairly limited shouldn't be the only reason a job is around :(.
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By Siren.Fupafighters 2013-01-23 18:04:59
That would be sad. Jokes aside, I think we'd all like to see BST and PUP get their day in the sun.
BST has its sunlight....PUP needs that one event where its like "WOMG I WANT A PUP IN THAR!"
Pup's pretty rad in salvage, but people are all "lolpup hurrrrrr durrrrrr". It's pretty sad. But just salvage isn't really enough imho. A single event that is fairly limited shouldn't be the only reason a job is around :(. That's because alot of people give pup a bad name....by having ***gear and skill. Pup attracts that crowd mainly. :/
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By Valefor.Prothescar 2013-01-23 18:05:15
PUP is getting about a metric *** more out of the ratio adjustment than BST is (assuming H2H is included), does that count?
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By Ophannus 2013-01-23 18:08:42
H2h is not included in this they already said. On a side note, I thought pets including Wyverns had some kind of bonus to level correction which was why at 75 my unbuffed Wyvern was rocking Kirin for 40-50 damage while 2handed DRKs and WARs were hitting for 0's unbuffed. AFAIK, pets almost never hit for 0's on high level NMs, it's like they ignore defense but are still subject to STR vs VIT checks or something. Even in Legion where those HNMs have like 900-1k+ defense or whatever, my Wyvern still; hits em for 50-65, there are times when I get fully dispelled and hit the same NMs with base ~650 attack for 0-30 damage but the Wyvern hits for 60. I wish people would figure out a way to calculate pet attack/pet DMG and overall pet damage calculation. We've been able to calculate and derive just about everything else except that.
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By Valefor.Prothescar 2013-01-23 18:10:12
Feel free to quote me the bit that says H2H definitely isn't getting the ratio adjustments
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By Odin.Eikechi 2013-01-23 18:13:18
Valefor.Prothescar said: »PUP is getting about a metric *** more out of the ratio adjustment than BST is (assuming H2H is included), does that count?
Oh I figured this already. I just don't think pups will "shine" as they put it. They are still "lolpup" to most. Hopefully this will change. Yes Proth, is it good enough. I'm pretty sure h2h will get just as much benefit as 1h's.
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By Valefor.Prothescar 2013-01-23 18:13:51
Even if PUP was the best thing ever it'd still be lolPUP. Have you seen the clothes that they wear?
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By Odin.Eikechi 2013-01-23 18:14:53
Valefor.Prothescar said: »Even if PUP was the best thing ever it'd still be lolPUP. Have you seen the clothes that they wear?
That's lore related and only the AF3 :P. I love my circus gear, thank you!
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Cerberus.Pleebo
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By Cerberus.Pleebo 2013-01-23 18:15:05
Valefor.Prothescar said: »Even if PUP was the best thing ever it'd still be lolPUP. Have you seen the clothes that they wear?
[+]
Fenrir.Sylow
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By Fenrir.Sylow 2013-01-23 18:15:30
Valefor.Prothescar said: »Even if PUP was the best thing ever it'd still be lolPUP. Have you seen the clothes that they wear?
Usukane+1 and Thaumas? They look just like MNKs!
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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