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Overall Battle System Adjustments for the Future
Cerberus.Kvazz
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By Cerberus.Kvazz 2013-01-25 13:59:24
I can't wait to see how SE has their Enmity values\formula compared to how Kaeko set it up.
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By Phoenix.Wackatramp 2013-01-25 14:03:02
All I could gather from that post is that apparently JPs don't like Twilight Scythe?
<.<; That's... weird.
They picked the worst job to even give something like a Twilight scythe to. It should have been Twilight Sword.
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By Siren.Kalilla 2013-01-25 14:05:18
bumping since it got paged~
01-25-2013 10:29 AM | Slycer | BG Translator | |
| | Translations. Probably the most interesting thing here is the feedback from Matsui about upcoming info about enmity and changes to the system. I find the apparent hatred for Twilight Scythe to also be interesting, though, as I've never really seen that on the English-speaking side.
[Quoted post about defense adjustment]
You have clearly summed up what we've tried to express so far. The adjustments you refer to are the ones that will be performed, i.e.:
The upper limit on damage taken will be increase.
Damage taken will be able to be reduced further than it is currently.
That's it.
[Quoted post about adjusting the enmity cap so that PLD is actually useful, etc.]
With respect to enmity, we will also make adjustments.
For further discussion as far as how we will change this, I gave Matsui an opportunity to explain.
From Matsui:
"We will also disclose the current formula, so please give me a little more time to put together my response."
We'll trust that he will stick to his comment, so please excuse the lack of information in this post.
[Quoted post saying that the defense adjustments are not only going to potentially hurt back line jobs like yesterday's post said, but also front line jobs with lightweight equipment such as THF and NIN.]
Regarding jobs with lightweight equipment
Since there was a concern raised about this, I'd like give a response to this point.
The defense of lightweight and heavy equipment are not exactly the same; however, we plan to raise the defense ratings of both types of gear [not clear whether he's referring to past gear or just future gear; likely just future]. We do not want to create a situation where you are afraid to fight.
As examples mentioned in posts by others, we would like to introduce a little mode Damage Taken-% type equipment and increase the evasiveness of these jobs by various means.
[Quoted post saying that raising the attack/defense cap on 1H weapons to match 2H is not the kind of change they should be making and is too simple of a response. He's saying that right now 2H weapons are both more accurate and more powerful than 1H, and a good, sensible resolution to this would be to leave it so that 2H weapons are more powerful but make 1H weapons are more accurate than 2H.]
Regarding the change to raise the attack/defense ratio cap on 1H weapons to match the 2.25 cap on 2H weapons, please let me first point out that this is just a proposal and is certainly not the only idea that we have.
As with what you're proposing, we'd like to go in a direction that gives a unique characterization to each weapon type, and we will consider these adjustments in stages.
[Ton of posts about non-attribute damage weapons and how they function against monsters with shields up.]
Thank you for your feedback about non-attribute damage weapons.
Regarding Twilight Scythe, let me briefly summarize the kinds of feedback we've noticed so far:
Keep it as it is.
It needs to be adjusted.
- Lower the DMG rating
- Change the effect to be like Murasamemaru (non-attribute WS damage)
- Add more jobs that can equip it
Regarding the jobs that can equip it, this will not be part of the resolution. For the other possible resolutions (or if you're in favor of leaving it as is), please give us your opinions once again.
The final response won't be determined solely by the opinions of those that are expressed here, and we want to work carefully to make sure that any adjustment is done properly. Thanks for your feedback!
Translated by: Slycer | |
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Cerberus.Detzu
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By Cerberus.Detzu 2013-01-25 14:06:35
Phoenix.Wackatramp said: »All I could gather from that post is that apparently JPs don't like Twilight Scythe?
<.<; That's... weird.
They picked the worst job to even give something like a Twilight scythe to. It should have been Twilight Sword.
Could you explain? And why muramasemaru on SAM then?
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By Phoenix.Wackatramp 2013-01-25 14:10:49
Stunned DRKs are stunned. They have way too many toys to already play with. It's hard/rare to find a DRK to drop an Emp/Relic to take off shields, etc. Something like Twilight Sword would have been more versatile.
Cerberus.Kvazz
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By Cerberus.Kvazz 2013-01-25 14:17:27
WAR has Tomahawk to somewhat help with the same thing that Twilight scythe does.
Sword gets a WS that works the same way now.
SAM got a gkt that has the same effect for weaponskills.
I think it's pretty OK as it is now tbh <_>
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By Odin.Eikechi 2013-01-25 14:19:58
WAR has Tomahawk to somewhat help with the same thing that Twilight scythe does.
Sword gets a WS that works the same way now.
SAM got a gkt that has the same effect for weaponskills.
I think it's pretty OK as it is now tbh <_>
Those are all very different than Twilight Scythe though. Those eliminate special defense or bypass physical resi (requi and GK), Twilight to my knowledge bypasses all dt- on the melee swings, doesn't it?
Cerberus.Kvazz
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By Cerberus.Kvazz 2013-01-25 14:22:59
Pretty sure they work the same way, just Req and GK are WS only while Twilight scythe is normal hits only?
Tomahawk is a bit different, but atleast it works for everybody hitting the mob no matter which weapon they use.
Edit:
Req: Deals property-less damage (not Magic or Physical), but uses regular physical damage equations.
GKT: Changes the damage type of Weapon Skills to be non-elemental damage.
Twilight: Melee attacks from this weapon are not considered physical or magical damage, and thus are not affected by physical or magical damage immunity.
Edit2:
I'll throw in Tomahawk aswell:
If enemy has a physical resistance to a certain type of damage this ability will reduce it by 25% (from 50% to 37%, 25% to 18%, etc.).
This includes reducing 100% weapon immunities such as Invincible or on enemies such as Jailer of Temperance and ones in Apollyon SE to 75% resistance.
This also includes resistances to magic damage, so Jailer of Temperance can be nuked while Tomahawk is active.
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By Phoenix.Wackatramp 2013-01-25 14:29:02
In all the VW I've done:
Never seen a Mura
Have never seen a WAR Tomahawk
Seen the odd BLU Req., but mainly just to SC off itself
Rarely see DRKs Twilight.
Maybe it's just Phoenix, not sure. Even if they did add jobs to the Scythe (WAR/BLM/BST), WAR probably won't drop the Ukon/Relic, and lol at BST and BLM.
I guess just hope you have a good Req. merited and good QD COR or hope to get lucky on procs.
Leviathan.Draylo
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By Leviathan.Draylo 2013-01-25 14:30:58
Who actually complains about stuff like this? So dumb.
Cerberus.Detzu
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By Cerberus.Detzu 2013-01-25 14:36:27
Phoenix.Wackatramp said: »In all the VW I've done:
Never seen a Mura
Have never seen a WAR Tomahawk
Seen the odd BLU Req., but mainly just to SC off itself
Rarely see DRKs Twilight.
Maybe it's just Phoenix, not sure. Even if they did add jobs to the Scythe (WAR/BLM/BST), WAR probably won't drop the Ukon/Relic, and lol at BST and BLM.
I guess just hope you have a good Req. merited and good QD COR or hope to get lucky on procs.
Mura is extremely rare to drop.
I've seen a lot of resquiescat PLD like 12 months ago on Pil.
DRK use T. scythe on caturae in provenance (well I do when I don't forget it in storage). In Salvage v2 T.scythe is useful too.
Siren.Mosin
By Siren.Mosin 2013-01-25 14:41:53
Phoenix.Wackatramp said: »In all the VW I've done: Never seen a Mura Have never seen a WAR Tomahawk Seen the odd BLU Req., but mainly just to SC off itself Rarely see DRKs Twilight. Maybe it's just Phoenix, not sure. Even if they did add jobs to the Scythe (WAR/BLM/BST), WAR probably won't drop the Ukon/Relic, and lol at BST and BLM. I guess just hope you have a good Req. merited and good QD COR or hope to get lucky on procs. Mura is extremely rare to drop. I've seen a lot of resquiescat PLD like 12 months ago on Pil. DRK use T. scythe on caturae in provenance (well I do when I don't forget it in storage). In Salvage v2 T.scythe is useful too.
Who actually complains about stuff like this? So dumb.
I can't believe SE made mousse and not moose! ***' c'mon SE.
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By Odin.Eikechi 2013-01-25 14:54:38
Pretty sure they work the same way, just Req and GK are WS only while Twilight scythe is normal hits only?
Tomahawk is a bit different, but atleast it works for everybody hitting the mob no matter which weapon they use.
Edit:
Req: Deals property-less damage (not Magic or Physical), but uses regular physical damage equations.
GKT: Changes the damage type of Weapon Skills to be non-elemental damage.
Twilight: Melee attacks from this weapon are not considered physical or magical damage, and thus are not affected by physical or magical damage immunity.
Edit2:
I'll throw in Tomahawk aswell:
If enemy has a physical resistance to a certain type of damage this ability will reduce it by 25% (from 50% to 37%, 25% to 18%, etc.).
This includes reducing 100% weapon immunities such as Invincible or on enemies such as Jailer of Temperance and ones in Apollyon SE to 75% resistance.
This also includes resistances to magic damage, so Jailer of Temperance can be nuked while Tomahawk is active.
I think GK and Requi are still affected by mdt- traits though no? I thought it was non-elemental magic damage? I could be wrong, I'm legit asking. I thought magic immune mobs took 0 from requi and GK WS.
Cerberus.Kvazz
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By Cerberus.Kvazz 2013-01-25 16:02:03
Pretty sure they work the same way, just Req and GK are WS only while Twilight scythe is normal hits only?
Tomahawk is a bit different, but atleast it works for everybody hitting the mob no matter which weapon they use.
Edit:
Req: Deals property-less damage (not Magic or Physical), but uses regular physical damage equations.
GKT: Changes the damage type of Weapon Skills to be non-elemental damage.
Twilight: Melee attacks from this weapon are not considered physical or magical damage, and thus are not affected by physical or magical damage immunity.
Edit2:
I'll throw in Tomahawk aswell:
If enemy has a physical resistance to a certain type of damage this ability will reduce it by 25% (from 50% to 37%, 25% to 18%, etc.).
This includes reducing 100% weapon immunities such as Invincible or on enemies such as Jailer of Temperance and ones in Apollyon SE to 75% resistance.
This also includes resistances to magic damage, so Jailer of Temperance can be nuked while Tomahawk is active.
I think GK and Requi are still affected by mdt- traits though no? I thought it was non-elemental magic damage? I could be wrong, I'm legit asking. I thought magic immune mobs took 0 from requi and GK WS.
Well, if stuff is magic immune and not physical immune, why would you use those in the first place?
I don't know if that's the case or not though, but it would'nt really have any practical disadvantage if it's the case anyways, as you'd use another weapon\ws :P
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By Mishaa 2013-01-25 20:05:33
Pretty sure they work the same way, just Req and GK are WS only while Twilight scythe is normal hits only?
Tomahawk is a bit different, but atleast it works for everybody hitting the mob no matter which weapon they use.
Edit:
Req: Deals property-less damage (not Magic or Physical), but uses regular physical damage equations.
GKT: Changes the damage type of Weapon Skills to be non-elemental damage.
Twilight: Melee attacks from this weapon are not considered physical or magical damage, and thus are not affected by physical or magical damage immunity.
Edit2:
I'll throw in Tomahawk aswell:
If enemy has a physical resistance to a certain type of damage this ability will reduce it by 25% (from 50% to 37%, 25% to 18%, etc.).
This includes reducing 100% weapon immunities such as Invincible or on enemies such as Jailer of Temperance and ones in Apollyon SE to 75% resistance.
This also includes resistances to magic damage, so Jailer of Temperance can be nuked while Tomahawk is active.
I think GK and Requi are still affected by mdt- traits though no? I thought it was non-elemental magic damage? I could be wrong, I'm legit asking. I thought magic immune mobs took 0 from requi and GK WS.
I am actually pretty sure that requiescat is the exact same damage type as twilight scythe which I have always personally regarded as physical non-weapon type non-elemental (the reason for this is that twilight scythe melee damage is always 1x mod even against slashing weak enemies with the exception of weapon skills which is why weapon skills with twilight do not bypass physical shield)). This is because it can actually miss where magic cant. Despite how people seem to still see it, twilight scythe does not ignore -damage taken.
Can't speak for the Great Katana as i've never used it myself but I would imagine it works the same way.
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By Siren.Kalilla 2013-02-06 13:39:39
Slycer said: Matsui on Job Disparity (Re: Twilight Scythe)
Hello!
Thank you for your posts regarding Twilight Scythe. We appreciate your opinions both in favor of and against the changes.
However, I also saw some intolerably written feedback which we had to put an end to. Such writing is extremely selfish and is not useful in determining why you are for or against the changes.
After re-examination of the comments we received and discussion with the development team, we have decided to adjust the performance on Twilight Scythe.
When comparing individual jobs, there is a certain amount of unevenness between the jobs, and this is a good thing (to have special features which distinguish the jobs from one another). This unevenness between jobs changes with the addition of new items, equipment, and job adjustments. Since the goal is to have the jobs be well compatible with the content, this leads me to a discussion about the disparity between jobs.
If the unevenness between jobs reaches a degree beyond what was intended, there are various methods we can employ to adjust.
For example:
Job Adjustments
Equipment/Items Adjustments
Content Adjustments
...and so on.
Dark Knight now has a high level of unevenness when compared with other jobs. We believe this is the case because many of you seem to share the same point of view. Therefore, we decided to review the performance of Twilight Scythe.
We will continue to study the weapon, but here are some proposals that we have come up with:
With Twilight Scythe equipped, each attack will have a risk of consuming HP (overlapping with the effect of Souleater)
Grant the non-attribute performance as an additional effect which triggers less frequently
With HP below a certain amount, trigger with a fixed probability, with a higher probability (and increased risk) with a decreasing amount of HP.
These are some routes we may take.
Regarding other weapons (and weapon skills) that are non-attribute, we have determined that the job unevenness created by them is at an acceptable level, and we have no plans to make adjustments at this time. Next, regarding elemental magic, we have decided to review the current adjustment plans. (From time to time, I will provide feedback on our adjustment plans).
Valefor.Sehachan
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By Valefor.Sehachan 2013-02-06 13:56:29
You already posted the official translation of this post òò
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By Siren.Kalilla 2013-02-06 13:57:40
You already posted the official translation of this post òò I did? :o
:x oops
Bismarck.Ihina
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By Bismarck.Ihina 2013-02-06 14:00:08
So...since DRK is ...'uneven', they're going to do something to the Twilight scythe.
Okie dokie.
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By Siren.Kalilla 2013-02-08 18:31:13
Matsui said: Matsui here.
I'm sorry I haven't been making much of an appearance on the forums lately.
Especially since I promised that we would be releasing information related to the enmity system and calculations, I realize I continue to make you all wait. I'm sorry to disappoint you all again and I'm sure there are some of you thinking "don't apologize, just tell us the essentials."
Unfortunately a lot of things came up suddenly which led to me becoming extremely busy this week and wasn't able to write anything up. I'm really sorry about this and I'd like to ask for just a bit more time to get you all the information you've been waiting for.
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By Valefor.Prothescar 2013-02-08 18:39:11
Anyone else notice that he's been getting progressively melancholic over time?
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Leviathan.Kincard
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By Leviathan.Kincard 2013-02-08 18:41:07
If he reads the official forums as much as he implies he tries to, I'm sure there's a lot of people that can relate to the idea of the official forums melting your brains from stupid overload.
Valefor.Sapphire
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By Valefor.Sapphire 2013-02-08 18:43:44
As someone who has made games for a living, he's probably working 80 hour weeks and crunching his *** off with the rest of the dev team to ship Aldouin on time.
The final stretch can take a serious toll on your mood and health, most people dont know how much game devs work themselves to death to get a game out the door during the final couple months.
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Leviathan.Kincard
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By Leviathan.Kincard 2013-02-08 18:44:40
yeah there's that too, but I don't think that's as horrifying as being forced to consider some of the official forum posts seriously as part of your job description
Valefor.Sapphire
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By Valefor.Sapphire 2013-02-08 18:49:59
Every game is like that, official forums are like the last thing gamedevs in the trenches should be reading right before and after shipping a game.
Even if you get lots of praise from players you always remember the ungrateful/whiny forum posts. I have alot of respect for community reps that filter most of that crap and find the good nuggets of feedback for game teams.
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By Leviathan.Wolfemasters 2013-02-08 19:45:01
I would like to see the WS merit system change to allow you to at least unlock each WS, then if you want you can fully merit it to max it out.
Personally, I'd like to be able to unlock and fully merit all of the WS merits. It's not like it would negatively affect any job. Each job only has access to a couple of the merited WS anyway, unlocking and fully meriting all of them wouldn't really ruin the game.
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By Odin.Eikechi 2013-02-08 19:48:00
Leviathan.Wolfemasters said: »I would like to see the WS merit system change to allow you to at least unlock each WS, then if you want you can fully merit it to max it out.
Personally, I'd like to be able to unlock and fully merit all of the WS merits. It's not like it would negatively affect any job. Each job only has access to a couple of the merited WS anyway, unlocking and fully meriting all of them wouldn't really ruin the game.
Well with 15 slots, you basically can now once the adjustment hits, no? 1/5 with adjustment is 2% weaker than current 4/5 so that's not SO bad. I know I'm going to break down requie to 1/5 and merit a few more WS as a result.
By Valentine 2013-02-08 19:54:40
Leviathan.Wolfemasters said: »Personally, I'd like to be able to unlock and fully merit all of the WS merits. It's not like it would negatively affect any job. Each job only has access to a couple of the merited WS anyway, unlocking and fully meriting all of them wouldn't really ruin the game.
Since they have plans to add NMs/HNMs "truely" weak to certain types of damage like piercing, slashing, blunt and etc, you can be 100% sure they won't do that.
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By Leviathan.Wolfemasters 2013-02-11 09:31:45
Since they have plans to add NMs/HNMs "truely" weak to certain types of damage like piercing, slashing, blunt and etc, you can be 100% sure they won't do that. I overlooked that part, so that does make sense.
Well with 15 slots, you basically can now once the adjustment hits, no? 1/5 with adjustment is 2% weaker than current 4/5 so that's not SO bad. I know I'm going to break down requie to 1/5 and merit a few more WS as a result. Yeah, I wanted to look at the stats a little closer, but it was kind of hard to figure it out on my phone and I didn't feel like putting forth the effort on such a small device. Then I got home and forgot. -2% isn't bad. My damage will pretty much stay the same for the WS merits that I have right now, so I can play around with more stuff and try out the new WS's.
By ScaevolaBahamut 2013-02-11 09:42:00
Quote: Unfortunately a lot of things came up suddenly which led to me becoming extremely busy this week and wasn't able to write anything up. I'm really sorry about this and I'd like to ask for just a bit more time to get you all the information you've been waiting for.
Matsui is basically my intern
01-11-2013 03:58 PM | Akihiko Matsui | Dev Team | |
| | Overall Battle System Adjustments for the Future
Hello.
Thank you for the vast amount of feedback regarding battle.
We’ve received a variety of different adjustment suggestions and amongst them a suggestion for enfeebling. However, instead of thinking about this in terms of individual points, I’ve been reading over everything from the viewpoint of battle overall.
Towards the end of last year I made a series of posts about the plans we have; however, this raised the issue of requests for more specific, concrete details, which in turn made it difficult for all of you to hold discussions. With that said, from an overall battle system perspective, I would like to share a couple of ideas the development team is currently thinking about.
Please note that all of these ideas have not been finalized. Also, please know that the below is not the entirety of the overall battle adjustments.
We’d appreciate it greatly if you took the content listed here to not represent the cure-all solution, and see it more as things we will be doing while working to solve the issues.
Balance between two-handed and single-handed weapons
This is a topic that has been discussed in several threads, particularly one about making adjustments to single-handed weapons, and we would like to perform adjustments.
As has been mentioned, food and other choices are quite limited due to the fact that status modifiers are far greater for two-handed weapons and there is a higher need for accuracy when using single-handed weapons.
For example, we are currently looking into the possibility of adding some form of merit that would enhance the modifiers for the single-handed weapon main weapon slot.
Regarding Dark Knight
This is a topic that has been discussed in several threads, particularly one about dark knight being too powerful. As was commented during VanaFest, we feel dark knight is becoming powerful, and at the same time decided to put off the adjustments we had looked into at that time. I believe there are many who remember this.
We are currently looking to adjust Desperate Blows and Last Resort.
Currently, the haste cap for equipment and magic is the same for all jobs, but haste from abilities is a separate category outside of this cap, and Desperate Blows is the ability with the highest value of haste.
However, simply reducing the value of Desperate Blows would only cause dark knight to become weaker, so we are considering giving a portion of the total haste effect granted from Desperate Blows to Last Resort, and giving the remaining amount back to Desperate Blows.
Current
Post-adjustment - Desperate Blows +10% (*Value with 5 merit points)
- Last Resort +15%
Simply put, this adjustment will allow you to gain this effect in the case you use dark knight as your support job.
While currently, it might be difficult to imagine the situations where a front-line job would select dark knight for their support job, we would like to look into this based on this possibility.
Regarding Defense
This is a topic that we have received feedback on asking to increase the boons of defense. Due to the attack/defense ratio, the meaning behind adding defense past a certain value starts to become pointless, and we would like to make it have meaning.
As a merit, for example, the more you increase your defense, the lower the damage taken will be and the boons for Defender would become large.
On the other hand, while under the effects of abilities that decrease defense such as Berserk or Last Resort, the damage you take would become higher than what it is currently.
Merit Point Weapon Skills
This is a topic we have seen in threads asking to increase the cap on the merit point weapon skill category.
Instead of adjusting the cap value, we are currently looking into adjusting the modifier values so that these weapon skills can be used with a single merit point.
We are envisioning to make it so 1 merit point will yield a 65% status modifier, and each point afterwards will grant an addition 5% for a maximum of 85% (no changes to the max value).
Elemental Magic
We have received a variety of feedback on elemental magic.
The first thing I’m thinking of doing is making adjustments to the damage calculations.
Here’s my current image of how elemental magic is going to work:
The damage output on earth element spells will initially be lower compared to the rest of the elements, but have the best cost performance overall. Also, INT will have an even larger impact on the damage output. As a result, players will basically try to raise their INT and magic attack to get closer to the damage output done by lightning element spells.
Breakdown by element - MP Efficiency: Earth > Water > Wind > Fire > Ice > Lightning
- INT Offset: Earth > Water > Wind > Fire > Ice > Lightning
- Initial Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
- Maximum Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
Breakdown by spell tier - MP Efficiency: I > II > III > IV > V
- INT Offset: V > IV > III > II > I
- Initial Damage Output: V > IV > III > II > I
- Maximum Damage Output: V > IV > III > II > I
The charts below explain my idea in detail.
* The magic attack does not include any offsets.
* “INT+0” and “INT+100” represents the INT difference between the caster and the target.
Tier I |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
10 |
10 |
42 |
160 |
Water |
16 |
25 |
66 |
165 |
Wind |
25 |
40 |
92 |
170 |
Fire |
35 |
55 |
108 |
175 |
Ice |
46 |
70 |
126 |
180 |
Lightning |
60 |
85 |
149 |
185 |
|
Tier II |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
78 |
100 |
175 |
350 |
Water |
95 |
120 |
195 |
355 |
Wind |
113 |
140 |
213 |
360 |
Fire |
133 |
160 |
233 |
365 |
Ice |
155 |
180 |
255 |
370 |
Lightning |
178 |
200 |
278 |
375 |
|
Tier III |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
210 |
200 |
360 |
550 |
Water |
236 |
230 |
386 |
560 |
Wind |
265 |
260 |
415 |
570 |
Fire |
295 |
290 |
445 |
580 |
Ice |
320 |
320 |
470 |
590 |
Lightning |
345 |
350 |
495 |
600 |
|
Tier IV |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
381 |
400 |
581 |
850 |
Water |
410 |
440 |
610 |
865 |
Wind |
440 |
480 |
640 |
880 |
Fire |
472 |
520 |
672 |
895 |
Ice |
506 |
560 |
706 |
910 |
Lightning |
541 |
600 |
741 |
925 |
|
Tier V |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
626 |
650 |
855 |
1200 |
Water |
680 |
700 |
909 |
1220 |
Wind |
734 |
750 |
967 |
1240 |
Fire |
785 |
800 |
1014 |
1260 |
Ice |
829 |
850 |
1058 |
1280 |
Lightning |
874 |
900 |
1103 |
1300 |
|
As far as casting time and recast time goes, here’s my current idea:
- Tier I~V spells will all have same casting time / recast time.
For example, Tier I spells will have a casting time of 0.5 seconds and recast time of 2 seconds. Therefore, both Thunder I and Stone I will have the casting time of 0.5 seconds and recast time of 2 seconds.
The charts below explain my idea in detail.
Tier I |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
9 |
4 |
1.5 |
0.5 |
6.5 |
2 |
Water |
13 |
10 |
1.75 |
0.5 |
7.75 |
2 |
Wind |
18 |
16 |
2 |
0.5 |
9 |
2 |
Fire |
24 |
22 |
2.25 |
0.5 |
10.25 |
2 |
Ice |
30 |
28 |
2.5 |
0.5 |
11.5 |
2 |
Lightning |
37 |
34 |
3 |
0.5 |
13 |
2 |
|
Tier II |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
43 |
36 |
3.25 |
1.5 |
14.5 |
6 |
Water |
51 |
43 |
3.5 |
1.5 |
15.75 |
6 |
Wind |
59 |
51 |
3.75 |
1.5 |
17 |
6 |
Fire |
68 |
60 |
4.25 |
1.5 |
18.5 |
6 |
Ice |
77 |
68 |
4.5 |
1.5 |
19.75 |
6 |
Lightning |
86 |
77 |
4.75 |
1.5 |
21 |
6 |
|
Tier III |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
92 |
64 |
5.25 |
3 |
22.5 |
15 |
Water |
98 |
75 |
5.5 |
3 |
24 |
15 |
Wind |
106 |
88 |
5.75 |
3 |
25.25 |
15 |
Fire |
113 |
101 |
6 |
3 |
26.5 |
15 |
Ice |
120 |
115 |
6.25 |
3 |
27.75 |
15 |
Lightning |
128 |
129 |
6.75 |
3 |
29.25 |
15 |
|
Tier IV |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
138 |
112 |
7 |
6 |
30.75 |
30 |
Water |
144 |
129 |
7.25 |
6 |
32 |
30 |
Wind |
150 |
148 |
7.5 |
6 |
33.25 |
30 |
Fire |
157 |
169 |
8 |
6 |
34.75 |
30 |
Ice |
164 |
190 |
8.25 |
6 |
36 |
30 |
Lightning |
171 |
213 |
8.5 |
6 |
37.25 |
30 |
|
Tier V |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
222 |
156 |
8.75 |
10 |
39 |
45 |
Water |
239 |
182 |
9.25 |
10 |
40.25 |
45 |
Wind |
255 |
210 |
9.5 |
10 |
41.5 |
45 |
Fire |
270 |
240 |
9.75 |
10 |
42.75 |
45 |
Ice |
282 |
272 |
10 |
10 |
44 |
45 |
Lightning |
294 |
306 |
10.25 |
10 |
45.5 |
45 |
|
Please note that we will be making additional adjustments on elemental magic using this change as the foundation.
Regarding Content
To start off, we are looking into adjustments for new Nyzul, Legion, Odin's Chamber II, Voidwatch (up to Provenance Watcher), Salvage, and in the event there is further necessity, new Salvage as well.
Below is what we are looking into for adjustments.
New Nyzul - Adjustments to the warp range of floors
Legion - Adjustments to monster levels
- Adjustments to attack power and defense
Odin's Chamber II - Adjustments to monster levels
Voidwatch - Expand the usage range of the void clusters to Provenance (Provenance Watcher)
Salvage - Re-examine the drop rate of level 35 equipment
- Make a change so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment
Walk of Echoes - Adjustments to monster levels
- Remove EX status from each type of coin
- Add sacks that contain multiple Trick Dice and Liminal Residue
Past this, we will continue to make adjustments as necessary, and we will be making it so strategy and play style variations can be developed instead of having to win with a huge amount of fire power in a short amount of time.
While I am repeating myself, the above are by no means finalized. There are many other topics we are looking into at the moment (enmity, TP given to enemies, etc.), so I would appreciate it if you could read over all of this on the basis that there is a possibility that the implementation order and adjustment method changes.
Thank you very much. | |
01-16-2013 08:09 AM | Slycer | BG Translator | |
| | Hello!
Thanks for your feedback.
We've taken a look at the feedback we've received about the possible adjustments and we'd like to address a few of the questions that have been raised.
Even though the proposal mentions that the adjustment is specifically for DRK, assuming the Haste from Last Resort will apply to one-handed weapons, I think the combination of the one-handed weapon correction you mention in the post plus strengthening Last Resort will be enoug for one-handed weapons to catch up with two-handed weapons. |
Hold on a minute...because of Dual Wield I have close to 80% delay reduction... does this mean I can cut some of the Dual Wield for one-handed weapons? |
The Haste effect planned to be granted to Last Resort will, along with that of Desperate Blows, only be applicable to two-handed weapons. The overlap of the effects would be too significant if the delay reduction applied to one-handed weapons (because of Dual Wield) or to hand-to-hand weapons (because of Martial Arts).
I'm afraid that adjustments to hand-to-hand weapons are going to get lost in the mix between one-handed and two-handed adjustments. |
In the adjustments regarding balancing one-handed and two-handed melee weapons, hand-to-hand weapons will also be included and considered along with one-handed weapons.
However, since the performance of one-handed and hand-to-hand weapons differ significantly, they won't be treated uniformly (for example, the adjustment of "increasing the correction value of the one-handed weapon in the main weapon slot" which was talked about previously will be significantly different for hand-to-hand weapons).
Considering the unique circumstances around hand-to-hand, we will continue to make the adjustments separately.
Regarding elemental magic, would this also hold true for magic casted by automatons? |
The elemental magic adjustment does also apply to magic used by the automaton. [[edited:]] While stats can be raised on the automaton, it's easy to Overload while doing so, and we will take this into account when we look at the balance of the adjustment.
Translated by: Slycer | |
01-18-2013 10:39 AM | Slycer | BG Translator | |
| | Defense (Attack/Defense Ratio)
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments to the attack/defense ratio as follows.
| At very low defense, damage taken does not increase.
At present, there is an upper limit on the offense/defense ratio.
Depending on the opponent's attack value, if the player's defense value is 50% or higher, the damage reduction will increase. If the player's defense value is less than 50%, the damage reduction will be the same as if it was 50%.
Because of this, even though combining Last Resort and Berserk greatly reduces defense, for example, the damage reduction does not fall as significantly. |
| ----New Proposal
The maximum reduction will be calculated from the attack/defense ratio, and the upper limit of the calculated ratio will be increased such that when defense is very low, damage taken will continue to increase. |
| When defense is raised, damage taken is not reduced
This is mainly against higher level enemies and occurs because of something called level difference correction. The attack/defense ratio is calculated and impacted by each one level difference, reducing the calculated defensive power by some extent. |
| ----New Proposals
For new monsters created, starting with Seekers of Adoulin, create them such that the level difference correction will not apply. We would compensate for this by adjusting monsters' attack values, defense values, and stats.
Eliminate level difference correction. By eliminating the level difference correction, you will be able to more significantly reduce damage taken by increasing defense as expected.
|
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
01-18-2013 10:51 AM | Slycer | BG Translator | |
| | Content Adjustments
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments as follows.
New Nyzul
The reasoning behind using Embrava is to greatly increase the speed of defeating enemies. Rather than adjusting the random warp pattern any further, we have decided to modify the strength of enemies.
Defense Adjustment
For enemies with certain weaknesses, allow attacks against those weaknesses to do further increased damage.
Level Adjustment (further adjustments may be needed)
- Floors 1~20: Reduce enemy levels by 10
- Floors 21~40: Reduce enemy levels by 7
- Floors 41~60: Reduce enemy levels by 4
- Floors 61~80: Reduce enemy levels by 2
- Floors 80~100: No change
Legion
Adjustment of HP, defense, and attack strength.
As mentioned previously, we are considering eliminating the level difference correction values for the attack/defense ratio. If we move in this direction, adjusting the level of the monsters at the same time will make the monsters that appear too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
Odin's Chamber II
Adjustment of HP, defense, and attack strength.
Similarly to Legion, if we adjust the attack/defense ratio by eliminating level correction and level at the same time, the monsters would become too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
Long post, just going to link to it.
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