|
Overall Battle System Adjustments for the Future
By Thorbean 2013-01-12 21:21:48
Siren.Fupafighters said: »Them sitting there with 4 mobs is the same as me holding 4 mobs on dnc, dnc just kills them faster.
That's my point. As blue mage, as soon as I proc, the mob is usually dead 2-3 seconds later. If I get random links, and someone takes them, theres no problem as I didn't waste any time on the link anyway.
I usually see BSTs with a group of mobs, running around procing every mob first. then slooooooooooowly killing them when there's no other mobs in the camp. Then bitching "I proc'd that mob, stop stealing them".
Proc should be removed as soon as the name turns yellow...
[+]
Bismarck.Iso
Server: Bismarck
Game: FFXI
Posts: 52
By Bismarck.Iso 2013-01-12 21:27:31
One change I would like to see:
Any mob claimed by you, or your pet, remain claimed -red-, unless in the event both your pet and you get KO'd.
Tired of having, for example, 3 out of 4 mobs procced in dynamis, only to have someome steal your procced ones whilst you are working on that last mob.
Even seen other BSTS do this... with the recent changes to dynamis and the like I think this change is now due.
Some of us are trying to make relics here <.< too bad your not on my server, I would cure you of claiming all the pops and holding while you slow roll my time in dyna
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 21:43:53
Wiki says they link, but I think it was changed since Neo dynamis. I've never seen nightmare mobs straight up link.
They most definitely link.
By Mookies 2013-01-12 22:27:30
Siren.Fupafighters said: »Them sitting there with 4 mobs is the same as me holding 4 mobs on dnc, dnc just kills them faster.
That's my point. As blue mage, as soon as I proc, the mob is usually dead 2-3 seconds later. If I get random links, and someone takes them, theres no problem as I didn't waste any time on the link anyway.
I usually see BSTs with a group of mobs, running around procing every mob first. then slooooooooooowly killing them when there's no other mobs in the camp. Then bitching "I proc'd that mob, stop stealing them".
Proc should be removed as soon as the name turns yellow...
I don't have this problem as BST because I'm not a pearle bst... The people that complain about this are the ones that can barely solo a single mob. Why would you pull a whole group if it takes you forever to kill one mob?
I usually proc, fantod, ws, dead, move on.
By Gimp 2013-01-13 00:38:52
make adamantoise egg easier to get!
it's pretty easy to get you don't need to make skillchains anymore on the gigante to win handily 2 or 3 nukers and 2 or 3 physical dd to ws when it's out of shell and mages to force it out of shell make it a cakewalk
[+]
By Thorbean 2013-01-13 00:51:55
Why would you pull a whole group if it takes you forever to kill one mob?
"I can't kill as fast as I'd like so I'll just hold this group because I deserve them. Slowing other players down due to my incompetence is fun."
- A perle BST.
Shiva.Arana
Server: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-13 00:53:20
In this thread we'll associate jobs with personality types.
[+]
By volkom 2013-01-13 00:55:04
make adamantoise egg easier to get!
it's pretty easy to get you don't need to make skillchains anymore on the gigante to win handily 2 or 3 nukers and 2 or 3 physical dd to ws when it's out of shell and mages to force it out of shell make it a cakewalk I don't know enough people for that :(
Sylph.Peldin
Server: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-13 01:18:02
Nice job completely derailing this entire thread lol. (this post is targeted to the noob-BST-in-Dyna)
[+]
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-01-13 01:46:21
Sorry, I just don't play by stealing other people's mobs, on any job, in any event, unless they totally wipe.
Claim wars yes. Attempting to push someone out of your camp, perhaps, we all do it.
Just don't like stealing mobs, and thus, don't like it when it happens to me. On any job.
Either way, not going to lose sleep over it.
Doesn't matter. If it's yellow it's fair game, period END OF STORY.
Stop being a douche and trying to hold 3~5 monsters while slowly procing them and then crying when someone (usually me) comes along and *helps* you with your link problem. If you don't like it, then kill one at a time and stop thinking your entitles to special monster claiming privileges because your job has the letters B, S and T in it.
Ragnarok.Taereon
Server: Ragnarok
Game: FFXI
Posts: 213
By Ragnarok.Taereon 2013-01-13 01:47:32
Don't *** touch Dark Knight. Make the other jobs stronger.
[+]
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-01-13 01:49:21
Don't *** touch Dark Knight. Make the other jobs stronger.
This so much. DRK finally becomes relevant outside of a nerfed SEBW spam and suddenly people are getting all butt hurt.
Just boost the others and call it a day. Thought splitting the haste effect between LR and DB would be a good thing, doesn't hurt DRK at all while boosting other jobs (notably 1H jobs).
By volkom 2013-01-13 01:59:28
Don't *** touch Dark Knight. Make the other jobs stronger.
This so much. DRK finally becomes relevant outside of a nerfed SEBW spam and suddenly people are getting all butt hurt.
Just boost the others and call it a day. Thought splitting the haste effect between LR and DB would be a good thing, doesn't hurt DRK at all while boosting other jobs (notably 1H jobs). could it bring back a sword/axe thing for drk?
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-13 02:03:11
Don't *** touch Dark Knight. Make the other jobs stronger.
This so much. DRK finally becomes relevant outside of a nerfed SEBW spam and suddenly people are getting all butt hurt.
Just boost the others and call it a day. Thought splitting the haste effect between LR and DB would be a good thing, doesn't hurt DRK at all while boosting other jobs (notably 1H jobs). could it bring back a sword/axe thing for drk?
No because DB is still 2h dependant, so you'd lose that 10% JA haste. Would be no reason to use a sword/axe at that point. I think he meant ***like dnc/drk getting a good boost because it's more JA haste for those 1h jobs.
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-13 05:32:07
Don't *** touch Dark Knight. Make the other jobs stronger.
This so much. DRK finally becomes relevant outside of a nerfed SEBW spam and suddenly people are getting all butt hurt.
Just boost the others and call it a day. Thought splitting the haste effect between LR and DB would be a good thing, doesn't hurt DRK at all while boosting other jobs (notably 1H jobs). could it bring back a sword/axe thing for drk?
No because DB is still 2h dependant, so you'd lose that 10% JA haste. Would be no reason to use a sword/axe at that point. I think he meant ***like dnc/drk getting a good boost because it's more JA haste for those 1h jobs.
For all we know the LR haste might be 2hand only aswell.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10141
By Asura.Sechs 2013-01-13 06:51:59
The magic update scares me...
I mean some ideas are cool actually, but the one where they want to differentiate the impact stats have on different element spells is... a scary perspective.
So not only I would need different sets for Resists, Accuracy, blahblah, but I would need to replicate all of those for each different element?
I think things in FFXI are already too complicated sometimes, they should make them more streamlined and seamless, not more difficult.
This is especially an issue considering the 80 inventory limit.
Really hope they step backwards from that part...
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-01-13 06:58:51
make adamantoise egg easier to get!
it's pretty easy to get you don't need to make skillchains anymore on the gigante to win handily 2 or 3 nukers and 2 or 3 physical dd to ws when it's out of shell and mages to force it out of shell make it a cakewalk I don't know enough people for that :(
Can be solod by a GOOD as in none shitty BLM or SCH (using brava and Kaustra)
Should be an easy DUO, solo holds some risks but totally doable if in af3+2, using ToM staffs, capped skill and some knowledge of the mob.
Think of it this way, its the difference between going with a group to NNI who can't get to 80, and going with one that wins with 10 mins spare.
Siren.Ihm
VIP
Server: Siren
Game: FFXI
Posts: 688
By Siren.Ihm 2013-01-13 07:07:54
Don't *** touch Dark Knight. Make the other jobs stronger.
This so much. DRK finally becomes relevant outside of a nerfed SEBW spam and suddenly people are getting all butt hurt.
Just boost the others and call it a day. Thought splitting the haste effect between LR and DB would be a good thing, doesn't hurt DRK at all while boosting other jobs (notably 1H jobs). could it bring back a sword/axe thing for drk?
No because DB is still 2h dependant, so you'd lose that 10% JA haste. Would be no reason to use a sword/axe at that point. I think he meant ***like dnc/drk getting a good boost because it's more JA haste for those 1h jobs.
For all we know the LR haste might be 2hand only aswell.
It used to work fine for KC zergs, so just gotta hope they don't decide it'll be fun to change it.
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-13 07:24:19
It used to work fine for KC zergs, so just gotta hope they don't decide it'll be fun to change it.
When did Desperate blows work for 1hand? (I honestly can't remember that ever beeing the case? But I might be wrong.)
Server: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-01-13 08:16:15
It never worked for KC zergs it was only used for the 30sec attack bonus.
Quetzalcoatl.Hyunkyl
Server: Quetzalcoatl
Game: FFXI
Posts: 70
By Quetzalcoatl.Hyunkyl 2013-01-13 09:36:59
Could always 5/5 x2 WS you really use alot and wanna keep the 100% modifiers on them, and get 5x 1/5 WS(which would be the equivalent of a 4/5 Merit WS now), giving you acess to new possibilities if you don't own relic/empy/mythic...
In my case, would keep Resolution and Stardiver 5/5since I own OaT GS/polearm, and drop Exen to 1/5 and grab Ruinator/Shoha/Requiestcat/Entropy, which would make me pretty happy ^^
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-13 09:51:34
I'm kind of wondering if the magic damage/defense changes will get applied to monsters, too. The former would be magic even more dangerous (and will probably make INT an important stat in MDB sets) and the latter will actually hurt one hander jobs the same time they're trying to fix the problem.
They should probably adjust the planned MP costs for magic, too. At high levels of INT I'm basically spending half the MP for Stone V to do the same amount of damage as Thunder V. It's just going to reverse the situation we have now (People will spam Stone/Water instead of Blizzard/Thunder etc).
By Aeyela 2013-01-13 10:12:16
Unless I'm missing something obvious, as a Ranger main I feel a little hard done by and underwhelmed by these planned changes. It seems like the gap between RNG and Two Handers is going to become the gap between RNG and every other DD... And we'll still be the only job spending millions to function, just to produce comparatively sup bar damage.
[+]
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-13 10:24:25
RNG can still deal dmg outside of melee range.
That's something no melee can do (atleast reliably)
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-13 10:30:36
I imagine the planned enmity changes would be the biggest thing RNGs would have to look forward to, assuming they don't change their dumb monster design of "AoE everything ever".
Siren.Ihm
VIP
Server: Siren
Game: FFXI
Posts: 688
By Siren.Ihm 2013-01-13 19:26:33
It used to work fine for KC zergs, so just gotta hope they don't decide it'll be fun to change it.
When did Desperate blows work for 1hand? (I honestly can't remember that ever beeing the case? But I might be wrong.)
Idk, I thought it did, can't say I've ever leveled DRK though so I have no idea, I just thought it did /shrug.
By Aeyela 2013-01-13 19:36:37
RNG can still deal dmg outside of melee range.
That's something no melee can do (atleast reliably)
I'll agree that that's a nice bonus exclusive to Ranger. But I don't think this goes any way towards making up for the gulf in damage between us and two handers that are being buffed out the wazoo.
Leviathan.Kincard said: »I imagine the planned enmity changes would be the biggest thing RNGs would have to look forward to, assuming they don't change their dumb monster design of "AoE everything ever".
Unless the content is added where enmity is an issue, this isn't much of a selling point. For those enmity tight situations we have Coronach and its aftermath and those situations are (currently) few and far between.
[+]
Server: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2013-01-13 19:36:50
Desperate Blows says that it only affects 2-handed weapons on the merit description.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-13 20:20:12
RNG can still deal dmg outside of melee range.
That's something no melee can do (atleast reliably)
I'll agree that that's a nice bonus exclusive to Ranger. But I don't think this goes any way towards making up for the gulf in damage between us and two handers that are being buffed out the wazoo.
So get brds/cors that don't suck and will rotate to buff you guys with minuets/chaos roll and the snapshot roll? At least you guys have somewhat of an advantage and don't need 2x march and can stack more minuet.
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.
|
|