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Overall Battle System Adjustments for the Future
By Aeyela 2013-01-13 20:22:28
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.
Hahahahahahahahahahahahahahahahahahahahahahahahahahaha
RNG in Voidwatch = proc party 99% of the time. I rely on my fabulous diplomacy skills to get me in a party with a COR or BRD and I have never had them make an exception of me and give me additional minuets over their 'required' marches.
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By Odin.Eikechi 2013-01-13 20:23:16
Again, that more so then has to do with your buff situation sucking, not ranger as a whole. I've seen it do some mean dmg.
By Aeyela 2013-01-13 20:25:47
I'm not declaring Ranger can't do mean damage. We can and I always love it when people are pleasantly surprised. But it takes full buffs for us to compete at the top level and ultimately, side by side with WARs or DRKs with a comparative number of buffs up, we can't come close.
I would accept it and move on if Ranger did not cost millions to play just to be second, third, fourth best to people who do more damage auto attacking.
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By Odin.Eikechi 2013-01-13 20:27:59
I'm not declaring Ranger can't do mean damage. We can and I always love it when people are pleasantly surprised. But it takes full buffs for us to compete at the top level and ultimately, side by side with WARs or DRKs with a comparative number of buffs up, we can't come close.
I would accept it and move on if Ranger did not cost millions to play just to be second, third, fourth best to people who do more damage auto attacking.
Doin it wrong? Ammo is not THAT expensive to "compete" (especially with the recycle head + merits). Wars/drks/sams what have you, typically do a lot because they are favored in the buff parties.
Fenrir.Sylow
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By Fenrir.Sylow 2013-01-13 20:28:01
That's really bizarre that BRDs don't give you Minuets; they always go out of their way to give me Minuets when I'm on COR spamming Wildfire.
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By Odin.Eikechi 2013-01-13 20:28:37
That's really bizarre that BRDs don't give you Minuets; they always go out of their way to give me Minuets when I'm on COR spamming Wildfire.
LOL, triple shot and dat aftermath...?
Fenrir.Sylow
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Posts: 6862
By Fenrir.Sylow 2013-01-13 20:31:36
As if I carry bullets other than Omphalos and Bronze.
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By Aeyela 2013-01-13 20:37:26
I'm not declaring Ranger can't do mean damage. We can and I always love it when people are pleasantly surprised. But it takes full buffs for us to compete at the top level and ultimately, side by side with WARs or DRKs with a comparative number of buffs up, we can't come close.
I would accept it and move on if Ranger did not cost millions to play just to be second, third, fourth best to people who do more damage auto attacking.
Doin it wrong? Ammo is not THAT expensive to "compete" (especially with the recycle head + merits). Wars/drks/sams what have you, typically do a lot because they are favored in the buff parties.
Please don't "doin it wrong" me, I have a lot of respect for you and don't want that to change... I play Ranger an awful lot. I shoot a *** load of bullets every week because, bluntly, it's my favourite job and I wouldn't prefer to be on any other job.
You're taking my posts in the context that I'm whining about having to pay for bullets. Take it in the context that, considering nearly every other job is going to benefit from these changes, I'm fully entitled to expect Ranger to benefit somewhere.
And they're not. The Recycle adjustment they had planned for December never happened either. I'm sure there are Rangers out there who play it 24/7 with hundreds of millions of gil who would be quite enthusiastic about changes to Recycle... If nothing else, just for the added chance of TP bonuses.
So, cost is another factor to some people. Compared to some people I'm very poor (though that's mostly Zaldon's fault right now.) - accept that to some people the cost is relevant when weighing the pros and cons of a job.
I bring it up only in the context that we are discussing the pros and cons of RNG. And yes, I fully expect a job I have to invest so heavily in to perform at the top of my level to at least be competitive with other jobs...
And in most cases it's not. You are right - this is chiefly down to RNG not getting the buff love other jobs get. But even in situations where a RNG is getting a shiteload of Minuets and Rolls they'll still not be dealing as much damage as a Ragnarok DRK - or even close.
I don't think it's expecting too much for them to buff RNG, considering they're planning on buffing every other bloody job.
By Aeyela 2013-01-13 20:40:32
That's really bizarre that BRDs don't give you Minuets; they always go out of their way to give me Minuets when I'm on COR spamming Wildfire.
I think we just have lazy Bards on this server. I can't honestly recall an occasion where I was being pianissimo'd some minuets after the Bard was done marching outside of doing things with friends.
Your quote made me laugh, because that happened a week or two ago too. When I explained I didn't need Minuet he told me I'm shooting bullets... Considering we were fighting Bismarck, I wasn't.
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By Odin.Eikechi 2013-01-13 20:42:23
I'm still confused as hell about rng "not stacking up" considering the multitude of 10-15k dmg barrage SSs I see on VW mobs. Do you have full recycle merits and shoot non WS shots in the AF2+2a head piece? I would say that's probably a big portion of gil saved (as it leads to higher TP yield, so more frequent WS and that's where your dmg shines). Let's not forget it's RANGER. It's got the added ability to not be so close to not get one-shotted to hell by a lot of things, like 99% of the other DD's suffer from. So that is their cost for that ability. It's gonna blow some gil to fire bullets. It's a trade off you have to willingly accept to play that job. It's dmg is really good, again you just need buffs.
Edit: You could also do the Arma route, and use bronze for WS and something decent for AM/TP.
By Aeyela 2013-01-13 20:48:16
Well, I haven't had a chance to augment it yet, so no. I'm aware the cost will drastically fall when I've got that done. And believe me when I say, I'm not overly bothered by having to pay this gil to play Ranger. I didn't make an Annihilator for fun. I love this job, it's my favourite one and I'll play it even if it makes me go bankrupt.
But in the context of Ranger being buffed or being compared to other jobs, cost obviously becomes a factor. Asides from Ninja and Corsair there's no other jobs that have to expend consumables just to function. So, in a situation like this, where we're looking at planned changes to jobs, the cost becomes a relevant factor that is at least worth mentioning.
Re: barrage, those screenshots are not average. Anyone who claims their barrages often break 5 digits are full of ***. I've had it happen a few times, sure, but it's most certainly not 'common'.
Re: Distance, /shrug, the only place that matters is Odin or Legion. I can quite happily dance one foot from the monster in voidwatch because I know the multitude of medicines will protect me. Though of course, I don't stand that close because I want the distance bonuses. Hypothetically speaking though, if I did stand that close...
Valefor.Omnys
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By Valefor.Omnys 2013-01-14 00:02:25
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 <.<
No.
However, I'd like to see that the beastmaster's target remain claimed instead of the pet's target. The pet will do stupid things and switch target.. many times. If there's something I really want to stay mine, me engaging on it should be fine.
And yeah, like many people, my bst paid for my relic, but you shouldn't get to hold multiple mobs.
Carbuncle.Nynja
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By Carbuncle.Nynja 2013-01-14 00:24:39
Any mob claimed by you, or your pet, remain claimed -red-, unless in the event both your pet and you get KO'd. BST has been given a major BJ from SE in the past 2 years as far as fighting non-IT content goes...but at the end of the day, you're ONE player, you can claim ONE mob. Why should you be given preferential treatment because you feel you should be able to fight 5 mobs at once?
You probably *** and moan when someone kills your unclaimed mobs too...
By pchan 2013-01-14 00:28:54
Nynja is still butthurt about bst and dynamis lol. Why didn't you level BST already ? Let the kids farm currency. Big guns do marrows.
Carbuncle.Nynja
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By Carbuncle.Nynja 2013-01-14 00:39:54
Pchan is still butthurt about life ;;
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Valefor.Omnys
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By Valefor.Omnys 2013-01-14 00:46:45
Like others in this thread, I can't wait to see something real about enmity.
In most games, enmity is very simple. You hit things, you gain enmity. Certain abilities produce more, but do little/no damage. You heal things, you gain enmity.
I'm really afraid the fix to enmity will needlessly involve simplifying the whole system. It's not complex to use, but there's a few intricacies that benefit the people that really understand it, or there used to be, like cure kits, or using abilities like warcry, or popping zerk and cancelling immediately/soon after and using spells and not caring about the damage.
I liked it at 75 when the measure of a good tank was how fast they could let the dps tear ***up. Now the measure of a good tank is how fast they swing.
I'm sure they don't know what to do about pld. It doesn't, and can't, hit as fast as the other melee. There's no reasonable way to make that happen, but pld is and was a blast.
By volkom 2013-01-14 00:50:35
be sweet if there was an aoe taunt.
Quetzalcoatl.Killza
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By Quetzalcoatl.Killza 2013-01-14 01:23:48
be sweet if there was an aoe taunt. Wrong game ><
*Provoke
Sylph.Peldin
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By Sylph.Peldin 2013-01-14 01:24:38
The enmity fix isn't a complicated issue. They just need to increase the enmity of abilities and spells that paladins use to increase their enmity. Then remove the enmity cap because capping enmity is dumb.
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By Valefor.Prothescar 2013-01-14 01:26:08
Increased enmity cap, somewhat lower hate gain from damage dealt, and a trait or something for tank jobs that causes VE to decay more slowly would be an alright start for enmity adjustments. Hopefully the devs are able to figure out a way to fix it better than that though. With how ridiculous FFXI's threat system is, I can't imagine it's an easy task. Simply removing the enmity cap and giving PLDs more enmity on their abilities is not an elegant solution.
That aside, we need more than just enmity system refinements to make a tank job like PLD worth its slot in an alliance. On almost every single target in the game you'll still be better off with DDs in DT sets than spending an alliance slot on a PLD, as the DD is performing multiple functions. PLD's DD output needs to be enhanced to a point where it isn't a determent to have them in the group, as a way to allow the DDs to remain in their actual gear for an extended period while the PLD is also soaking up damage more efficiently.
We also need sweeping changes to the way monster AoEs work, the small change we have had is not enough to make a single tank worthwhile as AoEs are still enough to cripple anything close to the enemy. AoEs need to either be more scarce than they currently are, or they need to have significantly diminished damage on any target that isn't the primary target.
Opening the door to every fight being a tank and spank won't be acceptable either, so balancing this all out between capable tank and spanks and other types of interesting mechanics in fights is probably going to be difficult as well.
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Sylph.Peldin
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By Sylph.Peldin 2013-01-14 01:44:33
I don't understand the purpose of having an enmity cap, or enmity decay. It's definitely not necessary.
When I played WoW, the enmity (hate) system was very simple. Tank jobs had abilities that did damage, and that damage was significantly weaker than damage from DD classes. However, the hate from their abilities was significantly higher than that of DD classes.
It was balanced in such a way that a tank with good gear could rotate his abilities to just barely not be able to hold hate over well-geared DD's. But there were abilities that a couple DD could use to transfer some hate to the tank (similar to Sneak Attack) and there were also ways in which some DD could lower their hate. By using the SA-like abilities at the beginning of the fight, the DD could basically all engage right after the tank did.
Taunt was also an ability that every tank class had that would immediately put them at the top of the hate list (they would receive even hate with whoever was currently at the top) and the taunted target would be fixated on that person for 5 seconds which gave enough time for DD to slow down to adjust to a new tank (when necessary).
There was no cap to the hate list, so if you joined the fight late, it was basically impossible for you to get to the top of the hate list.
There was no enmity decay, although there was a fight where the boss would put a debuff on it's current target which would lower the amount of hate they were able to produce until the debuff wore off. That type of fight was definitely not the norm.
*Edit* Although tanks in WoW did very crappy damage, they were still worth bringing because there was an ENORMOUS difference in the amount of damage taken between a tank and any other DD. Raid fights were impossible without a tank (most fights required 2 tanks).
Fenrir.Sylow
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By Fenrir.Sylow 2013-01-14 01:51:04
They'll "address" the issue with Adoulin's "ultimate" weapons.
PLD's Adoulin "Relic" will have a weapon skill attached that does miniscule damage but halves both enmity categories for party members in a small radius.
It will have an aftermath "sphere" (like afterglow, but separate) that retards the rate at which other party members accumulate enmity.
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By Valefor.Prothescar 2013-01-14 01:53:32
Apples and oranges. The difference in damage taken isn't extreme enough between a DD and a tank in FFXI to require a tank's presence, no matter how well they're going to be holding hate.
As for the necessity of a hate cap, does there have to be one? No. However this isn't a game where every DD have access to dozens of skills at a time to transfer their hate, nor do tanks have a limitless supply of enmity generating abilities. The DD's hate generation through damage will inevitably catch up to the PLD's Sentinel + Flash... quickly, at that, and no amount of enmity generation will surmount the elephant in the room: the tank is providing a fairly pointless service to the alliance overall. Forcing the DDs to limit their output when they don't have to would be unnecessarily lowering the efficiency of the kill.
Sylph.Peldin
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By Sylph.Peldin 2013-01-14 01:54:48
I definitely agree with changing the current design of AoE's. One idea would be to make distance a large factor in determining the damage of an AoE. This would require DD to pay attention and move away when AoE's are coming so that they take minimal damage. Obviously people who are buffing on the fly would have to pay attention as well.
I liked the concept of Diablos where you had to pay attention to where you were standing because he would make certain parts of the floor disappear making you fall to your death if you didn't move in time. More fights with mechanics like this would force people to pay attention. (Although I imagine multi-boxers would not care for it)
Valefor.Omnys
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By Valefor.Omnys 2013-01-14 01:55:57
I agree 100%.
The difference at 75, of course, was that DT gear wasn't so readily available, agas hurt, temps didn't exist, and mp was a precious commodity.
I've always wondered about a series of spells in Reprisal's line, even with a non-damaging one for supertanking (and then came Palisade).
What if one spell did damage (decemt damage), while another decreased the target's attack, while another spell slowed the target's attack. (Target being anything hitting the paladin's shield). All of these spells, besides a non-damaging one for supertanking, would cause, and not just enhance, enmity. I realize of course that getting hit is a direct contribute to hate loss, and this would be the opposite, but at the moment, things are not working.
WoW also gave their Warrior (a sword/board tank) an ability called Revenge, a long time ago. When the warrior blocked an attack, this ability was useable and did decent damage and great "threat".
Warrior also had ability called Vigilance (now removed I think) that transfered 10% of the target's enmity generation to the user, and reduced the target's damage taken by .. 3 or 10%.. I forget.
Cover could be tossed and put an ability in place that forces the target to focus the paladin for X seconds. (15 seconds, 5 minute cooldown?) It's an excellent tool for the start of a fight, where you provoke, flash, ws, and then maybe gain enough tp to WS again.
It would also be great after hate resets. Give ninjas and Monks the same ability basically, that's fine.
Prothescar is right. Putting 10k enmity on provoke doesn't fix the basic problem that paladin isn't needed. It's funny that they give pld some neat toys like Spirits Within (old days anyway), Atonement, and Requiescat. The job really is a tank too. It's fun eating nukes like candy and really pulling through to save the day, the only thing it can't do is hold hate and also, partly because of the former, meaningfully contribute to DPS.
And it's fine too if the most dangerous thing in some fights is the adds and that some monsters have no real threat table and that some fights can be tanked by a decent thf/nin.
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By Valefor.Prothescar 2013-01-14 01:59:00
Couple of potential, partial solutions:
A) Create monsters that a DD cannot efficiently tank and DD at the same time whatsoever.
B) Enhance the power of tanks to where they deal a reasonable amount of damage while providing sturdiness and a shield for the DDs to hide behind whilst letting loose with their maximum strength.
I personally prefer a game of cat and mouse rather than an omnipotent tank capable of holding hate forever and ever and taking next to no damage while the DPS can run wild, so I'd prefer a blend of both of these possible solutions: monsters so strong that it's difficult or nigh impossible for a DD to efficiently tank it, however the DDs wouldn't be able to run wild for the entirety of the fight as the enmity system isn't so open ended that a PLD can just spam all of his abilities as they come off cooldown so that the mob never looks away from him, all the while enhancing the tank's damage output by enough to make it a relevant source of DPS.
Accompanying this, it would be ideal to have boss fights include special mechanics like the aforementioned Diabolos fight. This would add flavor to fights and give a good way for DDs to have to intermittently disengage or otherwise occupy themselves and thus halt their generation of hate for a short time.
Valefor.Omnys
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By Valefor.Omnys 2013-01-14 02:01:35
Hate cap should be there. It's fine to be there. It's something to aware of. The trouble is that good DD can't help but smack into it, and early. It's not their fault.
At 75, you could admonish an idiot, but they're not idiots anymore. If you want something dead remotely quickly, the DD are going to pull hate.
I read a post here once where someone said they wanted HNM to come back because HNM/sky/sea is what taught people to hold back. If you didn't learn that in Crawler's nest or on colibri, you weren't a bright bulb. XP loss, though I loathed it, also probably helped people catch on.
Carbuncle.Xenhas
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By Carbuncle.Xenhas 2013-01-14 02:03:28
Valefor.Prothescar said: »Couple of potential, partial solutions:
A) Create monsters that a DD cannot efficiently tank and DD at the same time whatsoever.
B) Enhance the power of tanks to where they deal a reasonable amount of damage while providing sturdiness and a shield for the DDs to hide behind whilst letting loose with their maximum strength.
I personally prefer a game of cat and mouse rather than an omnipotent tank capable of holding hate forever and ever and taking next to no damage while the DPS can run wild, so I'd prefer a blend of both of these possible solutions: monsters so strong that it's difficult or nigh impossible for a DD to efficiently tank it, however the DDs wouldn't be able to run wild for the entirety of the fight as the enmity system isn't so open ended that a PLD can just spam all of his abilities as they come off cooldown so that the mob never looks away from him.
Accompanying this, it would be ideal to have boss fights include special mechanics like the aforementioned Diabolos fight. This would add flavor to fights and give a good way for DDs to have to intermittently disengage or otherwise occupy themselves and thus halt their generation of hate for a short time.
cover!
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By Valefor.Prothescar 2013-01-14 02:07:07
Okay I worded it poorly, didn't quite mean that!
Carbuncle.Xenhas
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By Carbuncle.Xenhas 2013-01-14 02:09:04
Does cover even work with the newer AOE attacking mobs like iron giants?
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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