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[Dev] Planned Adjustments and Enmity System Explanation
[Dev] Planned Adjustments and Enmity System Explanation
Carbuncle.Xenhas
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By Carbuncle.Xenhas 2013-02-18 14:20:54
Having an upper limit isn't a big issue a long as you adjust the points. Can't move the goalposts and leave the 50yard line where it is. A variable cap on the rate of emnity gain could be nice too. Some kind of job trait that wouldn't require a tank to solo a mob to 80% before a dd could even engage it for fear of pulling hate with a single ws.
Except now, most of the NMs have AOE hits, and DD have enough gear to not be gigantic pussies so the 80% thing is kind of moot.
Ragnarok.Sekundes
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By Ragnarok.Sekundes 2013-02-18 14:37:01
Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
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By Odin.Jassik 2013-02-18 14:41:58
Some kind of job trait that wouldn't require a tank to solo a mob to 80% before a dd could even engage it for fear of pulling hate with a single ws. Don't give them silly ideas ... They might like it and put into the game ... (they could take what you wrote in the reverse way and implement it as a mechanic lol)
How is the ability to generate emnity more quickly a silly idea? Right now the quickest way to generate emnity aside from a few job abilities, is damage. Because of the reletively low cap on emnity, everyone is capped within 2-3 WS anyway.
Lowering the amount of emnity generated by dealing damage accross the board while giving the tank classes a trait or 30 second ability that allows them to generate emnity at a much higher rate would allow you to actually use a tank when appropriate.
Having an upper limit isn't a big issue a long as you adjust the points. Can't move the goalposts and leave the 50yard line where it is. A variable cap on the rate of emnity gain could be nice too. Some kind of job trait that wouldn't require a tank to solo a mob to 80% before a dd could even engage it for fear of pulling hate with a single ws. Except now, most of the NMs have AOE hits, and DD have enough gear to not be gigantic pussies so the 80% thing is kind of moot.
100% agree, there shouldn't be AoE TP moves that can wipe an ally aside from the handful of family specific moves that are avoidable. Spike Flail comes to mind, Wyrms are a really well designed family. As long as an NM can take out the whole ally with a single move, tanking is useless. 100% hate resets constantly are a serious game mechanic issue as well, especially when they are attached to a random pool TP move.
Adjusting this trend of timed events with mobs that can instantly wipe a party would go a long way to reducing the amount of super-buffed/PD zergs. There's literally no reason to keep a mob alive any longer than you have to, why would anyone NOT just PD zerg everything?
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By Phoenix.Dabackpack 2013-02-18 14:43:51
Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
Not necessarily. If, say, PLD's cap is only a couple hundred points above everyone else's cap, then it constantly will be decreasing "into the danger zone" and exploiting enmity will be much harder.
Phoenix.Suji
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By Phoenix.Suji 2013-02-18 14:46:40
Phoenix.Dabackpack said: »Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
Not necessarily. If, say, PLD's cap is only a couple hundred points above everyone else's cap, then it constantly will be decreasing "into the danger zone" and exploiting enmity will be much harder. yea, the values they choose will be significant.
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By Asura.Izilder 2013-02-18 14:52:54
Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
yes im with this .. i love playing pld and want it to be able to hold hate - but not at the cost of being able to chuck dd's at mobs and have a pld hold mobs easy.
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By Siren.Kalilla 2013-02-18 14:55:15
I feel the same, but they're right. It would greatly depend on the values they choose to adjust if they make each job have a different cap.
Too large of a gap will just make things easier to manage, allowing your team to go crazy on it as long as you do your job and stay above their hate cap, which in my opinion is a bad thing.
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By Asura.Aikchan 2013-02-18 14:59:39
What are the tanks jobs in FFXI?... I guess only Paladin.. If ppl wanna include NIN...
Just lower the cap to the other jobs, and that might mean that the Mob will never attack others players unless there is a hate reset(ability, tank unable to do any action for long time or tank died)
Ragnarok.Sekundes
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By Ragnarok.Sekundes 2013-02-18 15:00:08
Phoenix.Dabackpack said: »Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
Not necessarily. If, say, PLD's cap is only a couple hundred points above everyone else's cap, then it constantly will be decreasing "into the danger zone" and exploiting enmity will be much harder.
Well, a couple hundred points out of 20k, depending on if it's VE or CE or half and half between then, wouldn't make or break anything I suppose but it also doesn't fix the inherent problem with enmity.
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By Odin.Jassik 2013-02-18 15:00:16
Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying. yes im with this .. i love playing pld and want it to be able to hold hate - but not at the cost of being able to chuck dd's at mobs and have a pld hold mobs easy.
I don't think thats what anyone is suggesting, but if a PLD is using their tools correctly, they should be able to hold and quickly regain hate with a DD on it. 5 Rag DRK's riding souleater aren't what we're talking about, but a single DD being smart shouldnt' be an issue when its for a short time.
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By Siren.Kalilla 2013-02-18 15:00:34
What are the tanks jobs in FFXI?... I guess only Paladin.. If ppl wanna include NIN... Don't forget Rune Fencer .-.
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By Odin.Eikechi 2013-02-18 15:01:24
If pld's cap is a fair decent bit higher than the other jobs, this will make sch's new SP *** OP.
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By Phoenix.Dabackpack 2013-02-18 15:02:46
Ragnarok.Sekundes said: »Phoenix.Dabackpack said: »Ragnarok.Sekundes said: »Giving uneven caps for various jobs doesn't fix the game. It just makes the game easy to take advantage of and let DD's and mages do whatever they want with no fear of dying.
Not necessarily. If, say, PLD's cap is only a couple hundred points above everyone else's cap, then it constantly will be decreasing "into the danger zone" and exploiting enmity will be much harder.
Well, a couple hundred points out of 20k, depending on if it's VE or CE or half and half between then, wouldn't make or break anything I suppose but it also doesn't fix the inherent problem with enmity.
If SE chooses this route, they need to pick a number such that it is likely for the PLD's enmity level to dip into the 'standard' level of enmity if they are in trouble, but at the same time give it enough leeway so enmity isn't rapidly shifting between the PLD and the DDs.
Fenrir.Slycer
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By Fenrir.Slycer 2013-02-18 15:10:08
Perhaps it didn't come across well in my translation but the original post made it fairly clear that they were not planning to make job-specific caps, it was simply a potential idea that came up. The only plans they outlined explicitly are those in the very bottom section ("first step").
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By Siren.Kalilla 2013-02-18 15:12:02
Perhaps it didn't come across well in my translation but the original post made it fairly clear that they were not planning to make job-specific caps, it was simply a potential idea that came up. The only plans they outlined explicitly are those in the very bottom section ("first step"). You made it clear enough, we're just discussing the idea of it just to discuss it.
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By Asura.Izilder 2013-02-18 15:12:03
na it the other way around ... if (only) plds ce was lets say x3 and ve loss over time reduced... it wouldn't matter about the dd period
im glad to see this being discussed but it may not be an easy "balance" to fix
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By Valefor.Prothescar 2013-02-18 15:47:16
I like how SE is actually providing the math behind the game now, confirming some stuff and enhancing things that may have been foggy. Shuts certain people up and provides clarity for those of us who like reading between the lines.
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By Siren.Kalilla 2013-02-18 15:48:43
Valefor.Prothescar said: »I like how SE is actually providing the math behind the game now, confirming some stuff and enhancing things that may have been foggy. Shuts certain people up and provides clarity for those of us who like reading between the lines. I wish they'd do it more often but that won't happen :(
Valefor.Sehachan
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By Valefor.Sehachan 2013-02-18 15:50:02
For what reason does he say he is reluctant to disclose things like this? I mean we even calculated ourselves(as in the playerbase) most of the math behind ffxi, why do they feel it should be kept hidden?
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Shiva.Paulu
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By Shiva.Paulu 2013-02-18 15:50:03
Need more PLDs to /heal at half casting distance to the mob.
"WTF are you doing resting!? Get up and tank this"
"I am bro".
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By Siren.Kalilla 2013-02-18 15:51:51
For what reason does he say he is reluctant to disclose things like this? I mean we even calculated ourselves(as in the playerbase) most of the math behind ffxi, why do they feel it should be kept hidden? To leave some mystery left in the game for (some) players to find I guess.
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Valefor.Sapphire
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By Valefor.Sapphire 2013-02-18 16:08:20
For what reason does he say he is reluctant to disclose things like this? I mean we even calculated ourselves(as in the playerbase) most of the math behind ffxi, why do they feel it should be kept hidden?
You could potentially get to the point of having a windower plugin tell you when you are about to pull hate since it could parse an entire fight in progress and emulate the enmity formulas if they were fully disclosed.
Client side you see everyones damage, you know their distance to whats being fought, you know if they are resting, healing, if they died and lost all enmity, etc etc.
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By Valefor.Prothescar 2013-02-18 16:14:51
We already have basically all of the enmity formulas figured out though, as well as enmity gained through effectively any action in the game. None of what was said today can't be made to match Kaeko's figures almost number for number, sign for sign.
Bismarck.Snprphnx
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By Bismarck.Snprphnx 2013-02-18 16:16:38
I think the easiest solution would be adjusting the way Enmity merits are calculated. Instead of it giving +/-1 enmity per merit that is calculated into all actions, similar to gear, they should change it so that you increase your enmity cap by 1% per merit. So that if you are healing or being a non-tanking DD, you can lower your cap by up to 5%, and the main tanks of your group can increase theirs by 5%, for a total of 10% difference in the caps. If you play many rolls, it's simple enough to change, it's not like 15 merits are hard to get now.
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By Phoenix.Dabackpack 2013-02-18 16:22:28
Bismarck.Snprphnx said: »I think the easiest solution would be adjusting the way Enmity merits are calculated. Instead of it giving +/-1 enmity per merit that is calculated into all actions, similar to gear, they should change it so that you increase your enmity cap by 1% per merit. So that if you are healing or being a non-tanking DD, you can lower your cap by up to 5%, and the main tanks of your group can increase theirs by 5%, for a total of 10% difference in the caps. If you play many rolls, it's simple enough to change, it's not like 15 merits are hard to get now.
I like the ideas, but the fact that they are merits would be problematic; I would NEED Enmity+ for PLD, but if I decide to switch to DRK, then I'm stuck at the hate cap with the PLD for better or worse. And getting merits is easy, but it's something you have to actually do.
So it's not like "ok let me switch to WHM" it's "well I gotta remove these merits and possibly get some more another time to get more Enmity merits later on". i.e. Me awaiting a role for Legion/whatever 30 minutes before the event, getting the necessary merits to perform my job is an additional step in the process to joining the event.
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Valefor.Sapphire
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By Valefor.Sapphire 2013-02-18 16:24:14
Now if they would just disclose the formula of the crafting+synergy system in detail.
We could fill the grand canyon with the amount of random direction/moon/hq/skillup rate/etc voodoo everyones been going on about since release.
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Bismarck.Zagen
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By Bismarck.Zagen 2013-02-18 16:25:26
Phoenix.Dabackpack said: »Bismarck.Snprphnx said: »I think the easiest solution would be adjusting the way Enmity merits are calculated. Instead of it giving +/-1 enmity per merit that is calculated into all actions, similar to gear, they should change it so that you increase your enmity cap by 1% per merit. So that if you are healing or being a non-tanking DD, you can lower your cap by up to 5%, and the main tanks of your group can increase theirs by 5%, for a total of 10% difference in the caps. If you play many rolls, it's simple enough to change, it's not like 15 merits are hard to get now.
I like the ideas, but the fact that they are merits would be problematic; I would NEED Enmity+ for PLD, but if I decide to switch to DRK, then I'm stuck at the hate cap with the PLD for better or worse. And getting merits is easy, but it's something you have to actually do.
So it's not like "ok let me switch to WHM" it's "well I gotta remove these merits and possibly get some more another time to get more Enmity merits later on". i.e. Me awaiting a role for Legion/whatever 30 minutes before the event, getting the necessary merits to perform my job is an additional step in the process to joining the event.
Sounds like game play SE could find appealing...
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By Siren.Kalilla 2013-02-18 16:26:45
Valefor.Prothescar said: »For what reason does he say he is reluctant to disclose things like this? I mean we even calculated ourselves(as in the playerbase) most of the math behind ffxi, why do they feel it should be kept hidden?
You could potentially get to the point of having a windower plugin tell you when you are about to pull hate since it could parse an entire fight in progress and emulate the enmity formulas if they were fully disclosed.
Client side you see everyones damage, you know their distance to whats being fought, you know if they are resting, healing, if they died and lost all enmity, etc etc. We already have basically all of the enmity formulas figured out though, as well as enmity gained through effectively any action in the game. None of what was said today can't be made to match Kaeko's figures almost number for number, sign for sign. There were even enmity programs being created years ago, completely broken now but they were still using the formulas to calculate enmity for an entire group. I never used them so I'm not sure how accurate they are, but you could track the whole process with the chat log I'm sure.
Ragnarok.Martel
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By Ragnarok.Martel 2013-02-18 16:51:10
Those programs were unreliable though. Since they couldn't detect the enmity-/+ gear a player may use for any given action.
So if the program assumed base enmity from a cure, but a whm was using -50 enmity, the value would be off considerably. Same for a PLD using enmity+ gear.
I suppose it could at least give you a basic idea of DD enmity though, since no DD is going to be using significant amounts of enmity gear.
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02-18-2013 10:39 AM | Slycer | BG Translator | |
| | Regarding Enmity
It's Matsui. Sorry to have kept you waiting.
Regarding what happens with enmity in FFXI, we have described it, including some numbers. I will also briefly mention how we plan to try to make adjustments.
I would like everyone to understand that I do not plan to expose all of the game mechanisms and future calculations. However, I believe it makes sense in this case to show how large the adjustments to the enmity system will be.
As a result, this is a little complex, and the text is also quite lengthy. However, in order to provide a more in depth discussion on enmity, I hope you'll give it a read.
The Enmity System
Quantification
With the enmity system, the monster determined the most threatening player character (hereafter "PC"), and uses this mechanism to choose its attack target. To make a determination as to which PC is most threatening, we must measure and compare the degree of threat using a parameter we call "enmity."
Purpose
However, the enmity system is not there to make the monster AI more intelligent. If anything, it is there to place some tactical significance on giving the PCs better control of the monster's target (to some extent).
Enmity Types (Classification by method of decay)
In FFXI, enmity is recorded and decays separately in two ways:
- Time-volatile enmity
Decays with time
- Damage-volatile enmity
Decays as the PC is damaged.
Because more than one PC takes action against hostile monsters, there is a list of PCs to keep track of enmity (although I refer to this as a "list" here I will not use that terminology again in this document).
On the list, the PC with the highest total value of "time-volatile enmity" and "damage-volatile enmity" will be the main target of the monster (the target of auto-attacks).
Actions (commands, such as magic) with enmity-related settings
- Classification by how enmity is increased (directly, indirectly, none)
Actions not related to enmity processing are set to the "none" type, while other actions are split into two categories depending on how they increase the enmity.
- Direct
These are hostile actions of the type taken by PCs directly against monsters which cause the monster's enmity towards the PC to increase. This is mainly related to damage and enfeebling commands.
- Indirect
When there is already a hostile relationship between a monster and PC1, friendly behaviors taken by PC2 on PC1 will generate enmity towards PC2. This is mainly related to recovery and enhancing commands.
- Classification by how enmity generation is calculated (fixed, effect-dependent)
- Fixed
When an action is performed successfully, a set value is added directly to damage-volatile and time-volatile enmity. This is generally related to actions without quantified results, such as enfeebling or enhancement.
- Effect-Dependent
This type of action adds damage-volatile and time-volatile enmity proportional to the amount of damage or healing, based on certain rules (a formula).
Final Formula
- Defining 1 Enmity
Talking about FFXIV for a moment here, at the time of the rehab, we described the calculation as 1 damage = 1 enmity, with no system to decay enmity over time.
In FFXI, the enmity does decay and is divided into "time-volatile" and "damage-volatile" because we believed that the purely the amount of damage dealt by stronger NMs was not sufficient for a decay mechanism and we have different methods of adding enmity dependent on the type of action (fixed or variable calculation).
The amount of enmity that will decay in one second is defined as 60 enmity (this is because development started on PS2 and the smallest unit of time measurement was 1/60, the framerate limit at the time). As an example (I'm hesitant to give numbers for everything), the "Provoke" job ability is a fixed-type calculation and is set to 1800 time-volatile enmity. In other words, the enmity generated decays completely in 30 seconds.
- Effect Change of the Enmity Calculation
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For enmity given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile enmity is calculated as 1/3 of the time-volatile enmity (25% of the total enmity).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile enmity to cap so easily by reviewing the "standard damage" values.
- Calculation of decay from damage taken
When a PC receives "d" damage from a monster, the damage-volatile enmity of the PC is reduced.
Damage-volatile enmity reduction = (1800 * d)/PC's max HP
In other words, if the PC takes the same amount of damage as their maximum HP, 1800 damage-volatile enmity is decayed.
*This calculation is subject to correction by Sentinel's effect.
*From the point of view of back-line jobs, this may be too low. By increasing the 1800 value, more enmity will be decayed when damage is taken. However, this would also have the reverse effect of making it difficult to maintain enmity when receiving damage as a tank. This all needs to be taken into consideration when making adjustments.
*For healing magic, the value is half of the above calculation.
Other
- Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
- Enmity Cap
The upper limit on enmity is common to all jobs and is the same for both the time-volatile and damage-volatile types.
By raising this limit, since we cannot eliminate the cap in the current system, and we can only raise the value by approximately three times, it will not be an effective solution.
It has also been proposed that we change the upper limit on enmity for each job. In that case, under the current circumstances it would mean that you will not always be able to maintain your target, depending on your job.
First Step of the Adjustment
- Standard Damage (Time-Volatile Enmity)
We first plan to adjust the "standard damage." Since we can set this for each level, we will only adjust the high levels without affecting the lower level ranges.
- Damage-Volatile Enmity
When the standard damage is adjusted, the enmity lost by damage taken will also be adjusted. At the time of taking damage or being healed, the amount of enmity and the proportion time-volatile and damage-volatile enmity reduced will be reviewed.
- Individual Commands
If there is a problem with fixed values for individual abilities, we will make adjustments.
- Content
When comparing a monster with twice the HP that takes twice the damage and a monster with 50% of the HP that takes 50% of the damage, the number of attacks to defeat the monsters will be identical, but the treatment of enmity will be significantly different. For the monster that takes reduced damage, enmity generation will occur at a much lower rate than the monster that takes increased damage. We must set content and monster parameters with an understanding of these mechanisms.
Translated by: Slycer | |
02-19-2013 06:15 PM | Akihiko Matsui | Dev Team | |
| | Enmity System Explanation and Planned Adjustments
Matsui here. Sorry to keep you all waiting so long.
I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.
Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.
Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.
| |
02-21-2013 09:42 AM | Slycer | BG Translator | |
| | Mocchi: Responses on Enmity
Thank you for all of your posts! Along with Matsui, I read all of the information in your replies.
Today, although Matsui was supposed to write some replies, a bunch of things came up and he didn't really have time to do so, so I'll be posted for him a bit.
Because I'm just writing up his responses from when we spoke earlier, there may be some missing or incorrect info. (Sorry in advance if this is the case, I'll correct it later).
For more details, please hang on a bit for Matsui to write up a response. Hope you understand!
Quote: Guy's wondering what they plan on doing from a development perspective, saying it's probably going to take a long time to think about it.
We want to avoid the current situation where the enmity remains stuck at the cap (= enmity control mechanism is not functioning well).
Since we wanted to receive everyone's feedback and respond first, we didn't go into too much detail on that part.
Sorry if there was not enough information!
Quote: Guy talking about standard damage calculations, pointing out two problems and his ideas for solutions:
Ideas
1) Time-Volatile Enmity (VE) decay can't keep up with the enmity increase
2) High damage WS yields as much enmity as 2-4 Provokes
Solutions
1) Set new standard damage from 76 on, using a new calculation that takes into account haste and multi-attacks
2) Make enmity accumulation from WS and possibly elemental magic FIXED rather than variable with damage.
In our original post, we listed your proposed improvement for 1) as one of the items that we are actually working on.
For enmity, we are considering a number of proposals and how to coordinate them with other updates. We do not want to pack too many changes into one update as then we run the risk of creating new issues. So, as the first part of the enmity update, we would like to set the new "standard damage" velues at the release of Seekers of Adoulin.
For 2), Matsui's response was "I didn't have much time to polish my initial response, so it was mostly just my rough first impressions on what needed to be adjusted and how to do it."
Translated by: Slycer | |
02-21-2013 01:43 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the posts thus far. We’ve been forwarding them to Producer Matsui who has been reading each and every one. He was planning to make a post last night, but unfortunately he was unable to secure the time, so for the time being I will post in place of him. With that said, the man himself will post in more detail once he has the right amount of free time.
For those of you who took the time to read over the entire post, I think you generally got a good understanding of how the system works, but might have been left feeling “okay, I got it, but what are you guys gonna do?”
To put it really simply, we will be making it so that players do not get stuck at the enmity cap in battle anymore (the current situation where the enmity control system is not functioning properly). Apologies if the main basis of our adjustment plan was not clearly spelled out.
While we have seen a good amount of suggestions for ways to adjust this, we are taking them all into consideration and have various other adjustment plans in mind, but to start out we will first be setting a new standard damage value when Seekers of Adoulin is released. The main reasoning for this is that if we were to cram all of the adjustments in at once, we wouldn’t really have a grasp of where the problems are coming from. | |
03-15-2013 09:39 AM | Slycer | BG Translator | |
| | Hello, it's Matsui.
We've been incredibly busy with preparations for the release of "Seekers of Adoulin," so I'm sorry that I've had to reduce the number of posts I've been making recently.
Content related to "Seekers of Adoulin" will be discussed in a separate post - this time, I'm writing about the adjustments that will be introduced in the March 28 version update [[March 27 NA time]].
Enmity Adjustment
We will make the initial adjustments that we discussed in the post about enmity. If the target is level 51 or higher, the enmity generated will be reduced in proportion to damage dealt. If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment (the current value). At the same time, we will also adjust the spell Cure V so that it generates less enmity.
Adjusting the Attack/Defense Ratio
We posted previously about future adjustments to the overall battle system. Here, I will discuss adjustments to be made in reference to the item "regarding defense." Post-adjustment, if the defense power of the player is extremely low compared to the monster target's attack power, the amount of damage received will be increased compared to before.
Example:
Attacking Monster's DMG: 100
Attacking Monster's Attack power: 1000
Defense Power: 250
Prior to adjustment: Target takes ~200 damage
After the adjustment: Target takes ~400 damage
*I have simplified the calculation in order to provide a clear example.
In conjunction, we will also update the following two points:
1) The maximum value of attack/defense ratio will be adjusted so that it is the same for one-handed and two-handed weapons.
2) The defense down penalty of Counterstance will be reduced.
Perfect Defense and Embrava
We have previously posted on the topic of Perfect Defense and Embrava adjustments. The adjustments have not changed from what previously posted. Rather than having to check the old post, I will again summarize the adjustments here. These adjustments go hand-in-hand with the battle content adjustments which are separately listed below.
Embrava
*Duration: 5 minutes -> 90 seconds
*Haste: 1% per 15 enhancing skill -> 1% per 20 enhancing skill
*Regain -> Refresh
Perfect Defense
*Duration: 90 seconds -> 30 seconds + 1 second per 20 summoning magic skill
Regarding the previous post about adjustments to be made to battle content overall, we will adjust the content in the "regarding content" item as described below.
Nyzul Isle Uncharted Area Survey
The level of monsters that appear will be adjusted
*Floors 1~19: Reduced by 10 levels
*Floors 20~39: Reduced by 7 levels
*Floors 40~59: Reduced by 4 levels
*Floors 60~79: Reduced by 2 levels
*Floors 80~100: Unchanged
*Note that this change also applies to notorious monsters.
We will also be adjusting the attributes of certain notorious monsters which only appear in Nyzul Isle Uncharted Area Survey. By selecting magic attacks or the attack type (based on weapon attributes) which targets a monster's weakness, the damage dealt will be even higher than before the adjustment.
Legion
For the monsters that appear in Legion, we have made adjustments that reduce stats such as the defense, attack power, and HP of the various monsters. We have also added weaknesses to certain monsters at the same time. By targeting a monster's weakness, it will be easier to defeat than before.
Einherjar
We have made adjustments that reduce stats such as the defense, attack power, and HP of Odin who appears in Odin's Chamber II.
Voidwatch
We will increase the effectiveness of the "void cluster" key items to include Provenance battles.
Walk of Echoes
We will reduce the levels of monsters that appear and remove the EX attribute from various coins and pouches. We will also add pouches for Devious Dice and Liminal Residue.
Salvage
The drop rate of level 35 items has been reviewed, and in Bhaflau Remnants, level 35 items will be adjusted to drop from additional monsters which appear within the area.
Adjustments to Twilight Scythe
The non-attribute damage effect of Twilight Scythe will be changed to an enhancement on the weapon. The enhancement will be set for unlimited uses (1/1), with a 60 second duration and 10 minute reuse time.
I'll finish up here with a couple other adjustments.
Expansion of the scope of "/yell"
Mocchi previously posted regarding the scope of the /yell function. As discussed by Fujito, we will hold off on increasing the scope to include Chocobo Circuit until other functions have been implemented for that area.
Current Areas: Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
After Adjustment: Eastern Adoulin, Western Adoulin, Aht Urhgan Whitegate, Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
Changing Mog Tablet Rewards
Mocchi also previously made a post about this. The Talaria and Nomad Moogle Statue will remain as potential item rewards, but we are replacing the other items. Since these are just intended as a fun bonus, we'll leave it to you to discover what was added.
Auto-translate
Without removing some less commonly used words and phrases, we cannot add additional phrases related to "Seekers of Adoulin." We will consider this, and plan to make replacements of some of the words in the auto-translate dictionary.
As mentioned in the intro, in addition to the above, of course, plenty of content will be added from Seekers of Adoulin. I'll work hard to put a post together for you about this next week.
I'll also work to follow-up on other work that we've been discussing, and I will post again as soon as new information is available. Thanks for your time!
Translated by: Slycer | |
03-15-2013 03:04 PM | Akihiko Matsui | Dev Team | |
| | Elements to be Implemented in the March 27th Version Update
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:
- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
|
Before |
|
After |
Effect Duration |
5 min |
→ |
90 sec |
Haste |
+1% per 15 enhancing magic skill |
→ |
+1% per 20 enhancing magic skill |
Regain |
Regain |
→ |
Refresh |
|
- Perfect Defense
|
Before |
|
After |
Effect Duration |
90 sec |
→ |
30 sec (+1 sec per 20 summoning magic skill) |
|
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
Floor |
Level |
Floors 1-19 |
Reduced by 10 levels |
Floors 20-39 |
Reduced by 7 levels |
Floors 40-59 |
Reduced by 4 levels |
Floors 60-79 |
Reduced by 2 levels |
Floors 80-100 |
No change |
|
*These changes will also be applied to notorious monsters. Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.
Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much. | |
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