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Overall Battle System Adjustments for the Future
Serveur: Odin
Game: FFXI
Posts: 9,265
By Odin.Eikechi 2013-01-16 16:16:07
Ninjas have been used for tanking for a ton of things before aby was implemented. I'm sure they can hold things just fine (as that's the only real "tank" situation, since some content is reduced to zerg fests atm).
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-17 00:56:13
Just because a job has utility doesn't actually balance them for end-game events.
DRK can stun and sleep. Since they have that utility, does that mean their damage should be cut by a 1/3?
Dragoon's have a defense down ability and the ability to heal. Should their damage be cut as well?
Do you see LS's actually bringing any 1H jobs to events for their utility? THF for TH is the only one.
I wouldn't mind if 1H had more utility to make them viable in such a fashion. Like dancers do have box step and feather step. These need to be made more potent, or bosses designed differently so that these steps become useful enough to give dancer a spot in the alliance.
I'm not sure what to say about PUP and BST. With the way this game is designed, it seems pet jobs will always be solo/low-man type jobs.
As for NIN, they would need other ninjutsu spells that had more benefit besides just lowering resists.
BLU would be OP if they could do the same thing to high levels mobs that they can do to low level mobs. Their physical spells fall off on high level targets like their swords do.
Monk just needs to be on the same level as 2H imo (when it comes to higher level targets). They don't really have any useful utility and the job is just designed to beat *** just like a warrior, except with fists instead of weapons.
By Heimdel 2013-01-17 01:31:20
Just because a job has utility doesn't actually balance them for end-game events.
DRK can stun and sleep. Since they have that utility, does that mean their damage should be cut by a 1/3?
Dragoon's have a defense down ability and the ability to heal. Should their damage be cut as well?
Do you see LS's actually bringing any 1H jobs to events for their utility? THF for TH is the only one.
I wouldn't mind if 1H had more utility to make them viable in such a fashion. Like dancers do have box step and feather step. These need to be made more potent, or bosses designed differently so that these steps become useful enough to give dancer a spot in the alliance.
I'm not sure what to say about PUP and BST. With the way this game is designed, it seems pet jobs will always be solo/low-man type jobs.
As for NIN, they would need other ninjutsu spells that had more benefit besides just lowering resists.
BLU would be OP if they could do the same thing to high levels mobs that they can do to low level mobs. Their physical spells fall off on high level targets like their swords do.
Monk just needs to be on the same level as 2H imo (when it comes to higher level targets). They don't really have any useful utility and the job is just designed to beat *** just like a warrior, except with fists instead of weapons.
The real prob bst and pup have is that there are so few people who really know how to play the jobs and even fewer who know what the jobs can do. The few times I've ended up at more annoying vw as bst like lancing and tav nms pets end up being one the better dmgers and end up tanking when rest the alliance struggling to stay alive or just hit the mob. Of course you now have so many pearl and pink bst running around who hurt the jobs rep even more for the people you do actually play the job and put work into it.
Valefor.Omnys
Serveur: Valefor
Game: FFXI
Posts: 1,759
By Valefor.Omnys 2013-01-17 01:41:01
Bst and pup's stigma is far older than voidwatch. The fact that nearly everyone has a bst now has done the job more good than bad in the scope of understanding it.
I remember finding an old guide about bst in endgame and it basically went "If someone targets a darter..." and the guy went into great detail about how bst could really save the day!
I'm not against pet-specific gear but it's probably what hurts the classes. You can't be an amazing dps and your pet be an amazing dps. You can either be a really geared-for-player-stat bst with a gimp pet (why not just play war?) or you can put it all into your pet, have him do low-end dps while you also do low-end dps.
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-17 01:42:00
The real prob bst and pup have is that there are so few people who really know how to play the jobs and even fewer who know what the jobs can do.
That is a real prob with bst and pup, but it isn't the reason they are bad for events.
I'm not going to bother arguing if the biggest event you go to is shout-VW groups, but when it comes to events where you have 2-4 corsair rolls, embrava, and 3-6 bard songs... none of which your pet receives bonus from... BST and PUP just can't compete.
Serveur: Phoenix
Game: FFXI
Posts: 548
By Phoenix.Wackatramp 2013-01-17 02:12:09
Or just suck less and stop bitching.
What I think about this entire thread.
Only adjustments Id like to see are more weapons for more jobs.
Add BST,WAR,BLM to DRK only scythes. Add THF,NIN to COR/RNG guns. More Katanas for SAM, more Not this is game breaking, but Id like the versatility of using merit WSs on multiple jobs. If not this, revamp Magian trials to include more jobs on weapons.
Also, updates FOV augment fights to include pages for 99 gear.
Update synergy aptants, hunt registry and augments for 99 gear.
Readjust campaign for 99 camp, including the 3 weapons. Also, allow for use of the WS's outside of campaign.
A new form of Garrison.
More 99 solo based content that's actually a challenge.
Basically, update old content that died long ago so I can get out of Jeuno and at least have fun.
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6,862
By Fenrir.Sylow 2013-01-17 02:16:25
Adding jobs to weapons that only bad players are going to use isn't exactly a productive use of development time, and they spend enough time putting jobs on things they aren't ever going to use around update time anyway.
Serveur: Lakshmi
Game: FFXI
Posts: 10,394
By Lakshmi.Sparthosx 2013-01-17 02:28:08
Lol the problem with pet jobs is SE has never cared to balance them alongside DD and for years the tissue paper excuses have justified the clunky and generally ***tier status of these classes.
They functionally suck and skill wont change that fact.
[+]
Serveur: Valefor
Game: FFXI
Posts: 19,647
By Valefor.Prothescar 2013-01-17 02:29:12
Sad as it is PUP is actually almost leaps and bounds superior to BST in terms of DD to where it's almost passable
Serveur: Bahamut
Game: FFXI
Posts: 1,008
By Bahamut.Cantontai 2013-01-17 02:32:28
I find it weird that people expect jobs that perform well when soloing should perform as well in party play as jobs that are clearly designed for party play. BST and PUP shouldn't be able to keep up with any real DD. You don't hear any people with 99 Ukon bitching about how hard it is for them to solo.
ETA: and BST with scythe? LOL
Serveur: Lakshmi
Game: FFXI
Posts: 10,394
By Lakshmi.Sparthosx 2013-01-17 02:35:17
Passable yet ideal for nothing and the pet gets destroyed by the lightest of AOEs which leads you to becoming a shitty MNK. JA delay for maneuvers wrecks your DPS and makes whatever puppet gimmicks worthless outside some trivial solo ***.
BST PUP SMN the story is the same...SE doesnt do pet jobs right. Never have. Never will.
Serveur: Lakshmi
Game: FFXI
Posts: 10,394
By Lakshmi.Sparthosx 2013-01-17 02:37:43
Bahamut.Cantontai said: »I find it weird that people expect jobs that perform well when soloing should perform as well in party play as jobs that are clearly designed for party play. BST and PUP shouldn't be able to keep up with any real DD. You don't hear any people with 99 Ukon bitching about how hard it is for them to solo.
ETA: and BST with scythe? LOL
This is a party oriented game. Lolsolo when anyone can level a pocket healer or simply sub dnc and trounce ***.
The solo argument is exceedingly weak.
Serveur: Odin
Game: FFXI
Posts: 9,265
By Odin.Eikechi 2013-01-17 02:40:22
I realize JA delay on pup CAN hinder you, but if you just ride 3 maneuvers it isn't THAT bad. Also I use my puppet as a TP bank, basically so I can WS 2x in a row with tac switch. I always get laughed at for wanting to use pup in anything though, even VW :(.
Bismarck.Snprphnx
Serveur: Bismarck
Game: FFXI
Posts: 2,715
By Bismarck.Snprphnx 2013-01-17 02:45:17
The only thing I want is all the magian staves to be made "All Jobs". Still want a fire affinity staff for cor
Serveur: Phoenix
Game: FFXI
Posts: 548
By Phoenix.Wackatramp 2013-01-17 02:53:55
Bahamut.Cantontai said: »I find it weird that people expect jobs that perform well when soloing should perform as well in party play as jobs that are clearly designed for party play. BST and PUP shouldn't be able to keep up with any real DD. You don't hear any people with 99 Ukon bitching about how hard it is for them to solo.
ETA: and BST with scythe? LOL
^^exactly what I'm getting it.
SE needs to fix all weapon rank skills. No job should have less than an A in at least 1 weapon. DD jobs (especially 1h)need at least two A rank. Either that, or they need to lessen the gap between A to B to allow for more versatility without as much penalty as they have now.
War gets A+ in GA, A- in axe and 7 B rank weapons.
DRK is A+ in Scythe, A- in Greatsword
NIN is A- in Katana and the next closest is C+ dagger
BST is A- in axe and the next closest is B- Scythe?
Do you see the problem yet and the overall problem? They need to make adjustments to at least balance the highest ranked weapons for 1 hand jobs, and maybe even perhaps giving them an option of a strong versatile 2nd. The game is In favor of 2H DD's. Nerfing is never a good option, but giving a higher base skill is a good option, kind of what like happened with Pup a while back.
Serveur: Bahamut
Game: FFXI
Posts: 1,008
By Bahamut.Cantontai 2013-01-17 02:55:15
Lakshmi.Sparthosx said: »Bahamut.Cantontai said: »I find it weird that people expect jobs that perform well when soloing should perform as well in party play as jobs that are clearly designed for party play. BST and PUP shouldn't be able to keep up with any real DD. You don't hear any people with 99 Ukon bitching about how hard it is for them to solo.
ETA: and BST with scythe? LOL
This is a party oriented game. Lolsolo when anyone can level a pocket healer or simply sub dnc and trounce ***.
The solo argument is exceedingly weak.
You say "lolsolo" as if there aren't hundreds if not thousands of players who solo Dynamis, Abyssea, NQ Salvage, BCNMs, etc.
SE doesn't need to redesign pet jobs so that people who play pet jobs can get into alliances. People who play pet jobs need to level real jobs if they want to get into alliances.
Serveur: Odin
Game: FFXI
Posts: 9,265
By Odin.Eikechi 2013-01-17 02:56:40
Wack, did you just intentionally leave out Sam/Drg because they didn't fit your mold? Sam is A+ in GK, but I think B in bow/polearm, and Drg is A+ in polearm but ***in damn near everything else (but maybe staff..i think..?)
Serveur: Phoenix
Game: FFXI
Posts: 548
By Phoenix.Wackatramp 2013-01-17 02:59:58
Wack, did you just intentionally leave out Sam/Drg because they didn't fit your mold? Sam is A+ in GK, but I think B in bow/polearm, and Drg is A+ in polearm but ***in damn near everything else (but maybe staff..i think..?)
No, didnt get that far down the list. Didnt leave them out by any means. SAMs archery needs to be higher also. DRG, not sure, don't play the job. But regardless, weapon ranks need adjustment.
Serveur: Bahamut
Game: FFXI
Posts: 1,008
By Bahamut.Cantontai 2013-01-17 03:04:56
Phoenix.Wackatramp said: »SE needs to fix all weapon rank skills. No job should have less than an A in at least 1 weapon. DD jobs (especially 1h)need at least two A rank.
No.
Not all jobs should be used for the same thing. Not every job should be able to be effective at everything. Otherwise you might as well get rid of the job system and make everyone Onion Knights.
The system is not broken. You can easily level, skill, and gear as many jobs as you want. My favorite job is BLU, and when I started doing Legion I didn't go on OF and complain about how BLU sucks in Legion, I leveled Bard and my life has been just fine.
Besides, what should combat skill rankings have to do with anything? Ukon isn't the "best" weapon for WAR because they have a high skill ranking in Great Axe. It's because it does the most damage. Should all DRKs start full-timing scythe? They have A+ skill!
Serveur: Odin
Game: FFXI
Posts: 9,265
By Odin.Eikechi 2013-01-17 03:05:12
They need to finally *** add throwing WS for ninja, so that maybe people will actually use shuriken.
[+]
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24,219
By Valefor.Sehachan 2013-01-17 03:07:33
I wouldn't disregard an A rank in guns.
[+]
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-17 04:08:31
Quote: Not every job should be able to be effective at everything. Otherwise you might as well get rid of the job system and make everyone Onion Knights. That's dumb logic. Every other MMO that I've played at least attempts to balance classes so that every class is useful at some role for events. Sometimes you have DD that are a little weaker because they offer a buff or debuff that makes them still worth bringing... but at least they are still worth bringing.
In this game, the problem is you have very few jobs that are worth bringing, unless you can afford to gimp yourself because the event is easy. Utility that other, weaker, DD bring isn't effective enough to make them worth filling a slot, unless you just don't have a better option.
Bahamut.Cantontai said: »You can easily level, skill, and gear as many jobs as you want. Yeah it's easy, but it takes time. Normal people have jobs. Many have families and/or friends. Leveling and skilling you can do mostly afk, but getting gear is time consuming.
For me personally, I started out leveling and gearing 1H jobs because they were more fun for me, but they are also, typically more valuable for low-man/solo/2-box type things. I thought I could bring MNK as my DD job for LS events, which worked fine until we started Legion.
But my LS is already there and doing it. So basically I have to sit out until I can come on something more useful unless they just don't have enough people. So my options are to finish gearing out WAR (DRK not even leveled) and build a Bandwagonorak, or level/gear a support job and get the fast cast, magic accuracy, mab, refresh, and other appropriate gear.
Sure, that might be easy, but it's definitely going to take me time... a LOT of time... All because CRATIO is different for H2H and 1H than it is for 2H.
Serveur: Bahamut
Game: FFXI
Posts: 1,008
By Bahamut.Cantontai 2013-01-17 04:16:12
Quote: Not every job should be able to be effective at everything. Otherwise you might as well get rid of the job system and make everyone Onion Knights. That's dumb logic. Every other MMO that I've played at least attempts to balance classes so that every class is useful at some role for events. Sometimes you have DD that are a little weaker because they offer a buff or debuff that makes them still worth bringing... but at least they are still worth bringing.
In this game, the problem is you have very few jobs that are worth bringing, unless you can afford to gimp yourself because the event is easy.
Bahamut.Cantontai said: »You can easily level, skill, and gear as many jobs as you want. Yeah it's easy, but it takes time. Normal people have jobs. Many have families and/or friends. Leveling and skilling you can do mostly afk, but getting gear is time consuming.
For me personally, I started out leveling and gearing 1H jobs because they were more fun for me, but they are also, typically more valuable for low-man/solo/2-box type things. I thought I could bring MNK as my DD job for LS events, which worked fine until we started Legion.
But my LS is already there and doing it. So basically I have to sit out until I can come on something more useful unless they just don't have enough people. So my options are to finish gearing out WAR and build a Bandwagonorak, or level/gear a support job and get the fast cast, magic accuracy, mab, refresh, and other appropriate gear.
Sure, that might be easy, but it's definitely going to take me time. All because CRATIO is different for h2h and 1H than it is for 2H.
To your first point: it is balanced. BLU can't do ***in Legion, but it smashes up a ton of other content. NIN is still the king of Abyssea, but it's utterly useless in Legion/Odin v2. WHM can attend any alliance content, but outside of extremely expensive and time-intensive gearsets can't solo for ***. If Beastmasters want to hit Legion mobs with their axes, they should just level a job that was clearly designed for damaging huge mobs. Not like a Ukonvasara is subtle. And "dumb logic"? ;(
To your second point: I have a bunch of 1h jobs, too. I started at 90 cap, and NIN THF and BLU were in-demand. Other stuff like DRK BRD COR might not have been bad, but they weren't desired for the content at the time. And I have a job, a fiancee, a dog, and other hobbies outside of this game, don't go bringing that "some people have a life" crap, we're not talking about a 99 Empy or a Mythic.
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-17 04:30:59
Sorry for the insult. I don't think it's dumb logic, but rather I feel it's maybe just ignorance on your part. You didn't really argue with my main point, and that is every other MMO I've played either balances, or attempts to balance all their classes to be useful for End Game events.
I don't really play BST, but I played Hunter in WoW and it was a pet class that was definitely a viable DD. At different times it was the best DD in the game.
The "Some people have a life" crap doesn't make what I said any less true. It still takes time to get gear. Hell, even if you don't have a life, it's still going to take a lot of time to take a new job from scratch and make it Legion-worthy. I guarantee I could edit/rewrite code for SE that would bring jobs a lot closer to balance, with general approval from the player base, and I could do it a LOT faster than leveling/skilling/gearing a completely new job. (Stipulation - if I already knew Japanese)
Serveur: Leviathan
Game: FFXI
Posts: 6,052
By Leviathan.Comeatmebro 2013-01-17 04:35:20
FFXI isn't WoW. There's always been a give and take between the most popular jobs. No job has been useless for an extended amount of time, and no job is inherently incapable of doing content.
You won't win mul with 18 PUPs, sure. You aren't going to win any serious WoW raid with all holy pallies either. You could bring 1 PUP, 1 BST, and still clear at least one wave of Gallu/Botulus if you had 18 players paying attention instead of 6 dualboxes not keeping up to their full potential, 2 DD who hold TP to 200 for reasons unknown, and 10 competent single characters.
Unless you're going to start telling me there aren't preferred jobs in WoW, I'm not really sold on your logic.
Fenrir.Carth
Serveur: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Carth 2013-01-17 04:41:16
That's dumb logic. Every other MMO that I've played at least attempts to balance classes so that every class is useful at some role for events. Those other MMOs also doesn't have 20+ classes, a job change function, or a mentally challenged development team.
Serveur: Leviathan
Game: FFXI
Posts: 6,052
By Leviathan.Comeatmebro 2013-01-17 04:47:11
Those other MMOs also doesn't have 20+ classes, a job change function, or a mentally challenged development team. It's easy for anyone to blame the development team for things, but in reality they're all probably extremely competent. The content dry spells are due to SE as a business deciding their resources would do better for them located elsewhere. The people who make these decisions are risking thousands/millions of dollars with their everyday decisions: they are not taken lightly.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24,219
By Valefor.Sehachan 2013-01-17 04:49:13
Leviathan.Comeatmebro said: »2 DD who hold TP to 200 for reasons unknown Tabbing porn is important for the success of an event!
Fenrir.Carth
Serveur: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Carth 2013-01-17 04:58:12
Leviathan.Comeatmebro said: »Those other MMOs also doesn't have 20+ classes, a job change function, or a mentally challenged development team. It's easy for anyone to blame the development team for things, but in reality they're all probably extremely competent. The content dry spells are due to SE as a business deciding their resources would do better for them located elsewhere. The people who make these decisions are risking thousands/millions of dollars with their everyday decisions: they are not taken lightly. I'm not surprised a post within five minutes takes my last quip seriously.
VIP
Serveur: Odin
Game: FFXI
Posts: 9,534
By Odin.Jassik 2013-01-17 04:58:29
Just because a job has utility doesn't actually balance them for end-game events.
Sounds to me like you like to play a job nobody wants in endgame. I do too, but i wanted to do endgame, so instead of crying about game design, i leveled and geared a new job. Not all jobs are useful in all content, and shouldn't be...
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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