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Overall Battle System Adjustments for the Future
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 04:56:00
Quote: If it doesnt totally gimp the damage
a post-patch level 1 WS is comparable to what a level 4 WS currently is.
It'll be weaker, but not useless.
Asura.Myrrh
Serveur: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2013-01-12 05:03:14
Thanks for correcting my error, good sir. I wasn't 100% sure on the math.
By Enuyasha 2013-01-12 05:09:24
Leviathan.Kincard said: »Quote: If it doesnt totally gimp the damage
a post-patch level 1 WS is comparable to what a level 4 WS currently is.
It'll be weaker, but not useless. We shall see, either way i'd be happy to gain a weaponskill instead of dropping one i need for ones i dont really "need".
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-12 05:15:02
Didn't see it posted here yet, but they answered Byrth question:
Quote: The Japanese post used the term "correction" for the 1H adjustments, which was interpreted by us to mean "level correction" to Ratio/Accuracy. Could you confirm if this is accurate? Quote: They are specifically talking about the fact that stats such as DEX and STR affect two-handed weapons more than single-handed weapons, and how they would like to make it so there are more merits to wielding single-handed weapons.
The term "補正" can be translated as "correction" in some cases, but in this context it is the term known as "modifier."
Cerberus.Balloon
Serveur: Cerberus
Game: FFXI
Posts: 424
By Cerberus.Balloon 2013-01-12 05:27:34
Didn't see it posted here yet, but they answered Byrth question:
Quote: The Japanese post used the term "correction" for the 1H adjustments, which was interpreted by us to mean "level correction" to Ratio/Accuracy. Could you confirm if this is accurate? Quote: They are specifically talking about the fact that stats such as DEX and STR affect two-handed weapons more than single-handed weapons, and how they would like to make it so there are more merits to wielding single-handed weapons.
The term "補正" can be translated as "correction" in some cases, but in this context it is the term known as "modifier."
and just like that all my hopes are dashed.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-12 05:37:07
They're still thinking about it though, maybe we can convince them otherwise.
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-12 06:05:21
Honest question - what are the factors that cause dual wielding to be weaker than 2h on higher level mobs? I know level correction is one of those factors. I read BG's explanation of PDIF but I wasn't able to understand how that creates a gap between the 2H and 1H users.
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 08:07:23
2Hs and 1Hs are penalized the same amount per monster level, the problem is that it isn't a direct percentage but rather a solid number which means it impacts the cap for 1H and 2Hs differently.
Simply put, let's take the absolute caps:
1H: 2.0
2H: 2.25
you get -0.05 per monster level above you, so for a level 100 monster:
1H: 1.95
2H: 2.20
While at first glance you might think, "oh, okay, they're penalized the same amount", if you actually calculate it the damage reduction is greater for the 1H jobs:
0.05/2.0 = 2.5% reduction in damage
0.05/2.25 = 2.22...% reduction in damage
With each level added onto the monster the gap becomes more and more apparent, and that is why 1Hs suck so badly on high level monsters.
There does come a point where the numbers technically have the 2 handers start losing damage %-wise faster than 1 handers, but this doesn't exist because it would require monsters that are like, level 150 or something which isn't going to happen (oh god I hope not, at least).
Serveur: Odin
Game: FFXI
Posts: 35
By Odin.Screamingbabies 2013-01-12 08:21:49
Quote: Walk of Echoes
Remove EX status from each type of coin
So as someone who doesn't want to do chloris how do you think this will affect the WoE empy weapons? Will it make them actually viable now that you will be able to buy coins from others? Do you think there will actually be enough people selling them for it to matter?
Serveur: Asura
Game: FFXI
Posts: 16
By Asura.Apademak 2013-01-12 08:24:26
Odin.Screamingbabies said: »Quote: Walk of Echoes
Remove EX status from each type of coin
So as someone who doesn't want to do chloris how do you think this will affect the WoE empy weapons? Will it make them actually viable now that you will be able to buy coins from others? Do you think there will actually be enough people selling them for it to matter?
I think that it will be a demand -> supply sort of thing. A new market for them. People will do WoE to just sell as another income of gil.
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 08:27:19
Odin.Screamingbabies said: »So as someone who doesn't want to do chloris how do you think this will affect the WoE empy weapons? Will it make them actually viable now that you will be able to buy coins from others? Do you think there will actually be enough people selling them for it to matter?
Before this, I imagine the best reason you would've had to get a WoE weapon was because you didn't have the time/resources to obtain a full Empyrean weapon, but you still wanted a good WS for a job you didn't want to invest WS merits into.
However, because this is coming along with the merit WS adjustment, I don't think they're realizing that they're actually devaluing WoE weapons even further.
After the patch you'll have the choice, for example, between spending quite a bit of time doing WoE things/spending gil for coins to get a weapon that provides you with Victory Smite, or spend 15 merit points and get a level 1 Shijin Spiral that will have a 80% DEX mod. The smite will beat Shijin (by a lot if in abyssea), but you also need to factor in that you can't 99 the Smite Weapon unless you spend a lot of extra gil to get dice/residue.
They're going to need to reduce the required amount of items for WoE weapons, ESPECIALLY dice/residue, if they want them to be relatively easily accessible weapons for players without the time to get a full REM weapon.
Serveur: Asura
Game: FFXI
Posts: 17
By Asura.Onllwyn 2013-01-12 08:30:48
i think making the coins is a good idea in some ways. It will open a new way to make gil but make it easy for lazy people to get an empy WS
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-12 13:05:58
Valefor.Prothescar said: »Losing 20% (~23.5%) WSC on weaponskills for secondary jobs won't be the end of the world in a majority of cases, so up to 4 or so more if you drop 1 5/5 WS. I know I'll be dropping Requiescat to 1/5 for sure. If it doesnt totally gimp the damage i may drop Requiescat to 1/5 also :| we shall see. hell, even Exenterator if its good at 1/5 when this patches.
it doesn't. it's reducing the WSC from the current 85% to 65% when going 5/5 -> 1/5. They'll be weaker, but they'll still, in a majority of cases, be superior to alternative weaponskills and still be powerful. For an almace BLU, there would be no reason to have 5/5 Requiescat.
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 13:16:16
This will allow me to drop points from Exenterator to get Shijin Spiral for my MNK, Requiescat for BLU, and a number of weapon skills for WAR if I wanted to. Even at 1/5 these weapon skills will outdo what I otherwise have available for these jobs/weapon (Aside from BLU which I have Almace for, but Requiescat is a great utility WS to have).
This change is a lot more helpful for people with multiple jobs than a simple +5-10 to category max would do, IMO.
[+]
Cerberus.Kvazz
Serveur: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-12 13:22:01
I'm concidering to take Upheaval down to 4\5 (I like it for skillchain-reasons, and nice to have a good non-crit ws while using Ukon) and get 1\5 Req atleast, it's a better change than what I thought at first(raged a bit about them not adding 5-10 more points in the group).
[+]
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-12 13:39:45
Thanks for the explanation on cRATIO Kincard. That cleared things up for me.
Is there any other factor besides level correction that makes dual wielding worse than 2H?
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 13:57:13
That's probably the biggest thing that affects it.
STR/DEX scaling means that a one-hander has maybe ~30-40 less attack/accuracy than a two-hander does at 99, which is a lot when you think about it. Changing that can help some but it won't help as much under high buffs (which is where one handers really fall behind anyway).
While this isn't a system limitation, it can be argued it's much harder to gear for a dual wielder under high buffs because you have to swap out haste/DW gear based on what +march the bard has, if SV is used, etc. It's a lot more bothersome to gear a 1 hander job. Aside from things like Apoc AM up/down, it's a lot easier to gear a 2-hander's TP phase.
[+]
By Creecreelo 2013-01-12 14:46:23
Or SE could just give us 5-10 more merit levels (20-25 max then) for merit weaponskills and there'd be nothing but happiness!! :D
They're making things too complex when it comes to this.
[+]
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 15:46:12
Quote: Or SE could just give us 5-10 more merit levels (20-25 max then) for merit weaponskills and there'd be nothing but happiness!! :D
It comes down to personal preference (how many jobs you have leveled), but if they made the category max 20-25, it means you would be able to have 4-6 level 4 WSs, compared to the change they are doing, which effectively allows us to have 15 level 4 WSs (only 14 total but you get my point). I don't understand why anyone would complain that this will not change anything/this is a bad change, especially when the primary complaint was "I want to be able to play my other jobs without being gimped by missing an important weapon skill". Well, now the only way that would happen is because you chose to max out a weapon skill instead of investing 1 point into another one.
Sylph.Peldin
Serveur: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-12 15:57:39
I understand that the proposed change will make it so that 1 merit point in a meritted weaponskill will effectively give you 4 merit points in the current meritted weaponskills. However, what will the subsequent 2, 3, 4, and 5 points do for that WS? Will the future 5 be the same as the current 5? So basically the increase between each tier will be very small in comparison to current?
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-12 16:04:21
I understand that the proposed change will make it so that 1 merit point in a meritted weaponskill will effectively give you 4 merit points in the current meritted weaponskills. However, what will the subsequent 2, 3, 4, and 5 points do for that WS? Will the future 5 be the same as the current 5? So basically the increase between each tier will be very small in comparison to current?
Yes, it's in the OP. "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)."
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 16:05:13
I'll go ahead and steal something Motenten posted elsewhere:
Merit |
SE % (old) |
Player % (old) |
SE % (new) |
Player % (new) |
1 |
17% |
20% |
65% |
76.5% |
2 |
34% |
40% |
70% |
82.4% |
3 |
51% |
60% |
75% |
88.2% |
4 |
68% |
80% |
80% |
94.1% |
5 |
85% |
100% |
85% |
100% |
[+]
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-12 16:08:04
So Level 1 is just under what 4 is currently (-3.5%), but 2 is slightly over (a whopping 2.4%). Kind of odd if you ask me, the way they are going about this, but it is what it is. I can drop requie 3 points, maybe 4, and add 1 WS, like Last Stand.
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-01-12 16:20:10
Quote: Kind of odd if you ask me, the way they are going about this
Given some of the other changes (The proposed 1H adjustment, making DRK a better sub, changing INT/MAB dynamic on spells), it feels to me that they are trying their best to satisfy the players' wants without resorting to simple changes that the playerbase suggests that they do.
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-12 16:26:12
Leviathan.Kincard said: »Quote: Kind of odd if you ask me, the way they are going about this
Given some of the other changes (The proposed 1H adjustment, making DRK a better sub, changing INT/MAB dynamic on spells), it feels to me that they are trying their best to satisfy the players' wants without resorting to simple changes that the playerbase suggests that they do.
So in some instances (like the merit WS changes), instead of giving people what they want/ask for, you give them some odd work-a-round that doesn't quite equate to what they wanted, when what they wanted could have easily been done anyways? Again, seems odd to me *shrug*
By Enuyasha 2013-01-12 17:01:18
Leviathan.Kincard said: »Quote: Kind of odd if you ask me, the way they are going about this
Given some of the other changes (The proposed 1H adjustment, making DRK a better sub, changing INT/MAB dynamic on spells), it feels to me that they are trying their best to satisfy the players' wants without resorting to simple changes that the playerbase suggests that they do. Gotta tell people "Hey, WE run this game..not YOU!" somehow
Lakshmi.Zyphos
Serveur: Lakshmi
Game: FFXI
Posts: 70
By Lakshmi.Zyphos 2013-01-12 17:15:10
I see the whole WS workaround as a way to make the WS's more accessible to everyone while also keeping a degree of specialization; this way, not everyone can manage to be the best at everything, which is kinda what I thought the whole merit system was about in the first place.
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-12 17:16:27
I see the whole WS workaround as a way to make the WS's more accessible to everyone while also keeping a degree of specialization; this way, not everyone can manage to be the best at everything, which is kinda what I thought the whole merit system was about in the first place.
Then why have several other categories (like stat allotment like STR/DEX etc) get DOUBLED?
[+]
Ramuh.Lorzy
Serveur: Ramuh
Game: FFXI
Posts: 1356
By Ramuh.Lorzy 2013-01-12 17:17:55
you can use stats on several jobs
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.
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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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