|
Overall Battle System Adjustments for the Future
By Creecreelo 2013-01-12 17:33:50
There are 14 Merit WSs available to learn.
I think there's still quite a bit of specialization if we were to be able to fully merit 4-5 of them instead of the current 3.
[+]
Ramuh.Lorzy
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Game: FFXI
Posts: 1356
By Ramuh.Lorzy 2013-01-12 17:44:46
sure, and i think having one merit being almost as strong as a current 4 merit is a bit overkill. but i also don't think it makes sense for the merit ws to be pretty much completely unusable at less than 3-4. if we want more specialization i think it might be nice if it started a little lower with additional merits increasing the modifier by more.
[+]
Serveur: Odin
Game: FFXI
Posts: 35
By Odin.Screamingbabies 2013-01-12 17:45:32
There are 14 Merit WSs available to learn.
I think there's still quite a bit of specialization if we were to be able to fully merit 4-5 of them instead of the current 3.
but they don't want you to have 5 fully merited ws. they do want the wses to be more relevant if they aren't fully upgraded though.
Leviathan.Kincard
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By Leviathan.Kincard 2013-01-12 17:45:50
you can use stats on several jobs
That, and I don't see how it getting doubled is relevant when there's still 5 base stats we can't max out. It's not like maxed VIT/INT/MND wouldn't be useful, it just isn't as useful as STR/DEX.
Though, the changes to black magic is going to make INT far more valuable.
I think there's still quite a bit of specialization if we were to be able to fully merit 4-5 of them instead of the current 3.
I'd definitely love if they'd do both, but if we could only have one I think the change they're proposing is much better.
Siren.Kyte
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Posts: 3333
By Siren.Kyte 2013-01-12 18:10:52
I think the proposed changes to merit WS miss what was most important about increasing the category cap- people want the best. No one makes a relic weapon just so they can immediately be unable to use it anywhere near its full potential. Making multiple relics (not to mention Empyreans; no one wants to have a Masamune without Shoha available) isn't at all uncommon and people want to make the most of each of them, or else they just don't make them at all.
The game is designed around being a time sink; I don't understand why they don't make an extremely simple adjustment that would expand the biggest potential time sinks in the game without them really adding any additional content.
[+]
Lakshmi.Razius
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By Lakshmi.Razius 2013-01-12 18:32:33
One change I would like to see:
Any mob claimed by you, or your pet, remain claimed -red-, unless in the event both your pet and you get KO'd.
Tired of having, for example, 3 out of 4 mobs procced in dynamis, only to have someome steal your procced ones whilst you are working on that last mob.
Even seen other BSTS do this... with the recent changes to dynamis and the like I think this change is now due.
Some of us are trying to make relics here <.<
VIP
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Posts: 14552
By Siren.Kalilla 2013-01-12 18:33:28
You could always kill the ones you proc before moving onto the next one :x
Ramuh.Austar
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By Ramuh.Austar 2013-01-12 18:34:04
Or just suck less and stop bitching.
Fenrir.Jeville
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Posts: 87
By Fenrir.Jeville 2013-01-12 18:37:28
The game is designed around being a time sink; I don't understand why they don't make an extremely simple adjustment that would expand the biggest potential time sinks in the game without them really adding any additional content. The cap limit to ws merits (and other merits for that matter) is so that some players may eventually change their mind, drop a ws or two to merit a different one. That's where the time sink comes from that makes us stick around to partying for longer than if there is no cap. The cap limit helps partying to have a near infinite use. With no cap, parties will be fewer that can harm the new playerbase.
Lakshmi.Razius
Serveur: Lakshmi
Game: FFXI
Posts: 178
By Lakshmi.Razius 2013-01-12 18:39:58
You could always kill the ones you proc before moving onto the next one :x
True ^^
Not always possible though :(
Phoenix.Suji
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Posts: 962
By Phoenix.Suji 2013-01-12 18:42:16
One change I would like to see:
Any mob claimed by you, or your pet, remain claimed -red-, unless in the event both your pet and you get KO'd.
Tired of having, for example, 3 out of 4 mobs procced in dynamis, only to have someome steal your procced ones whilst you are working on that last mob.
Even seen other BSTS do this... with the recent changes to dynamis and the like I think this change is now due.
Some of us are trying to make relics here <.< Exactly
Leviathan.Kincard
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Posts: 1442
By Leviathan.Kincard 2013-01-12 18:46:51
Funny thing is that I don't think he realizes that such a change would just make it worse for him. I'd just gather them all on BLU and do a single sleep and claim the whole zone. Whoop de ***.
Lakshmi.Razius
Serveur: Lakshmi
Game: FFXI
Posts: 178
By Lakshmi.Razius 2013-01-12 19:00:31
Sorry, I just don't play by stealing other people's mobs, on any job, in any event, unless they totally wipe.
Claim wars yes. Attempting to push someone out of your camp, perhaps, we all do it.
Just don't like stealing mobs, and thus, don't like it when it happens to me. On any job.
Either way, not going to lose sleep over it.
Ramuh.Lorzy
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Game: FFXI
Posts: 1356
By Ramuh.Lorzy 2013-01-12 19:07:55
i don't see how stealing mobs is any worse than trying to keep all of them
Sylph.Kawar
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By Sylph.Kawar 2013-01-12 19:08:20
They skip over pld again i am getting really sick of this.
Serveur: Phoenix
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Posts: 94
By Phoenix.Purpleeyes 2013-01-12 19:18:44
Sorry, but something is wrong with YOU if that many people "steal" mobs initially claimed by you. Like someone said a few posts up, "suck less".
Bahamut.Ascadia
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By Bahamut.Ascadia 2013-01-12 19:21:11
If I see a Bst holding ~6 mobs in Namis, I'm stealing one. Two if he/she is killing slowly. I have never hated anything in this game as much as I hate invisible perle bsts pulling half a camp and getting pissed when other players take one.
Lakshmi.Razius
Serveur: Lakshmi
Game: FFXI
Posts: 178
By Lakshmi.Razius 2013-01-12 19:25:11
Oh yeah six is a bit much. I agree there! I go for 2-3, in alot of zones you're bound to pick up an extra one now and then. Kill speed isn't an issue really, quite the opposite, often have to Heel and turn to get procs off =X
VIP
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Posts: 14552
By Siren.Kalilla 2013-01-12 19:26:50
They skip over pld again i am getting really sick of this. You tell them Kawar :) Want me to get a petition ready for you?
Bismarck.Ihina
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By Bismarck.Ihina 2013-01-12 19:28:46
I bring a BLM into dyna with me(lolwut), so if anyone does that around me and I need those mobs, a Thunder5 takes about a second to cast.
[+]
VIP
Serveur: Odin
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Posts: 9534
By Odin.Jassik 2013-01-12 19:38:33
One change I would like to see:
Any mob claimed by you, or your pet, remain claimed -red-, unless in the event both your pet and you get KO'd.
Tired of having, for example, 3 out of 4 mobs procced in dynamis, only to have someome steal your procced ones whilst you are working on that last mob.
Even seen other BSTS do this... with the recent changes to dynamis and the like I think this change is now due.
Some of us are trying to make relics here <.<
There's 2 solutions before that even makes sense.
1 adjust respawn to reflect kill rate like Abby
2 don't be that jerk that has 4-5 mobs while they're the only ones up. I'm happy to pull mobs off a bst that has 4 mobs if there are no free ones
[+]
Siren.Kyte
Serveur: Siren
Game: FFXI
Posts: 3333
By Siren.Kyte 2013-01-12 19:55:01
They skip over pld again i am getting really sick of this.
They specifically mentioned that they are looking into enmity changes, which is what PLD needs. I don't fault them for taking longer to think of a solution because the problem itself is fairly complex (although I do fault them for taking so long to begin their brainstorming process...). I've read some suggestions but they all have their advantages and disadvantages.
By Enuyasha 2013-01-12 20:10:21
They skip over pld again i am getting really sick of this.
They specifically mentioned that they are looking into enmity changes, which is what PLD needs. I don't fault them for taking longer to think of a solution because the problem itself is fairly complex (although I do fault them for taking so long to begin their brainstorming process...). I've read some suggestions but they all have their advantages and disadvantages. Enmity,Def changes,1H ratio change yea, nothing for PLD yaknow.
By sefalon 2013-01-12 20:31:18
I have no problems grabbing the yellow mobs because 80 percent of the time I am in dynamis I am waiting on pops while a bst is holding multiple. If they changed how claiming works everyone would go BST and things would get a lot worse. Not everyone is as a nice as you and only grabs 2-3 at a time lol. I do around 200 a run killing 1 by one as long as there are not 3 bst n every camp.
Fenrir.Mefuki
Serveur: Fenrir
Game: FFXI
Posts: 157
By Fenrir.Mefuki 2013-01-12 20:34:00
Claim wars yes. Attempting to push someone out of your camp, perhaps, we all do it.
I don't want to derail this thread but this is seriously annoying. People know that the majority of camps can only hold one person but they don't seem to care.
Granted, when someone invades a camp I'm at, I just /bow to them and run to back up camps because it's just not worth fighting someone over respawning stragglers nor do I have any desire to compete with my fellow players in such a manner but it's the principle. It's just rude.
What happened to the unwritten rule that was developed back when EXP camps actually mattered? The rule about not running people out of their camp.
As for, "we all do it", when I go to a camp and someone's already there, I just run to the next one. I figure that's pretty intuitive and fair. I certainly would want someone to do that for me.
Anyway, carry on.
By Thorbean 2013-01-12 20:57:56
I always get the impression that it's ok for a BST to hold 3-6 mobs at once, but if you do it on BLU, its fine for the BST's to come and take your mobs.
If having staggered mobs stolen from you is a problem, you can always fight 1 at a time like the other jobs (who can easily hold 5-6 too but don't).
You reap what you sow.
[+]
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-01-12 21:04:23
I have no problem stealing a mob from a player. I don't steal in abby or any NM. But when a bst is holding two or three mobs that's not right as they kill slow. And they mostly act like jerks.
When I do dyna, i do it on blu and usually stay at one camp. Dyna tav = worms, island, spiders. If bst comes along I will AoE a few spells to take all they done. Bst can go anywhere, Me I stick to MP mobs.
Serveur: Siren
Game: FFXI
Posts: 573
By Siren.Fupafighters 2013-01-12 21:07:33
Plain and simple, if there are situations where people need to steal mobs from each other, one of you shouldn't even be there fighting each other for claim. And as far as bst holding 3-4 mobs, bats and ***are clustered together, which make it hard to not get links. Them sitting there with 4 mobs is the same as me holding 4 mobs on dnc, dnc just kills them faster.
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-12 21:16:09
Wiki says they link, but I think it was changed since Neo dynamis. I've never seen nightmare mobs straight up link.
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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