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[Dev] Planned Adjustments and Enmity System Explanation
[Dev] Planned Adjustments and Enmity System Explanation
Serveur: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:22:31
It always comes back to how RDMs get s**t on...I love it. RDMs are the eternal target in SE's war against Oceania, Eastasia, and Eurasia
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Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 16:26:07
No No, I used tact processor a lot. I know what it does. I just wasn't sure it extended to shield bash recast.
Oh sorry! Missunderstood.
No proof, but I really would be shocked since I notice with processor on poppo uses TP sooner, flashes almost as soon as its ready, and same as vokes. I can't say for certain but I have faith it does work with bash. =D You thik we'll get any new cool attachments? I'm hoping we do
Not really much more we CAN get, other than TA or TH. I want a better melee frame to be honest. I want like a scythe arm, or a GK arm (have like the other arm holding it steady). The "melee" frame is more of a tank/melee and the sharpshot frame has it's moments, but you basically need the drum magazine for it to be effective, and that kills it's accuracy.
Serveur: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:28:17
No No, I used tact processor a lot. I know what it does. I just wasn't sure it extended to shield bash recast.
Oh sorry! Missunderstood.
No proof, but I really would be shocked since I notice with processor on poppo uses TP sooner, flashes almost as soon as its ready, and same as vokes. I can't say for certain but I have faith it does work with bash. =D You thik we'll get any new cool attachments? I'm hoping we do
Not really much more we CAN get, other than TA or TH. I want a better melee frame to be honest. I want like a scythe arm, or a GK arm (have like the other arm holding it steady). The "melee" frame is more of a tank/melee and the sharpshot frame has it's moments, but you basically need the drum magazine for it to be effective, and that kills it's accuracy.
I think all of these ideas sound cool, but didnt SE say fairly recently that they were not gonna add any new frames?
Which is super bogus imho
Serveur: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 16:30:44
I think they did, but I honestly couldn't find it, because I wouldn't even know at what time period to start looking lol.
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Leviathan.Suljin
Serveur: Leviathan
Game: FFXI
Posts: 69
By Leviathan.Suljin 2013-03-26 16:33:24
I thought they were talking about adding attachments that would up the dmg of the melee frame, and I swear it was with "Weapon attachments" Or, again I could be crazy. TA/ and TH would be nice, esp TH since /thf is kinda useless for anything else on pup.
Serveur: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:35:29
I thought they were talking about adding attachments that would up the dmg of the melee frame, and I swear it was with "Weapon attachments" Or, again I could be crazy. TA/ and TH would be nice, esp TH since /thf is kinda useless for anything else on pup.
I haven't played PUP in ages, but I figured when they added the T2 attack and acc attachments those were gonna be it for straight buffs...but as I was saying earlier, with the new attack / defense ratios....better get to loving those Earth Maneuvers
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-03-26 17:19:53
The flashy shot thing doesn't make sense. Didn't they say they weren't removing level correction for players --> monsters? No, they've just pointed out that all mobs in SoA are gonna be level 99 with special resistances instead of level 120 shenanigans to force difficulty, hence why Flashy Shot might be irrelevant in all of the new content.
Did I miss this post?
I thought they just simply stated all the mobs won't have level correction. Though I guess that can be inferred as no level correction = they are all 99?
They said they wouldn't have level correction, but they never said they'd all be level 99 or below. They also said that player --> monster level correction will still apply, so I really don't see it being that they're all 99, but it's possible that something was mistranslated.
Serveur: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-03-26 20:23:58
In regards to the Scavenge update, I wonder if we'll only scavenge one piece of ammo at a time, or if there will be a possibly to scavenge multiple pieces of ammo.
Bismarck.Helel
Serveur: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-03-26 20:26:32
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap. Quote: Specifically, we will be making it an ability where you can recover ammo that has been consumed.
They would have to really *** that up for it to be dogbolts. <.<;
Yeah, I agree, but it's not like they are just going to allow you scavenge non-stop overnight and refill all your adaman bullets... There will have to be some limitation. I 'could' be wrong, which would be awesome if bullets really did cost 0 gil, but I doubt it, and they would probably have to nerf RNG (again) if that were the case.
Ragnarok.Taereon
Serveur: Ragnarok
Game: FFXI
Posts: 213
By Ragnarok.Taereon 2013-03-27 10:26:25
Honestly though, when would you use it? If you have a party of RNGs and/or CORs, you'd prob still use Chaos and Hunters for low acc situations or Chaos and Coursers for high acc situations.
I feel like a Recycle Roll would be about as useful as Choral Roll
I was thinking a roll that would conserve ammo, tools, and cards. If we're getting 3 rolls still I'd use it. And if a party ever has more than one cor a recycle roll wouldn't be a bad idea.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-03 14:25:05
04-03-2013 12:20 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the feedback on enmity. Just as Producer Matsui has mentioned, we will be performing on-going adjustments to the enmity system and will start by working on laying the groundwork and the essential features.
Once the groundwork has been properly established, we’ll be working on the slightly smaller aspects and after that focus on the minute portions.
This should give you an idea of the progression we have mapped out, but let me shift into a slightly more detailed explanation.
Based on the feedback we have been seeing on the forums, for our next step we will be making adjustments to the static enmity generated from some job abilities and spells around the end of this month. (This is of course pending that there are no major issues along the way.)
With the adjustments we will be reducing the enmity generated by approximately half of the current value.
Additionally, we will be increasing the amount of enmity generated by the white magic spells Reprisal and Foil.
We will let you know the details on which job abilities and spells will be adjusted to have less enmity generation in the coming days, but I wanted to inform you of what we have planned ahead of time. | |
Cerberus.Quintow
Serveur: Cerberus
Game: FFXI
Posts: 150
By Cerberus.Quintow 2013-04-03 14:27:16
I didn't know Reprisal had any enmity
Serveur: Asura
Game: FFXI
Posts: 38
By Asura.Luminiferous 2013-04-03 14:31:06
It probably didn't before, either that or it was set very low. But since these are specific to PLD and RUN, they most likely will become staple spells for enmity generation on those jobs.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-03 14:32:31
I didn't know Reprisal had any enmity Spell | CE | VE | Level | MP | Casting
(sec) |
---|
Reprisal | 1 | 80 | 61 | 24 | 0.50 |
---|
Serveur: Phoenix
Game: FFXI
Posts: 82
By Phoenix.Raistlinmaj 2013-04-03 20:42:32
This thread has been a good read, especially the impromptu Boehemian Rhapsodie! I was lmao....ty.
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Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-15 12:52:24
04-15-2013 11:00 AM | Slycer | BG Translator | |
| | Looks like this covers almost every fixed-type spell. Notably, a lot of AoE spells are excluded (e.g. Sleepga, Barspellra, etc.), and I also noticed some random exclusions like Baramnesia. I'm sure there are other exclusions as well, maybe comment about them on Discussion thread. As far as JAs, looks like they just tackled a couple, mainly for RNG/BST, but also notably Benediction (somewhat surprising to me as the WHM Relic+2 body already has an Enmity-50 augment for Benediction).
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Mocchi: Enmity Adjustments for Spells/Abilities
This is a follow-up report.
In the next version update, as a next step to the enmity adjustments, we will be adjusting some spells and job abilities that are classified with fixed-type enmity increase.
Most affected spells and abilities will be adjusted to yield approximately half of the enmity that they currently receive.
However, Foil and Reprisal will both see increases to the amount of enmity yielded.
For the abilities and spells below, we will lower the amount of enmity yielded:
Job Abilities
Benediction / Shadowbind / Sharpshot / Barrage / Heel / Leave / Sic / Stay / Reward / Deactivate
White Magic
Raise / Raise II / Raise III / Arise / Poisona / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow / Slow II / Haste / Paralyze / Paralyze II / Silence / Barfire / Barblizzard / Baraero / Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barblind / Barsilence / Barpetrify / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire / Enfire II / Enblizzard / Enblizzard II / Enaero / Enaero II / Enstone / Enstone II / Enthunder / Enthunder II / Enwater / Enwater II / Enlight / Phalanx / Phalanx II / Regen / Regen II / Regen III / Regen IV / Regen V / Refresh / Refresh II / Aurorastorm / Voidstorm / Firestorm / Hailstorm / Windstorm / Sandstorm / Thunderstorm / Rainstorm / Adloquium / Animus Augeo / Animus Minuo
Black Magic
Poison / Poison II / Poisonga / Bio / Bio II / Bio III / Burn / Frost / Choke / Rasp / Shock / Drown / Retrace / Blaze Spikes / Ice Spikes / Shock Spikes / Sleep / Sleep II / Blind / Blind II / Break / Breakga / Bind / Dispel / Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-MND / Absorb-CHR / Absorb-Acc / Absorb-Attri / Endark / Klimaform
Bard Songs
Too lazy to translate all of these. It's basically everything.
Ninjutsu
See above.
Geomancy
Ditto.
Translated by: Slycer | |
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Siren.Stunx
Serveur: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2013-04-15 12:54:39
nice been waiting for them to lower hate on raises.
Fenrir.Yuriki
Serveur: Fenrir
Game: FFXI
Posts: 583
By Fenrir.Yuriki 2013-04-15 12:58:25
Hmm, how about a job trait that increases spell enmity for PLD? PLD/RDM GO!
Serveur: Shiva
Game: FFXI
Posts: 76
By Shiva.Kuraneko 2013-04-15 13:38:57
Meh so they'll adjust ability hate on BST abilities (and Deactivate, I don't get this but I don't play PUP) and still no love for Blood Pact or other SMN job abilities.
Serveur: Asura
Game: FFXI
Posts: 229
By Asura.Chexmix 2013-04-15 13:49:57
Isnt the enm on sleep/bind etc already low as hell when they did it to kill rdm tanking?
Fenrir.Slycer
Serveur: Fenrir
Game: FFXI
Posts: 37
By Fenrir.Slycer 2013-04-15 13:59:11
Someone pointed out on BG earlier - I was getting lazy with basically translating full spell lists so I glossed over the fact that all summoning magic spells (the act of summoning the avatar or spirit) are included in the enmity reduction.
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Serveur: Cerberus
Game: FFXI
Posts: 526
By Cerberus.Diabolique 2013-04-15 14:03:10
Retrace seems like the oddest thing on that list. Who was using that as a hate tool(or at all during a fight?).
Ninjutsu probably could have been left alone, seems like a weird choice compared to the other magic types.
Just noticed deactivate, but no retrieve or deploy(or maneuvers).
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-19 14:09:12
04-17-2013 01:38 PM | Camate | Community Rep | |
| | Hello,
Thanks for the feedback thus far since my previous post.
We've seen a couple of questions, so I would like to provide some responses.
What about enmity changes for Dia and Helix spells? |
Dia
While this is a spell that has a static amount of enmity, the amount of enmity generated is extremely low, so we removed it from the scope of our adjustments.
Helix spells
The enmity for these spells depends on the effect, so it was removed from the scope of our adjustments.
Similar to elemental magic, the enmity generated is proportionate to the damage dealt.
Uhh, what about summoner job abilities…? |
Blood Pacts, Retreat, and Release do not generate enmity, and as such were not included in the list.
Also, while on the subject of pet jobs, below are some notes about beastmaster's job abilities that were not included on the list:
Ready
This ability does not generate enmity.
Spur/Run Wild
While these abilities have a static amount of enmity generation, they are time volatile, and because the amount is lost every second it was removed from the scope of our adjustments.
Why would you reduce enmity values on NIN spells? |
With ninja itself in mind, we understand that it would be best to increase the enmity for ninjutsu.
With that said, we will be going a separate route of adjustment so that ninjas can control enmity better.
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.
We will not be adjusting enmity on blue magic because we feel that blue mage is a job that can better withstand a beating in the event that they pull hate from the target.
If Barspells are generating too much enmity... surely the WHM AOE versions should also receive an enmity decrease? |
The AoE Bar- spells were removed from the scope of our adjustments due to the fact that the amount of enmity is very low. While the enmity depends on the amount of party members, the effect duration is quite long and is normally cast before battle, and if you need to it cast during battle, it's something you can use when Provoke and other front-line job enmity generation methods are being used. | |
04-18-2013 12:52 PM | Camate | Community Rep | |
| | Greetings,
The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.
To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).
In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the summoner.
As an adjustment, we are looking into the below:
The above adjustment is not a job ability adjustment; it will be a change to the process occurring in the programming, so please give us a bit of time for this.
We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above. | |
Other news that I haven't posted from being gone:
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Cerberus.Kvazz
Serveur: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-04-19 14:15:43
Quote: However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise. The _ISSUES_?
SE used RDM tank in the AV video.
By Quiznor 2013-04-19 14:17:52
All those RDM/NINs *** it up for NIN now
wait......
Carbuncle.Skulloneix
Serveur: Carbuncle
Game: FFXI
Posts: 15018
By Carbuncle.Skulloneix 2013-04-19 14:21:46
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise. Wait...wut????
THANK GOD IM NOT ONLY ONE SAW THAT RDM/NIN CRAP. -_-
Bismarck.Helel
Serveur: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-04-19 14:25:17
Cerberus.Diabolique said: »Retrace seems like the oddest thing on that list. Who was using that as a hate tool(or at all during a fight?).
Ninjutsu probably could have been left alone, seems like a weird choice compared to the other magic types.
Just noticed deactivate, but no retrieve or deploy(or maneuvers).
You obviously haven't experienced the effectiveness of retrace rotations for maximum tanking efficiency.
By Drjones 2013-04-19 14:26:38
They put Red Mage in a hole and buried it, but they're still worried it might do something other than sit there being useless.
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By Quiznor 2013-04-19 14:27:27
They put Red Mage in a hole and buried it, but they're still worried it might do something other than sit there being useless.
No time for RDM love,dr jones!
By Drjones 2013-04-19 14:32:25
There's never time for RDM love.
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02-18-2013 10:39 AM | Slycer | BG Translator | |
| | Regarding Enmity
It's Matsui. Sorry to have kept you waiting.
Regarding what happens with enmity in FFXI, we have described it, including some numbers. I will also briefly mention how we plan to try to make adjustments.
I would like everyone to understand that I do not plan to expose all of the game mechanisms and future calculations. However, I believe it makes sense in this case to show how large the adjustments to the enmity system will be.
As a result, this is a little complex, and the text is also quite lengthy. However, in order to provide a more in depth discussion on enmity, I hope you'll give it a read.
The Enmity System
Quantification
With the enmity system, the monster determined the most threatening player character (hereafter "PC"), and uses this mechanism to choose its attack target. To make a determination as to which PC is most threatening, we must measure and compare the degree of threat using a parameter we call "enmity."
Purpose
However, the enmity system is not there to make the monster AI more intelligent. If anything, it is there to place some tactical significance on giving the PCs better control of the monster's target (to some extent).
Enmity Types (Classification by method of decay)
In FFXI, enmity is recorded and decays separately in two ways:
- Time-volatile enmity
Decays with time
- Damage-volatile enmity
Decays as the PC is damaged.
Because more than one PC takes action against hostile monsters, there is a list of PCs to keep track of enmity (although I refer to this as a "list" here I will not use that terminology again in this document).
On the list, the PC with the highest total value of "time-volatile enmity" and "damage-volatile enmity" will be the main target of the monster (the target of auto-attacks).
Actions (commands, such as magic) with enmity-related settings
- Classification by how enmity is increased (directly, indirectly, none)
Actions not related to enmity processing are set to the "none" type, while other actions are split into two categories depending on how they increase the enmity.
- Direct
These are hostile actions of the type taken by PCs directly against monsters which cause the monster's enmity towards the PC to increase. This is mainly related to damage and enfeebling commands.
- Indirect
When there is already a hostile relationship between a monster and PC1, friendly behaviors taken by PC2 on PC1 will generate enmity towards PC2. This is mainly related to recovery and enhancing commands.
- Classification by how enmity generation is calculated (fixed, effect-dependent)
- Fixed
When an action is performed successfully, a set value is added directly to damage-volatile and time-volatile enmity. This is generally related to actions without quantified results, such as enfeebling or enhancement.
- Effect-Dependent
This type of action adds damage-volatile and time-volatile enmity proportional to the amount of damage or healing, based on certain rules (a formula).
Final Formula
- Defining 1 Enmity
Talking about FFXIV for a moment here, at the time of the rehab, we described the calculation as 1 damage = 1 enmity, with no system to decay enmity over time.
In FFXI, the enmity does decay and is divided into "time-volatile" and "damage-volatile" because we believed that the purely the amount of damage dealt by stronger NMs was not sufficient for a decay mechanism and we have different methods of adding enmity dependent on the type of action (fixed or variable calculation).
The amount of enmity that will decay in one second is defined as 60 enmity (this is because development started on PS2 and the smallest unit of time measurement was 1/60, the framerate limit at the time). As an example (I'm hesitant to give numbers for everything), the "Provoke" job ability is a fixed-type calculation and is set to 1800 time-volatile enmity. In other words, the enmity generated decays completely in 30 seconds.
- Effect Change of the Enmity Calculation
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For enmity given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile enmity is calculated as 1/3 of the time-volatile enmity (25% of the total enmity).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile enmity to cap so easily by reviewing the "standard damage" values.
- Calculation of decay from damage taken
When a PC receives "d" damage from a monster, the damage-volatile enmity of the PC is reduced.
Damage-volatile enmity reduction = (1800 * d)/PC's max HP
In other words, if the PC takes the same amount of damage as their maximum HP, 1800 damage-volatile enmity is decayed.
*This calculation is subject to correction by Sentinel's effect.
*From the point of view of back-line jobs, this may be too low. By increasing the 1800 value, more enmity will be decayed when damage is taken. However, this would also have the reverse effect of making it difficult to maintain enmity when receiving damage as a tank. This all needs to be taken into consideration when making adjustments.
*For healing magic, the value is half of the above calculation.
Other
- Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
- Enmity Cap
The upper limit on enmity is common to all jobs and is the same for both the time-volatile and damage-volatile types.
By raising this limit, since we cannot eliminate the cap in the current system, and we can only raise the value by approximately three times, it will not be an effective solution.
It has also been proposed that we change the upper limit on enmity for each job. In that case, under the current circumstances it would mean that you will not always be able to maintain your target, depending on your job.
First Step of the Adjustment
- Standard Damage (Time-Volatile Enmity)
We first plan to adjust the "standard damage." Since we can set this for each level, we will only adjust the high levels without affecting the lower level ranges.
- Damage-Volatile Enmity
When the standard damage is adjusted, the enmity lost by damage taken will also be adjusted. At the time of taking damage or being healed, the amount of enmity and the proportion time-volatile and damage-volatile enmity reduced will be reviewed.
- Individual Commands
If there is a problem with fixed values for individual abilities, we will make adjustments.
- Content
When comparing a monster with twice the HP that takes twice the damage and a monster with 50% of the HP that takes 50% of the damage, the number of attacks to defeat the monsters will be identical, but the treatment of enmity will be significantly different. For the monster that takes reduced damage, enmity generation will occur at a much lower rate than the monster that takes increased damage. We must set content and monster parameters with an understanding of these mechanisms.
Translated by: Slycer | |
02-19-2013 06:15 PM | Akihiko Matsui | Dev Team | |
| | Enmity System Explanation and Planned Adjustments
Matsui here. Sorry to keep you all waiting so long.
I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.
Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.
Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.
| |
02-21-2013 09:42 AM | Slycer | BG Translator | |
| | Mocchi: Responses on Enmity
Thank you for all of your posts! Along with Matsui, I read all of the information in your replies.
Today, although Matsui was supposed to write some replies, a bunch of things came up and he didn't really have time to do so, so I'll be posted for him a bit.
Because I'm just writing up his responses from when we spoke earlier, there may be some missing or incorrect info. (Sorry in advance if this is the case, I'll correct it later).
For more details, please hang on a bit for Matsui to write up a response. Hope you understand!
Quote: Guy's wondering what they plan on doing from a development perspective, saying it's probably going to take a long time to think about it.
We want to avoid the current situation where the enmity remains stuck at the cap (= enmity control mechanism is not functioning well).
Since we wanted to receive everyone's feedback and respond first, we didn't go into too much detail on that part.
Sorry if there was not enough information!
Quote: Guy talking about standard damage calculations, pointing out two problems and his ideas for solutions:
Ideas
1) Time-Volatile Enmity (VE) decay can't keep up with the enmity increase
2) High damage WS yields as much enmity as 2-4 Provokes
Solutions
1) Set new standard damage from 76 on, using a new calculation that takes into account haste and multi-attacks
2) Make enmity accumulation from WS and possibly elemental magic FIXED rather than variable with damage.
In our original post, we listed your proposed improvement for 1) as one of the items that we are actually working on.
For enmity, we are considering a number of proposals and how to coordinate them with other updates. We do not want to pack too many changes into one update as then we run the risk of creating new issues. So, as the first part of the enmity update, we would like to set the new "standard damage" velues at the release of Seekers of Adoulin.
For 2), Matsui's response was "I didn't have much time to polish my initial response, so it was mostly just my rough first impressions on what needed to be adjusted and how to do it."
Translated by: Slycer | |
02-21-2013 01:43 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the posts thus far. We’ve been forwarding them to Producer Matsui who has been reading each and every one. He was planning to make a post last night, but unfortunately he was unable to secure the time, so for the time being I will post in place of him. With that said, the man himself will post in more detail once he has the right amount of free time.
For those of you who took the time to read over the entire post, I think you generally got a good understanding of how the system works, but might have been left feeling “okay, I got it, but what are you guys gonna do?”
To put it really simply, we will be making it so that players do not get stuck at the enmity cap in battle anymore (the current situation where the enmity control system is not functioning properly). Apologies if the main basis of our adjustment plan was not clearly spelled out.
While we have seen a good amount of suggestions for ways to adjust this, we are taking them all into consideration and have various other adjustment plans in mind, but to start out we will first be setting a new standard damage value when Seekers of Adoulin is released. The main reasoning for this is that if we were to cram all of the adjustments in at once, we wouldn’t really have a grasp of where the problems are coming from. | |
03-15-2013 09:39 AM | Slycer | BG Translator | |
| | Hello, it's Matsui.
We've been incredibly busy with preparations for the release of "Seekers of Adoulin," so I'm sorry that I've had to reduce the number of posts I've been making recently.
Content related to "Seekers of Adoulin" will be discussed in a separate post - this time, I'm writing about the adjustments that will be introduced in the March 28 version update [[March 27 NA time]].
Enmity Adjustment
We will make the initial adjustments that we discussed in the post about enmity. If the target is level 51 or higher, the enmity generated will be reduced in proportion to damage dealt. If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment (the current value). At the same time, we will also adjust the spell Cure V so that it generates less enmity.
Adjusting the Attack/Defense Ratio
We posted previously about future adjustments to the overall battle system. Here, I will discuss adjustments to be made in reference to the item "regarding defense." Post-adjustment, if the defense power of the player is extremely low compared to the monster target's attack power, the amount of damage received will be increased compared to before.
Example:
Attacking Monster's DMG: 100
Attacking Monster's Attack power: 1000
Defense Power: 250
Prior to adjustment: Target takes ~200 damage
After the adjustment: Target takes ~400 damage
*I have simplified the calculation in order to provide a clear example.
In conjunction, we will also update the following two points:
1) The maximum value of attack/defense ratio will be adjusted so that it is the same for one-handed and two-handed weapons.
2) The defense down penalty of Counterstance will be reduced.
Perfect Defense and Embrava
We have previously posted on the topic of Perfect Defense and Embrava adjustments. The adjustments have not changed from what previously posted. Rather than having to check the old post, I will again summarize the adjustments here. These adjustments go hand-in-hand with the battle content adjustments which are separately listed below.
Embrava
*Duration: 5 minutes -> 90 seconds
*Haste: 1% per 15 enhancing skill -> 1% per 20 enhancing skill
*Regain -> Refresh
Perfect Defense
*Duration: 90 seconds -> 30 seconds + 1 second per 20 summoning magic skill
Regarding the previous post about adjustments to be made to battle content overall, we will adjust the content in the "regarding content" item as described below.
Nyzul Isle Uncharted Area Survey
The level of monsters that appear will be adjusted
*Floors 1~19: Reduced by 10 levels
*Floors 20~39: Reduced by 7 levels
*Floors 40~59: Reduced by 4 levels
*Floors 60~79: Reduced by 2 levels
*Floors 80~100: Unchanged
*Note that this change also applies to notorious monsters.
We will also be adjusting the attributes of certain notorious monsters which only appear in Nyzul Isle Uncharted Area Survey. By selecting magic attacks or the attack type (based on weapon attributes) which targets a monster's weakness, the damage dealt will be even higher than before the adjustment.
Legion
For the monsters that appear in Legion, we have made adjustments that reduce stats such as the defense, attack power, and HP of the various monsters. We have also added weaknesses to certain monsters at the same time. By targeting a monster's weakness, it will be easier to defeat than before.
Einherjar
We have made adjustments that reduce stats such as the defense, attack power, and HP of Odin who appears in Odin's Chamber II.
Voidwatch
We will increase the effectiveness of the "void cluster" key items to include Provenance battles.
Walk of Echoes
We will reduce the levels of monsters that appear and remove the EX attribute from various coins and pouches. We will also add pouches for Devious Dice and Liminal Residue.
Salvage
The drop rate of level 35 items has been reviewed, and in Bhaflau Remnants, level 35 items will be adjusted to drop from additional monsters which appear within the area.
Adjustments to Twilight Scythe
The non-attribute damage effect of Twilight Scythe will be changed to an enhancement on the weapon. The enhancement will be set for unlimited uses (1/1), with a 60 second duration and 10 minute reuse time.
I'll finish up here with a couple other adjustments.
Expansion of the scope of "/yell"
Mocchi previously posted regarding the scope of the /yell function. As discussed by Fujito, we will hold off on increasing the scope to include Chocobo Circuit until other functions have been implemented for that area.
Current Areas: Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
After Adjustment: Eastern Adoulin, Western Adoulin, Aht Urhgan Whitegate, Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
Changing Mog Tablet Rewards
Mocchi also previously made a post about this. The Talaria and Nomad Moogle Statue will remain as potential item rewards, but we are replacing the other items. Since these are just intended as a fun bonus, we'll leave it to you to discover what was added.
Auto-translate
Without removing some less commonly used words and phrases, we cannot add additional phrases related to "Seekers of Adoulin." We will consider this, and plan to make replacements of some of the words in the auto-translate dictionary.
As mentioned in the intro, in addition to the above, of course, plenty of content will be added from Seekers of Adoulin. I'll work hard to put a post together for you about this next week.
I'll also work to follow-up on other work that we've been discussing, and I will post again as soon as new information is available. Thanks for your time!
Translated by: Slycer | |
03-15-2013 03:04 PM | Akihiko Matsui | Dev Team | |
| | Elements to be Implemented in the March 27th Version Update
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:
- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
|
Before |
|
After |
Effect Duration |
5 min |
→ |
90 sec |
Haste |
+1% per 15 enhancing magic skill |
→ |
+1% per 20 enhancing magic skill |
Regain |
Regain |
→ |
Refresh |
|
- Perfect Defense
|
Before |
|
After |
Effect Duration |
90 sec |
→ |
30 sec (+1 sec per 20 summoning magic skill) |
|
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
Floor |
Level |
Floors 1-19 |
Reduced by 10 levels |
Floors 20-39 |
Reduced by 7 levels |
Floors 40-59 |
Reduced by 4 levels |
Floors 60-79 |
Reduced by 2 levels |
Floors 80-100 |
No change |
|
*These changes will also be applied to notorious monsters. Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.
Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much. | |
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