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Overall Battle System Adjustments for the Future
サーバ: Shiva
Game: FFXI
Posts: 694
By Shiva.Alistrianna 2013-01-18 05:15:11
DNC is already perfectly set up to be just like a melee version of COR if their debuffs were more useful.
The other problem with DNC is that Haste Samba just isn't useful at all to most DD that have capped magic haste. It'd be kind of hard convincing all melee in an alliance to adjust their TP set to account for Haste Samba's 10% JA haste.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-18 05:57:43
Look, my main is cor, thus I don't solo for ***and am highly wanted in group play. Yet, I think that jobs should have more viability in group content, and I don't care if on my main I can't solo anything aside QD-kite Cirein-Croin for 45 minutes. I imagine I'm pretty objective on the matter since I would be one job who needs a buff for solo rather than group play. It's a mmo, being accepted in a group is a bit more important than going solo - I don't say that aspect should be disregarded, but I would say endgame events have a higher relevance.
And if you want to say again that it's players fault to only want the best, well then tell SE to remove time limits from all events and we'll go throw alliances of bst at everything. It's still a flow in the design that jobs are left out - I understand it's very difficult, but since they're attempting something why not make a step further?
[+]
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-01-18 07:06:07
Jobs
WAR 49 MNK 11
WHM 99 BLM 49
RDM 49 THF 99
PLD 28 DRK 99
BST 19 BRD 5
RNG 99 SAM 49
NIN 49 DRG 99
SMN 43 BLU 99
COR 99 PUP 99
SCH 49 DNC 49
Jobs
WAR 55 MNK 99
WHM 13 BLM 16
RDM 1 THF 99
PLD 1 DRK 1
BST 99 BRD 99
RNG 26 SAM 71
NIN 99 DRG 32
SMN 45 BLU 99
COR 45 PUP 1
SCH 1 DNC 99
Do you guys know ANYONE with 0 useful jobs? I don't. If you're simply saying everyone should be able to go the job they want to endgame, that would still be cramped by alliance dynamics. Make every job have required debuffs and you've created too strict of an alliance setup for many groups to participate in content. Make every job too equal and people will get bored of the game. You need a balance, and I really don't think they've done too shabby of a job on it.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-18 10:14:01
01-18-2013 10:39 AM | Slycer | BG Translator | |
| | Defense (Attack/Defense Ratio)
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments to the attack/defense ratio as follows.
| At very low defense, damage taken does not increase.
At present, there is an upper limit on the offense/defense ratio.
Depending on the opponent's attack value, if the player's defense value is 50% or higher, the damage reduction will increase. If the player's defense value is less than 50%, the damage reduction will be the same as if it was 50%.
Because of this, even though combining Last Resort and Berserk greatly reduces defense, for example, the damage reduction does not fall as significantly. |
| ----New Proposal
The maximum reduction will be calculated from the attack/defense ratio, and the upper limit of the calculated ratio will be increased such that when defense is very low, damage taken will continue to increase. |
| When defense is raised, damage taken is not reduced
This is mainly against higher level enemies and occurs because of something called level difference correction. The attack/defense ratio is calculated and impacted by each one level difference, reducing the calculated defensive power by some extent. |
| ----New Proposals
For new monsters created, starting with Seekers of Adoulin, create them such that the level difference correction will not apply. We would compensate for this by adjusting monsters' attack values, defense values, and stats.
Eliminate level difference correction. By eliminating the level difference correction, you will be able to more significantly reduce damage taken by increasing defense as expected.
|
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
01-18-2013 10:51 AM | Slycer | BG Translator | |
| | Content Adjustments
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments as follows.
New Nyzul
The reasoning behind using Embrava is to greatly increase the speed of defeating enemies. Rather than adjusting the random warp pattern any further, we have decided to modify the strength of enemies.
Defense Adjustment
For enemies with certain weaknesses, allow attacks against those weaknesses to do further increased damage.
Level Adjustment (further adjustments may be needed)
- Floors 1~20: Reduce enemy levels by 10
- Floors 21~40: Reduce enemy levels by 7
- Floors 41~60: Reduce enemy levels by 4
- Floors 61~80: Reduce enemy levels by 2
- Floors 80~100: No change
Legion
Adjustment of HP, defense, and attack strength.
As mentioned previously, we are considering eliminating the level difference correction values for the attack/defense ratio. If we move in this direction, adjusting the level of the monsters at the same time will make the monsters that appear too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
Odin's Chamber II
Adjustment of HP, defense, and attack strength.
Similarly to Legion, if we adjust the attack/defense ratio by eliminating level correction and level at the same time, the monsters would become too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-18 10:18:25
Very interesting :O!
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-18 10:19:32
sec ._. i messed up with the defense part
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-18 10:20:25
kk, fixed!
Siren.Mosin
By Siren.Mosin 2013-01-18 10:36:36
[+]
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-01-18 10:44:42
Leviathan.Comeatmebro said: »Jobs
WAR 49 MNK 11
WHM 99 BLM 49
RDM 49 THF 99
PLD 28 DRK 99
BST 19 BRD 5
RNG 99 SAM 49
NIN 49 DRG 99
SMN 43 BLU 99
COR 99 PUP 99
SCH 49 DNC 49
Jobs
WAR 55 MNK 99
WHM 13 BLM 16
RDM 1 THF 99
PLD 1 DRK 1
BST 99 BRD 99
RNG 26 SAM 71
NIN 99 DRG 32
SMN 45 BLU 99
COR 45 PUP 1
SCH 1 DNC 99
Do you guys know ANYONE with 0 useful jobs? I don't. If you're simply saying everyone should be able to go the job they want to endgame, that would still be cramped by alliance dynamics. Make every job have required debuffs and you've created too strict of an alliance setup for many groups to participate in content. Make every job too equal and people will get bored of the game. You need a balance, and I really don't think they've done too shabby of a job on it.
Yes, i don't see why dnc needs to be relevant to legion when war isn't relevant to dyna and rdm isn't relevant to anything. The fact is that the most successful groups write the book on how to do the content, and that almost always is the quickest or most efficient. And the quickest and most efficient strats almost always revolve around a handful of hard hitting and heavily buffed 2 handers... Buffing 1 handers just means those same jobs will then dual wield.
Siren.Kyte
サーバ: Siren
Game: FFXI
Posts: 3333
By Siren.Kyte 2013-01-18 10:52:44
Even if they altered level correction (which is what one-handers actually want), 2-handers will still have a number of things going for them. One-handers are just asking to not be totally *** right out of the starting gate.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-18 10:58:05
SE: We remove level correction and give every enemy 1200 attack and 800 defense!
Carbuncle.Shokox
サーバ: Carbuncle
Game: FFXI
Posts: 633
By Carbuncle.Shokox 2013-01-18 11:11:31
Personally, I feel there should continue to be a gap between specific jobs from others. WAR/DRK/DRG/SAM should continue to wreck ***in main events than other jobs. That's their job, wrecking ***. However, the game should be balanced to the point where players shouldn't feel bad if they want to bring their other jobs to main events too. There's no reason why players should feel they need to level/gear something completely out of their way, just so they can have a spot in a specific endgame event. They can close the gap in subtle ways without overstepping the heavyhitters.
The problem with my own personal reasoning is simple human logic and thought-- Humans will continue to perform actions that require the least amount of work for maximum efficiency in whatever they do. It manifests itself in FFXI by having LS/Event leaders pick out the highest WS damaging jobs for the most effective, efficient killing strategies based on how the game is balanced today (Salvage II works outside of this).
[+]
Sylph.Peldin
サーバ: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-18 12:31:32
Yes, i don't see why dnc needs to be relevant to legion when war isn't relevant to dyna and rdm isn't relevant to anything. The fact is that the most successful groups write the book on how to do the content, and that almost always is the quickest or most efficient. And the quickest and most efficient strats almost always revolve around a handful of hard hitting and heavily buffed 2 handers... Buffing 1 handers just means those same jobs will then dual wield. Your logic is "it should be this way because this is the way it's been."
Get real dude. That's not an argument. That's basically you saying "I'm afraid of change"
The argument that 2H jobs are worse at soloing is a decent argument to make. But farming dynamis is just one form of making money by yourself. That doesn't equate to relevancy in end-game events. There are MANY different ways to go about making money by yourself and you don't have people depending on you to do it as efficiently as possible. Your linkshell doesn't parse your solo rate in dynamis. They don't parse your HQ/NQ synth ratio when you craft. They don't count the number of fish you bring in. They don't count how many sky gods you can kill in a day.
So stop bringing up the stupid dynamis argument. The fact is, 2H jobs are actually better for farming money out of dynamis too. Low-man ADL runs are FAR better money than solo dynamis coin runs.
Here's the thing that you don't seem to get. When it comes to group activities, other people are depending on you to do your job well. When you are out soloing, nobody cares except you. So when you have to turn around and level/gear a new job, it's FAR easier/faster to do that for soloing than it is for end-game activities.
WAR/DRK/DRG/SAM should continue to wreck ***in main events than other jobs. That's their job, wrecking ***. Your reasoning is that those jobs should continue to "wreck ***" because it's their job to "wreck ***."
Why isn't MNK part of your list? Because they don't wield a 2H weapon? Their whole reason for being is to beat the crap out of things. Is it because of pchan? If so, then I can understand that.
Carbuncle.Shokox
サーバ: Carbuncle
Game: FFXI
Posts: 633
By Carbuncle.Shokox 2013-01-18 12:46:23
WAR/DRK/DRG/SAM should continue to wreck ***in main events than other jobs. That's their job, wrecking ***. Your reasoning is that those jobs should continue to "wreck ***" because it's their job to "wreck ***."
Why isn't MNK part of your list? Because they don't wield a 2H weapon? Their whole reason for being is to beat the crap out of things. Is it because of pchan? If so, then I can understand that.
Lol, I could give zero *** what that idiot pchan thinks on.
I didn't include MNK because initially thought of as a job that could hit hard, but mainly focuses on direct DoT (fist per fist hitting) over heavy hitting Weapon Skills. They also excel in attacking hard, but dealing far less TP to the mob (Subtle Blow), than other jobs, something that makes the job excel in lowman events where mob TP should be controlled to some extent, i.e. Salvage I (75), II. In that same respect they also serve as decent tanks with counterstance.
It's just a shame that the job's DDing ability starts to tapir and fall off vs higher level mobs, when it's not allowed temporary items (Most things apart from Abyssea & Voidwatch).
You could throw MNK in there with the other heavy hitters if you want. They wreck ***too. Or at least should. I have no bias towards MNK as a damage dealing job, despite not using 2handed weapons.
---
I didn't include RNG for similar reasons as MNK-- they are pure ranged damage, so they fit a different niche and shouldn't have to fit some of the roles that other heavy hitting jobs do. After all, ranged damage can and will hate spike, causing the mob to run around, meaning other DD/tank have to chase after the mob to recontrol hate. That is, unless they have a relic Bow/Gun.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 13:21:17
This would give license to kill to a few jobs, namely MNK, BLU, and DNC. All three of these are already well equipped for action, their main crippling issue is level correction. Without it, assuming SE doesn't decide to ramp DEF up to ungodly amounts, we'll see a wider breadth of jobs being acceptable for high level events.
That said, I'm not seeing any indication that they plan on removing offensive level correction aside from the small bit near the end where they say they'll adjust monster DEF.
[+]
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4197
By Ragnarok.Sekundes 2013-01-18 13:38:49
Valefor.Prothescar said: »This would give license to kill to a few jobs, namely MNK, BLU, and DNC. All three of these are already well equipped for action, their main crippling issue is level correction. Without it, assuming SE doesn't decide to ramp DEF up to ungodly amounts, we'll see a wider breadth of jobs being acceptable for high level events.
That said, I'm not seeing any indication that they plan on removing offensive level correction aside from the small bit near the end where they say they'll adjust monster DEF. It does seem focused only on the defensive side.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 14:14:15
[+]
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-18 14:21:38
Depending on how they change the caps, it could make Counterstance absolutely horrifying.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4197
By Ragnarok.Sekundes 2013-01-18 14:23:54
Eh... I wouldn't doubt it if they broke it if they are f'ing with def...
Sekundes casts Cocoon.
Sekundes resists the effect!
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-18 14:25:10
Ragnarok.Sekundes said: »Eh... I wouldn't doubt it if they broke it if they are f'ing with def...
Sekundes casts Cocoon.
Sekundes resists the effect!
I've resisted sneak :<
(I mean, it was a log mistake but it was still funny!)
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 14:27:21
could make diffused harden shell the best thing ever
Carbuncle.Luthian
サーバ: Carbuncle
Game: FFXI
Posts: 100
By Carbuncle.Luthian 2013-01-18 14:43:51
Depending on how they change the caps, it could make Counterstance absolutely horrifying.
Time to skill up Guard!
I'm hoping the new adjustments favor those who have high or capped skills. And shame on SE for not taking 5 minutes and changing all enemies level correction adjustment and not just SoAD.
I remember when def and vit meant something on Pld, tanking Mandies in the jungle and getting popped for 5-8 DMg while keeping hate was sexy. I hope these changes bring similar results because I miss my PLD.
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-01-18 14:57:59
Valefor.Prothescar said: »could make diffused harden shell the best thing ever
Finally a decent use for UL? lol
Sylph.Peldin
サーバ: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-18 16:32:49
Depending on how they change the caps, it could make Counterstance absolutely horrifying. ^^
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4197
By Ragnarok.Sekundes 2013-01-18 18:27:30
Valefor.Prothescar said: »could make diffused harden shell the best thing ever Make it last 5 mins and perhaps...
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 18:58:58
From the official translation that Kali hasn't posted yet:
Quote: As mentioned previously, with the adjustments to the attack/defense ratio, a greater emphasis will be placed on defense. In the event that you jump into battles and pay no attention to your defense, you will take damage for nearly two-times the amount that it is now, so the way the job is played will change. With that said, based on these changes to the attack/defense ratio we will be fleshing out specifics for what kind of adjustments are necessary for other jobs and let you know once we have some information.
SCORE. Cocoon gonna be OP
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-18 19:36:27
Ragnarok.Sekundes said: »Valefor.Prothescar said: »could make diffused harden shell the best thing ever Make it last 5 mins and perhaps...
Just need lots of BLUs for a rotation!
Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-01-18 19:44:01
While they are changing stuff and emphasizing defensive play, maybe they can make feather barrier not suck so much (make it last as long as cocoon).
I'd love to see diffusion cooldown shorter so i could diffuse support spells more often on blu
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2013-01-18 20:05:06
Quote: In the event that you jump into battles and pay no attention to your defense, you will take damage for nearly two-times the amount that it is now, so the way the job is played will change.
You're out of your mind if you think the general player base is going to adjust to this.
All this means is that rng and possibly blm will come back.
By Enuyasha 2013-01-18 20:07:21
Dear god...PLD is coming back O_O!
I leveled a job that isnt "worthless" anymore \(._.!)/
01-11-2013 03:58 PM | Akihiko Matsui | Dev Team | |
| | Overall Battle System Adjustments for the Future
Hello.
Thank you for the vast amount of feedback regarding battle.
We’ve received a variety of different adjustment suggestions and amongst them a suggestion for enfeebling. However, instead of thinking about this in terms of individual points, I’ve been reading over everything from the viewpoint of battle overall.
Towards the end of last year I made a series of posts about the plans we have; however, this raised the issue of requests for more specific, concrete details, which in turn made it difficult for all of you to hold discussions. With that said, from an overall battle system perspective, I would like to share a couple of ideas the development team is currently thinking about.
Please note that all of these ideas have not been finalized. Also, please know that the below is not the entirety of the overall battle adjustments.
We’d appreciate it greatly if you took the content listed here to not represent the cure-all solution, and see it more as things we will be doing while working to solve the issues.
Balance between two-handed and single-handed weapons
This is a topic that has been discussed in several threads, particularly one about making adjustments to single-handed weapons, and we would like to perform adjustments.
As has been mentioned, food and other choices are quite limited due to the fact that status modifiers are far greater for two-handed weapons and there is a higher need for accuracy when using single-handed weapons.
For example, we are currently looking into the possibility of adding some form of merit that would enhance the modifiers for the single-handed weapon main weapon slot.
Regarding Dark Knight
This is a topic that has been discussed in several threads, particularly one about dark knight being too powerful. As was commented during VanaFest, we feel dark knight is becoming powerful, and at the same time decided to put off the adjustments we had looked into at that time. I believe there are many who remember this.
We are currently looking to adjust Desperate Blows and Last Resort.
Currently, the haste cap for equipment and magic is the same for all jobs, but haste from abilities is a separate category outside of this cap, and Desperate Blows is the ability with the highest value of haste.
However, simply reducing the value of Desperate Blows would only cause dark knight to become weaker, so we are considering giving a portion of the total haste effect granted from Desperate Blows to Last Resort, and giving the remaining amount back to Desperate Blows.
Current
Post-adjustment - Desperate Blows +10% (*Value with 5 merit points)
- Last Resort +15%
Simply put, this adjustment will allow you to gain this effect in the case you use dark knight as your support job.
While currently, it might be difficult to imagine the situations where a front-line job would select dark knight for their support job, we would like to look into this based on this possibility.
Regarding Defense
This is a topic that we have received feedback on asking to increase the boons of defense. Due to the attack/defense ratio, the meaning behind adding defense past a certain value starts to become pointless, and we would like to make it have meaning.
As a merit, for example, the more you increase your defense, the lower the damage taken will be and the boons for Defender would become large.
On the other hand, while under the effects of abilities that decrease defense such as Berserk or Last Resort, the damage you take would become higher than what it is currently.
Merit Point Weapon Skills
This is a topic we have seen in threads asking to increase the cap on the merit point weapon skill category.
Instead of adjusting the cap value, we are currently looking into adjusting the modifier values so that these weapon skills can be used with a single merit point.
We are envisioning to make it so 1 merit point will yield a 65% status modifier, and each point afterwards will grant an addition 5% for a maximum of 85% (no changes to the max value).
Elemental Magic
We have received a variety of feedback on elemental magic.
The first thing I’m thinking of doing is making adjustments to the damage calculations.
Here’s my current image of how elemental magic is going to work:
The damage output on earth element spells will initially be lower compared to the rest of the elements, but have the best cost performance overall. Also, INT will have an even larger impact on the damage output. As a result, players will basically try to raise their INT and magic attack to get closer to the damage output done by lightning element spells.
Breakdown by element - MP Efficiency: Earth > Water > Wind > Fire > Ice > Lightning
- INT Offset: Earth > Water > Wind > Fire > Ice > Lightning
- Initial Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
- Maximum Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
Breakdown by spell tier - MP Efficiency: I > II > III > IV > V
- INT Offset: V > IV > III > II > I
- Initial Damage Output: V > IV > III > II > I
- Maximum Damage Output: V > IV > III > II > I
The charts below explain my idea in detail.
* The magic attack does not include any offsets.
* “INT+0” and “INT+100” represents the INT difference between the caster and the target.
Tier I |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
10 |
10 |
42 |
160 |
Water |
16 |
25 |
66 |
165 |
Wind |
25 |
40 |
92 |
170 |
Fire |
35 |
55 |
108 |
175 |
Ice |
46 |
70 |
126 |
180 |
Lightning |
60 |
85 |
149 |
185 |
|
Tier II |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
78 |
100 |
175 |
350 |
Water |
95 |
120 |
195 |
355 |
Wind |
113 |
140 |
213 |
360 |
Fire |
133 |
160 |
233 |
365 |
Ice |
155 |
180 |
255 |
370 |
Lightning |
178 |
200 |
278 |
375 |
|
Tier III |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
210 |
200 |
360 |
550 |
Water |
236 |
230 |
386 |
560 |
Wind |
265 |
260 |
415 |
570 |
Fire |
295 |
290 |
445 |
580 |
Ice |
320 |
320 |
470 |
590 |
Lightning |
345 |
350 |
495 |
600 |
|
Tier IV |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
381 |
400 |
581 |
850 |
Water |
410 |
440 |
610 |
865 |
Wind |
440 |
480 |
640 |
880 |
Fire |
472 |
520 |
672 |
895 |
Ice |
506 |
560 |
706 |
910 |
Lightning |
541 |
600 |
741 |
925 |
|
Tier V |
INT+0 |
INT+100 |
Before |
After |
Before |
After |
Earth |
626 |
650 |
855 |
1200 |
Water |
680 |
700 |
909 |
1220 |
Wind |
734 |
750 |
967 |
1240 |
Fire |
785 |
800 |
1014 |
1260 |
Ice |
829 |
850 |
1058 |
1280 |
Lightning |
874 |
900 |
1103 |
1300 |
|
As far as casting time and recast time goes, here’s my current idea:
- Tier I~V spells will all have same casting time / recast time.
For example, Tier I spells will have a casting time of 0.5 seconds and recast time of 2 seconds. Therefore, both Thunder I and Stone I will have the casting time of 0.5 seconds and recast time of 2 seconds.
The charts below explain my idea in detail.
Tier I |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
9 |
4 |
1.5 |
0.5 |
6.5 |
2 |
Water |
13 |
10 |
1.75 |
0.5 |
7.75 |
2 |
Wind |
18 |
16 |
2 |
0.5 |
9 |
2 |
Fire |
24 |
22 |
2.25 |
0.5 |
10.25 |
2 |
Ice |
30 |
28 |
2.5 |
0.5 |
11.5 |
2 |
Lightning |
37 |
34 |
3 |
0.5 |
13 |
2 |
|
Tier II |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
43 |
36 |
3.25 |
1.5 |
14.5 |
6 |
Water |
51 |
43 |
3.5 |
1.5 |
15.75 |
6 |
Wind |
59 |
51 |
3.75 |
1.5 |
17 |
6 |
Fire |
68 |
60 |
4.25 |
1.5 |
18.5 |
6 |
Ice |
77 |
68 |
4.5 |
1.5 |
19.75 |
6 |
Lightning |
86 |
77 |
4.75 |
1.5 |
21 |
6 |
|
Tier III |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
92 |
64 |
5.25 |
3 |
22.5 |
15 |
Water |
98 |
75 |
5.5 |
3 |
24 |
15 |
Wind |
106 |
88 |
5.75 |
3 |
25.25 |
15 |
Fire |
113 |
101 |
6 |
3 |
26.5 |
15 |
Ice |
120 |
115 |
6.25 |
3 |
27.75 |
15 |
Lightning |
128 |
129 |
6.75 |
3 |
29.25 |
15 |
|
Tier IV |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
138 |
112 |
7 |
6 |
30.75 |
30 |
Water |
144 |
129 |
7.25 |
6 |
32 |
30 |
Wind |
150 |
148 |
7.5 |
6 |
33.25 |
30 |
Fire |
157 |
169 |
8 |
6 |
34.75 |
30 |
Ice |
164 |
190 |
8.25 |
6 |
36 |
30 |
Lightning |
171 |
213 |
8.5 |
6 |
37.25 |
30 |
|
Tier V |
MP Cost |
Casting Time |
Recast Time |
Before |
After |
Before |
After |
Before |
After |
Earth |
222 |
156 |
8.75 |
10 |
39 |
45 |
Water |
239 |
182 |
9.25 |
10 |
40.25 |
45 |
Wind |
255 |
210 |
9.5 |
10 |
41.5 |
45 |
Fire |
270 |
240 |
9.75 |
10 |
42.75 |
45 |
Ice |
282 |
272 |
10 |
10 |
44 |
45 |
Lightning |
294 |
306 |
10.25 |
10 |
45.5 |
45 |
|
Please note that we will be making additional adjustments on elemental magic using this change as the foundation.
Regarding Content
To start off, we are looking into adjustments for new Nyzul, Legion, Odin's Chamber II, Voidwatch (up to Provenance Watcher), Salvage, and in the event there is further necessity, new Salvage as well.
Below is what we are looking into for adjustments.
New Nyzul - Adjustments to the warp range of floors
Legion - Adjustments to monster levels
- Adjustments to attack power and defense
Odin's Chamber II - Adjustments to monster levels
Voidwatch - Expand the usage range of the void clusters to Provenance (Provenance Watcher)
Salvage - Re-examine the drop rate of level 35 equipment
- Make a change so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment
Walk of Echoes - Adjustments to monster levels
- Remove EX status from each type of coin
- Add sacks that contain multiple Trick Dice and Liminal Residue
Past this, we will continue to make adjustments as necessary, and we will be making it so strategy and play style variations can be developed instead of having to win with a huge amount of fire power in a short amount of time.
While I am repeating myself, the above are by no means finalized. There are many other topics we are looking into at the moment (enmity, TP given to enemies, etc.), so I would appreciate it if you could read over all of this on the basis that there is a possibility that the implementation order and adjustment method changes.
Thank you very much. | |
01-16-2013 08:09 AM | Slycer | BG Translator | |
| | Hello!
Thanks for your feedback.
We've taken a look at the feedback we've received about the possible adjustments and we'd like to address a few of the questions that have been raised.
Even though the proposal mentions that the adjustment is specifically for DRK, assuming the Haste from Last Resort will apply to one-handed weapons, I think the combination of the one-handed weapon correction you mention in the post plus strengthening Last Resort will be enoug for one-handed weapons to catch up with two-handed weapons. |
Hold on a minute...because of Dual Wield I have close to 80% delay reduction... does this mean I can cut some of the Dual Wield for one-handed weapons? |
The Haste effect planned to be granted to Last Resort will, along with that of Desperate Blows, only be applicable to two-handed weapons. The overlap of the effects would be too significant if the delay reduction applied to one-handed weapons (because of Dual Wield) or to hand-to-hand weapons (because of Martial Arts).
I'm afraid that adjustments to hand-to-hand weapons are going to get lost in the mix between one-handed and two-handed adjustments. |
In the adjustments regarding balancing one-handed and two-handed melee weapons, hand-to-hand weapons will also be included and considered along with one-handed weapons.
However, since the performance of one-handed and hand-to-hand weapons differ significantly, they won't be treated uniformly (for example, the adjustment of "increasing the correction value of the one-handed weapon in the main weapon slot" which was talked about previously will be significantly different for hand-to-hand weapons).
Considering the unique circumstances around hand-to-hand, we will continue to make the adjustments separately.
Regarding elemental magic, would this also hold true for magic casted by automatons? |
The elemental magic adjustment does also apply to magic used by the automaton. [[edited:]] While stats can be raised on the automaton, it's easy to Overload while doing so, and we will take this into account when we look at the balance of the adjustment.
Translated by: Slycer | |
01-18-2013 10:39 AM | Slycer | BG Translator | |
| | Defense (Attack/Defense Ratio)
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments to the attack/defense ratio as follows.
| At very low defense, damage taken does not increase.
At present, there is an upper limit on the offense/defense ratio.
Depending on the opponent's attack value, if the player's defense value is 50% or higher, the damage reduction will increase. If the player's defense value is less than 50%, the damage reduction will be the same as if it was 50%.
Because of this, even though combining Last Resort and Berserk greatly reduces defense, for example, the damage reduction does not fall as significantly. |
| ----New Proposal
The maximum reduction will be calculated from the attack/defense ratio, and the upper limit of the calculated ratio will be increased such that when defense is very low, damage taken will continue to increase. |
| When defense is raised, damage taken is not reduced
This is mainly against higher level enemies and occurs because of something called level difference correction. The attack/defense ratio is calculated and impacted by each one level difference, reducing the calculated defensive power by some extent. |
| ----New Proposals
For new monsters created, starting with Seekers of Adoulin, create them such that the level difference correction will not apply. We would compensate for this by adjusting monsters' attack values, defense values, and stats.
Eliminate level difference correction. By eliminating the level difference correction, you will be able to more significantly reduce damage taken by increasing defense as expected.
|
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
01-18-2013 10:51 AM | Slycer | BG Translator | |
| | Content Adjustments
Regarding the contents of the post above [[Matsui's original post]], we are considering adjustments as follows.
New Nyzul
The reasoning behind using Embrava is to greatly increase the speed of defeating enemies. Rather than adjusting the random warp pattern any further, we have decided to modify the strength of enemies.
Defense Adjustment
For enemies with certain weaknesses, allow attacks against those weaknesses to do further increased damage.
Level Adjustment (further adjustments may be needed)
- Floors 1~20: Reduce enemy levels by 10
- Floors 21~40: Reduce enemy levels by 7
- Floors 41~60: Reduce enemy levels by 4
- Floors 61~80: Reduce enemy levels by 2
- Floors 80~100: No change
Legion
Adjustment of HP, defense, and attack strength.
As mentioned previously, we are considering eliminating the level difference correction values for the attack/defense ratio. If we move in this direction, adjusting the level of the monsters at the same time will make the monsters that appear too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
Odin's Chamber II
Adjustment of HP, defense, and attack strength.
Similarly to Legion, if we adjust the attack/defense ratio by eliminating level correction and level at the same time, the monsters would become too weak, so we would not adjust their levels. We are still considering HP adjustments along with the attack/defense adjustments.
The text above was what I was able to confirm directly with the person in charge of the team discussion. The information included has not been finalized.
Since this post is about content in development, the information is not confirmed and information included may change. It is possible that there is a lack of information or clarity, or errors included, and, if so, the content will be edited at a later date.
Thank you for your cooperation and understanding.
Translated by: Slycer | |
Long post, just going to link to it.
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