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Overall Battle System Adjustments for the Future
サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-01-18 20:07:56
If PLD becomes worth a damn or RNF then the DEF issue makes sense.
サーバ: Siren
Game: FFXI
Posts: 573
By Siren.Fupafighters 2013-01-18 20:12:22
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. The way I look at it is that 1 handers are crippled because they choose to solo instead of team up in an MMO....
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 20:13:52
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.
OH NO we're going to have to employ strategies aside from putting up every buff we have and spamming WSs until the NM dies???
[+]
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2013-01-18 20:14:08
Just having the job leveled doesn't mean it's useable against something that you would have to use a pld against.
I hope you have a couple nifty shields.
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2013-01-18 20:16:29
Valefor.Prothescar said: »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.
OH NO we're going to have to employ strategies aside from putting up every buff we have and spamming WSs until the NM dies???
I know right.
I can already hear the casuals typing up their rants about how they're going to ragequit and unsubscribe/etc.
[+]
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-18 20:18:52
Definitely looking forward to it. Less people clogging up my alliances with their gimpery
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2013-01-18 20:20:58
Instead of sighing over people in pink gear, we can sigh over people with 85 emps.
I mean, more than I already do.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-18 21:43:36
Sorry for not posting the official translation yet, I'll get to it in a few minutes for those who haven't read it.
Lakshmi.Saevel
サーバ: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-01-18 21:57:22
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.
Go reread their post, their also talking about lowing the monsters offensive ability and possible LCF. Between the two it should be a wash with the option to focus a bit on defense and not die. Essentially its the same thing good DD's are already doing with PDT sets.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-18 21:59:37
01-18-2013 06:24 PM | Camate | Community Rep | |
| | Happy Friday everyone!
I have a couple of follow-ups in regards to the various topics discussed in this thread.
Before reading, please note that the below is based on discussions amongst the team as well as information that we confirmed with the lead directly. This information is not finalized.
As this is not a post directly from the developers themselves, there is a possibility that there is information here that is incorrect due to the fact this text has not been checked by them after it was written, meaning edits or additional supplementation may be made after the fact.
With that said… Here's what Matsui mentioned about defense.
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. |
The development team is currently looking into the below adjustments for the attack/defense ratio.
Even if defense is lowered, the damage received does not increase
Currently there is a cap imposed for the attack/defense ratio.
The damage you receive from an enemy's attack will increase up to 50% of your defense; however, if it is less (than 50%) you will still receive the same damage as if you had 50%.
This is the reason why even if you reduce your defense a lot when stacking Berserk and Last Resort, you won't see a large increase in the amount of damage you take.
- Idea
- Increase the cap value for the numbers calculated from the attack/defense ratio.
Damage received while defense is low will be larger.
Even if defense is increased, the damage received is not reduced
This is mainly for higher level enemies where the level difference correction is imposed.
Every level a value is added per level to the value that is calculated from the attack/defense ratio, and defense is lowered and then taken into account.
- Idea
- The monsters created after Seekers of Adoulin will be created without the imposing of a level difference correction, and when higher level monsters are created, modification will be placed on attack, defense, and stats.
- Remove level difference correction
By removing the level difference correction, it will be possible to reduce the amount of damage taken by increasing your defense.
Also, with the adjustments to the attack/defense ratio and the level difference correction, weapons that have a modifier of 1.0 will become much stronger than what they are currently.
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 Devious Die 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. |
Below are some changes to the adjustment plans:
Also, the development team is aware of everyone’s concerns that monster’s special attacks are a bit on the fierce side.
They are currently discussing making it similar to new Limbus, Odin’s Chamber II, and Meeble Burrows where you can formulate a strategy to evade special attacks, and also with the defense adjustments it will be possible to withstand an enemy’s attack more than now as their attack power is reduced. The goal is to change the conditions where you need to defeat a monster right away because even a single regular hit from them deals too much damage.
Next, on to dark knight…
There are two large principles that the development team is keeping in mind:
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.
Finally, elemental magic.
When comparing the amount of damage a character deals, elemental magic possesses a higher potential than that of other front-line jobs. However, there is a wide variety of ways to support front-line jobs and not nearly as many ways to support back-line jobs.
Instead of focusing only on adjusting black mage, in addition to our our recently discussed elemental magic changes, we feel it would be better to address the support difference by enabling other jobs to offer more ways to enhance the capabilities of magic users.
Also, we do not have any plans to reduce the casting time or recast time any further than what was listed due to the fact that the average damage will increase and it will also be possible to deal good damage with tier II and III spells.
We are also planning to make adjustments to “-ga” and “-ja” type spells following these guidelines as well. Similarly, we are planning to make adjustments to ancient magic, slightly deviating from these guidelines. | |
サーバ: Asura
Game: FFXI
Posts: 230
By Asura.Sabishii 2013-01-18 22:48:22
Okay, I see a mention of ELEMENTAL magic being able to be buffed, but not PHYSICAL magic being able to be buffed. As in Blue Mage Physical Spells have no way of being buffed. Just as black mages have no food or bard buffs to boost their magic attack or potency, blue mages have no way of having their blue physical magic, their bread and butter damage besides swords, enhanced. So much so, that many BLU just rely on sword damage and CDC damage, and don't cast so much.
In voidwatch, I can't even use my physical spells because they don't do ANY reasonable damage against the NMs there (due to level correction and extremely low blue magic attack), and because I have so many elemental procs to set, I have no room for any physical spells. I have to set half the blue mage procs, and that just usually leaves room for a cure, and sometimes a job trait spell (I like to set water procs and have empty thrash so I get double attack, but it's not always an option). Recently, I have had just have room for a cure, and 4 elements worth of procs.
And Legion? I've tried legion, and I know for a fact BLU is worthless in legion because physical spells do nothing against HNMs for the same reason. At least I can bring SAM to legion, because it's a two-hander job.
Blue Mage is only good against lower level mobs (legacy events, Abyssea), though some of what they've said might help a little bit, if they lower some mobs' levels, and increase one-handed melee damage.
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-01-18 23:17:38
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.
I didn't say anything about keeping it that way cause that's how its always been, it in fact hadn't always been that way. Adjust the level correction as me and many others have said, and buff fencer to make pld's damage more relevant. Flat out dropping the 2 handed calculations is crap because it will break many aspects of how the heavy dd's work. And once again, a 2 handed weapon should do more damage above having a higher base damage, that's the whole point of a heavy dd.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-18 23:33:24
2h weapons should have a severe accuracy penalty or something. It has to be harder to swing a great axe and hit something than to stab it with a dagger!
Fenrir.Carth
サーバ: Fenrir
Game: FFXI
Posts: 10
By Fenrir.Carth 2013-01-19 00:14:15
Carbuncle.Luthian said: »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.
If they do decide to remove LCF, I really hope it's across the board, because they're just going to make things a lot more complicated otherwise. They would inevitably have to revise Counterstance, Cocoon, and other abilities to fit with the non-LCF system, and unless they're planning on just making SoA run on a completely secluded system it would just be a lot easier on them as well as us if they just get rid of LCF entirely.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-19 02:16:30
occurs to me that I haven't even considered that attack down spells and weaponskills may become useful too
[+]
Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-01-19 03:23:41
01-18-2013 06:24 PM | Camate | Community Rep | |
| | Happy Friday everyone!
I have a couple of follow-ups in regards to the various topics discussed in this thread.
Before reading, please note that the below is based on discussions amongst the team as well as information that we confirmed with the lead directly. This information is not finalized.
As this is not a post directly from the developers themselves, there is a possibility that there is information here that is incorrect due to the fact this text has not been checked by them after it was written, meaning edits or additional supplementation may be made after the fact.
With that said… Here's what Matsui mentioned about defense.
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. |
The development team is currently looking into the below adjustments for the attack/defense ratio.
Even if defense is lowered, the damage received does not increase
Currently there is a cap imposed for the attack/defense ratio.
The damage you receive from an enemy's attack will increase up to 50% of your defense; however, if it is less (than 50%) you will still receive the same damage as if you had 50%.
This is the reason why even if you reduce your defense a lot when stacking Berserk and Last Resort, you won't see a large increase in the amount of damage you take.
- Idea
- Increase the cap value for the numbers calculated from the attack/defense ratio.
Damage received while defense is low will be larger.
Even if defense is increased, the damage received is not reduced
This is mainly for higher level enemies where the level difference correction is imposed.
Every level a value is added per level to the value that is calculated from the attack/defense ratio, and defense is lowered and then taken into account.
- Idea
- The monsters created after Seekers of Adoulin will be created without the imposing of a level difference correction, and when higher level monsters are created, modification will be placed on attack, defense, and stats.
- Remove level difference correction
By removing the level difference correction, it will be possible to reduce the amount of damage taken by increasing your defense.
Also, with the adjustments to the attack/defense ratio and the level difference correction, weapons that have a modifier of 1.0 will become much stronger than what they are currently.
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 Devious Die 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. |
Below are some changes to the adjustment plans:
Also, the development team is aware of everyone’s concerns that monster’s special attacks are a bit on the fierce side.
They are currently discussing making it similar to new Limbus, Odin’s Chamber II, and Meeble Burrows where you can formulate a strategy to evade special attacks, and also with the defense adjustments it will be possible to withstand an enemy’s attack more than now as their attack power is reduced. The goal is to change the conditions where you need to defeat a monster right away because even a single regular hit from them deals too much damage.
Next, on to dark knight…
There are two large principles that the development team is keeping in mind:
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.
Finally, elemental magic.
When comparing the amount of damage a character deals, elemental magic possesses a higher potential than that of other front-line jobs. However, there is a wide variety of ways to support front-line jobs and not nearly as many ways to support back-line jobs.
Instead of focusing only on adjusting black mage, in addition to our our recently discussed elemental magic changes, we feel it would be better to address the support difference by enabling other jobs to offer more ways to enhance the capabilities of magic users.
Also, we do not have any plans to reduce the casting time or recast time any further than what was listed due to the fact that the average damage will increase and it will also be possible to deal good damage with tier II and III spells.
We are also planning to make adjustments to “-ga” and “-ja” type spells following these guidelines as well. Similarly, we are planning to make adjustments to ancient magic, slightly deviating from these guidelines. | |
Will it be only DRK? What do they mean by defense? Def gears? MDT/PDT? Shell/Pro/phalanx? That means you won't use DRK/WAR anymore because of last resort and berserk, or you won't use last resort anymore while other jobs could use it for 15% haste? I'm lost...
サーバ: Asura
Game: FFXI
Posts: 432
By Asura.Masekase 2013-01-19 03:26:54
Ok so I dont know much about 1.0 modifiers etc. But does this mean weapon skills like vorpal blade at 300% tp will become usefull again ?
Shiva.Arana
サーバ: Shiva
Game: FFXI
Posts: 1527
By Shiva.Arana 2013-01-19 03:34:26
Did you really have to quote the whole thing Detzu?
Valefor.Prothescar said: »occurs to me that I haven't even considered that attack down spells and weaponskills may become useful too Would be if they fixed our spells. :/
Still a very nice change though.
Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-01-19 04:07:48
Did you really have to quote the whole thing Detzu?
Valefor.Prothescar said: »occurs to me that I haven't even considered that attack down spells and weaponskills may become useful too Would be if they fixed our spells. :/
Still a very nice change though.
Sorry, I just woke up when I saw this and I had an emo reaction :/
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-19 04:23:43
Excitement.
Lakshmi.Saevel
サーバ: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-01-19 04:28:47
Quote: Blue Mage is only good against lower level mobs (legacy events, Abyssea), though some of what they've said might help a little bit, if they lower some mobs' levels, and increase one-handed melee damage.
Blue Mage is good for a helluva lot more then that. NNI, Meebles and Salvage II are events that I frequently bring BLU to. BLU is good for any event where your primary targets will be EM~VT and where your not receiving double BRD + COR buffs. This makes them not an option for super zergs (Legion, Prov Watcher, T6 Voidwatch, Odin II) but incredibly useful for dungeon type events. BLU/WAR is the swiss army knife of FFXI, you don't know how useful it is until you've run with a good one and then you end up noticing when it's not present.
Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-01-19 04:44:18
I don't get why they nerf only DRK's def.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-01-19 04:45:57
I don't get why they nerf only DRK's def. They're not, it's about using Last Resort which cuts your defense.
Leviathan.Draugo
サーバ: Leviathan
Game: FFXI
Posts: 2775
By Leviathan.Draugo 2013-01-19 04:48:21
Quote: Blue Mage is only good against lower level mobs (legacy events, Abyssea), though some of what they've said might help a little bit, if they lower some mobs' levels, and increase one-handed melee damage.
Blue Mage is good for a helluva lot more then that. NNI, Meebles and Salvage II are events that I frequently bring BLU to. BLU is good for any event where your primary targets will be EM~VT and where your not receiving double BRD + COR buffs. This makes them not an option for super zergs (Legion, Prov Watcher, T6 Voidwatch, Odin II) but incredibly useful for dungeon type events. BLU/WAR is the swiss army knife of FFXI, you don't know how useful it is until you've run with a good one and then you end up noticing when it's not present.
This stance in general is where I feel a lot of 1 handers take something for granted. One big *** mob, usually requires the 2 handers, multiple mobs killed in a timely fashion, that is where your 1 handers shine. Dynamis, Limbus 1 and 2, salvage 1 and 2, Nyzul 1 and 1, meebles and moblins, assaults, every 75 cap event, abyssea, the list goes on and on. Compare all that to what, legion, VWNMS, and.... something new in SoA? Just saying, the game was designed around being able to swap jobs for a reason. I started leveling mnk just to get in with salvage back in the day. I have at least 1 2 hander sorta leveled, I have TH. Don't try and be a one trick pony.
I have a friend that has all 3 roles covered very well in limiting himself to only 3 jobs. DRK BLU and SCH. And this guy knows his ***and is a pro at all 3 of them, and he is cool with that. Anyway, that last point really had no bearing on the conversation, but wanted to show respect to my man Muras.
Lakshmi.Saevel
サーバ: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-01-19 04:54:53
Quote: Blue Mage is only good against lower level mobs (legacy events, Abyssea), though some of what they've said might help a little bit, if they lower some mobs' levels, and increase one-handed melee damage.
Blue Mage is good for a helluva lot more then that. NNI, Meebles and Salvage II are events that I frequently bring BLU to. BLU is good for any event where your primary targets will be EM~VT and where your not receiving double BRD + COR buffs. This makes them not an option for super zergs (Legion, Prov Watcher, T6 Voidwatch, Odin II) but incredibly useful for dungeon type events. BLU/WAR is the swiss army knife of FFXI, you don't know how useful it is until you've run with a good one and then you end up noticing when it's not present.
This stance in general is where I feel a lot of 1 handers take something for granted. One big *** mob, usually requires the 2 handers, multiple mobs killed in a timely fashion, that is where your 1 handers shine. Dynamis, Limbus 1 and 2, salvage 1 and 2, Nyzul 1 and 1, meebles and moblins, assaults, every 75 cap event, abyssea, the list goes on and on. Compare all that to what, legion, VWNMS, and.... something new in SoA? Just saying, the game was designed around being able to swap jobs for a reason. I started leveling mnk just to get in with salvage back in the day. I have at least 1 2 hander sorta leveled, I have TH. Don't try and be a one trick pony.
I have a friend that has all 3 roles covered very well in limiting himself to only 3 jobs. DRK BLU and SCH. And this guy knows his ***and is a pro at all 3 of them, and he is cool with that. Anyway, that last point really had no bearing on the conversation, but wanted to show respect to my man Muras.
I believe the primary complaint is that most super content *now* is 2H onry. Big LS type stuff, namely Legion and Odin II with Prov Watcher and T6 VW being PUG content. Meebles and Salvage II are semi-recent additions where the rewards aren't exactly the best. NNI offers some of the best gear in the game but requires a very specific setup and most people confuse it's requirements with that of Legion. You still need at least two 2H DD's for NNI, mostly for rapidly taking down boss's and NM's.
Cerberus.Conagh
サーバ: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-01-19 04:56:55
DRK's have always taken considerably more DMG back at 75, so saying only DRK defence is being nerfed isn't accurate. Another thing to look at is what event is drk used in? do they need defence? Don't most of the events using DRK involve ZERGs and therefore PD?
2ndly as drk using LR will provide JA haste why does it have to be a win win? surely there needs to be balance such as subbing nin over war for more defence/Shadows? The entire idea to my understanding was to bring more strategic play to the game so this being said... NIN provides more survivability and less attack and DW, DNC provides a different aspect in as much as DW cures and Haste Samba, WAR provides more ATT/berserk and DA, DRK provides ATT, LR, JA haste (more than dnc considerably) and ofc ZERK and LR provide considerable def down. How is this any different? WAR and DRK both recieve more DMG using their respective JA it will just be a stronger effect (a double edged sword so to speak)
There will be no DMG reduction incurred from monster levels, which will increase all our DMG dealt, and in turn will lower overall DMG sustained from enemies, so the increased DMG from using JA may be more than other jobs, but will it be as detrimental as we're all thinking? Granted from monsters our own level or weaker than us, yes there will be a noted increase in DMG recieved, assuming this is not an effect only linked to Aldoulin (Not entirely sure on that what with translations etc) but from content that actually matters all I'm seeing is more ways to fight content while reducing our DMG sustained, UNLESS Monsters have rediculous HIGH attack and we've been protected by the Monster level correction.....
SE wouldn't be that evil would they?....
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-01-19 05:10:38
You still need at least two 2H DD's for NNI, mostly for rapidly taking down boss's and NM's. lol
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-01-19 05:19:04
2h weapons should have a severe accuracy penalty or something. It has to be harder to swing a great axe and hit something than to stab it with a dagger!
You should try out an Apocalypse sometime.
You'll miss Catastrophe 5 times in a row when you need it the most. :D
Even 95% ACC is'nt enough, need moar!
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-19 05:21:10
Pretty sure I missed an Exenterator the other day, so I feel you.
[+]
Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-01-19 05:28:34
Pretty sure I missed an Exenterator the other day, so I feel you.
I've missed an Entropy one day.
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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