|
Overall Battle System Adjustments for the Future
By Ophannus 2013-01-23 18:16:42
Quote: Feel free to quote me the bit that says H2H definitely isn't getting the ratio adjustments
Quote: Categorically hand-to-hand weapons fall under the single-handed weapon classification; however, the stats for hand-to-hand weapons are quite different from that of swords, which are literally held in just one hand, and they will not be treated the same. We will be separating hand-to-hand weapons from this balance adjustment and making changes that fit more in line with the weapon.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-23 18:18:03
I think that was directly referencing the STR/DEX ratios. It doesn't say that H2H definitely isn't getting the ratio adjustments, which are likely more general in coding scope.
[+]
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:22:45
That post is completely separate and dealing with separate mechanics. So until they confirm H2H isn't getting the ratio boost, then assuming H2H is included, PUP is gaining more from it than BST.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-23 18:24:59
I halfway hope H2H is not included just because it would annoy pchan.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:25:30
I said the same thing when I was talking to a friend earlier. MNK would still somehow be better than everything else in the game though, I'm sure.
[+]
サーバ: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-01-23 18:27:46
ya
By Ophannus 2013-01-23 18:28:37
It always made sense to me that 2handed weapons got the 1STR:0.75Attack ratio considering the fact that when you dual wield, you can get stupid combinations like +24 STR and +44 attack from 2x fire magian weapons whereas when you use a 2h, you only benefit from the stats of a single weapon. I guess it's less relevant now since they've made better 2handed weapons the past few years. Prior to the 75 cap increase, 2handed weapons outside of Mythic/Relics were trashy whereas WARs could do have Juggernaut/Ridill combos which are two weapons with monstrous stats. Like Juggernaut was +30 attack on a 1handed weapon and really 2handed weapons just had like +4 STR or +5 Attack or whatever. I still think 2handed weapons should keep the 1:0.75 ratio unique to them due to swinging slower and giving up the subhand slot for grips which are 99% of the time inferior to a subweapon in terms of stat bonuses and versatility that 1handed dual wield jobs get. Grips hardly makeup for it when you compare it to dual wield, if anything grips are just icing on the cake.
By Ophannus 2013-01-23 18:30:35
MNK dominated the game for the past few years with VW/Abyssea, if they got a the same treatment as 1h, I can see MNKs taking over easily given their durability, attack speed and abilities. It was only until Legion(and really only in Mul do they fall short of highly buffed DRKs and WARs, and honestly not by that much) that MNK's lost some of their shine. But considering how versatile and powerful MNKs are in pretty much any facet of the game, I think they'd need to tread carefully considering MNK doesn't need a damage boost like how one handed jobs, specifically THF/NIN/BLU do.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-01-23 18:32:05
SE is not going to stand for yet another job threatening SAM!
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:33:53
THF NIN and BST need more attention than DNC and BLU do. MNK's lead comes from Counterstance and Impetus more than anything else.
[+]
Sylph.Peldin
サーバ: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-23 18:34:44
if anything grips are just icing on the cake. My monk wishes he could put something in the sub-weapon slot =/
(inb4 dual wield clubs or staff/grip)
Sylph.Peldin
サーバ: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-23 18:36:53
Valefor.Prothescar said: »MNK's lead comes from Counterstance and Impetus more than anything else. ^^
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:38:14
DRG actually needs more attention than BLU and DNC too. Little known fact that DRG is actually inferior to either one in several situations.
@Peldin Counterstance is the main thing I couldn't counter (pun not intended) in my MNK v BLU simulations. Powerful defensive ability with a sizable increase in DoT is no joke.
Sylph.Peldin
サーバ: Sylph
Game: FFXI
Posts: 837
By Sylph.Peldin 2013-01-23 18:41:57
I guess I was thinking more in terms of events. I'm lucky if ADL even takes a swing at me =/
But yeah, it's super hawt for salvage, meebles, nyzul, and abyssea
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:42:23
In those cases the difference is less pronounced
By Ophannus 2013-01-23 18:45:59
I wanted to mention DRG but I feared I'd sound extremely biased since I'm known for only ever *** talk about DRG needing attention. My BLU/WAR has outdamaged my DRG/SAM by huge amounts on ADL, like I think I actually did close to double my DRG's entire melee damage on a few occasions. I know lol90content, but damn, BLU has so much potential as a melee just due to the insane gear and buffs we get. Never would have thought BLU would end up as a fantastic sword melee job considering pre-abyssea/neo nyzul, we've had absolute trash for melee gear.
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 18:49:01
Not so much that as much as sword wasn't a very good weapon for standard melee damage until Chant du Cygne, though BLU's highly inflated attack frequency is a major contributor too along with native DW3. Gear was always fine as long as you could get Homam
[+]
By ScaevolaBahamut 2013-01-23 19:13:01
MNK dominated the game for the past few years with VW/Abyssea, if they got a the same treatment as 1h, I can see MNKs taking over easily given their durability, attack speed and abilities. It was only until Legion(and really only in Mul do they fall short of highly buffed DRKs and WARs, and honestly not by that much) that MNK's lost some of their shine. But considering how versatile and powerful MNKs are in pretty much any facet of the game, I think they'd need to tread carefully considering MNK doesn't need a damage boost like how one handed jobs, specifically THF/NIN/BLU do.
Not only that, but the number of combat skill ranks per level on A+ jobs got crazy as we moved towards 99; obviously that's going to give MNK a huge bump.
By ScaevolaBahamut 2013-01-23 19:15:39
Valefor.Prothescar said: »Even if PUP was the best thing ever it'd still be lolPUP. Have you seen the clothes that they wear? Usukane+1 and Thaumas? They look just like MNKs!
So THAT'S why everyone is telling me i need to finish black belt :(
[+]
By ScaevolaBahamut 2013-01-23 19:18:14
That would be sad. Jokes aside, I think we'd all like to see BST and PUP get their day in the sun. BST has its sunlight....PUP needs that one event where its like "WOMG I WANT A PUP IN THAR!"
If you're talking about Dynamis, I would submit PUP is actually superior to BST simply because it can competently farm WS targets, meaning no competition other than potentially other PUPs.
By Quetzacoatl 2013-01-23 19:30:17
So wait, with the 1-hander update, is this going to put us back to the dual-wield era again? -_-;
edit: wait, what am I thinking? 2-handers will have the upper hand still with all our X-Hits anyways...
サーバ: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-01-23 19:35:33
It'll balance things out, won't put 1h ahead.
By Quetzacoatl 2013-01-23 20:08:19
Yeah, I honestly wanted to see some 1-H buffing as well, but I wouldn't have wanted it to encroach upon 2-Hander DD power.
By Ophannus 2013-01-24 01:05:03
Well 1h jobs are often more versatile and have other gimmicks besides damage. Since there's more to 1h jobs besides damage, I wouldn't want them to be on par with 2handers. I want them to close the gap but I'd rather NIN/THF/BLU and other 1handed jobs not be on par with SAM/DRK/WAR/DRG just because those jobs are pretty much only damage whereas a DNC can heal/tank, NIN can tank/debuff, BLU can do anything decently and has high damage spells to boot. If 1h approach 2h damage too much, then jobs 2h jobs will complain that they barely do more or less the same damage as a 1h job but the 1h jobs have tools to do other things that 2h jobs usually can't do.
Bismarck.Ihina
サーバ: Bismarck
Game: FFXI
Posts: 3187
By Bismarck.Ihina 2013-01-24 02:14:15
Don't forget that THFs can steal and increase direct gil drop with out gilfinder trait.
Carbuncle.Tyleron
サーバ: Carbuncle
Game: FFXI
Posts: 163
By Carbuncle.Tyleron 2013-01-24 11:52:25
Well 1h jobs are often more versatile and have other gimmicks besides damage. Since there's more to 1h jobs besides damage, I wouldn't want them to be on par with 2handers. I want them to close the gap but I'd rather NIN/THF/BLU and other 1handed jobs not be on par with SAM/DRK/WAR/DRG just because those jobs are pretty much only damage whereas a DNC can heal/tank, NIN can tank/debuff, BLU can do anything decently and has high damage spells to boot. If 1h approach 2h damage too much, then jobs 2h jobs will complain that they barely do more or less the same damage as a 1h job but the 1h jobs have tools to do other things that 2h jobs usually can't do.
I completely agree with the above, while I welcome changes, they need to be done in a manner that accommodates the entire game and does not focus solely on one aspect of the game I.e Zerg fights.
If all of a sudden a nin or blu or dnc can do similar DMG then a War why would you ever bring the war? Even if it was as much as 20% difference in DMG the versatility oh those jobs would mean that you would likely leave the war at home for almost every event.
As it is several jobs absolutely suck at low man events, namely war rng and to some extent Sam drg. Drk at least can self heal in those events.
Any significant change to how DMG is calculated can effectively eliminate the viability of heavy DD except in alliance events.
By volkom 2013-01-24 12:00:43
should allow thieves to use axes~
then i can pretend i'm really from assassin's creed with using af3.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-01-25 13:44:34
01-25-2013 10:29 AM | Slycer | BG Translator | |
| | Translations. Probably the most interesting thing here is the feedback from Matsui about upcoming info about enmity and changes to the system. I find the apparent hatred for Twilight Scythe to also be interesting, though, as I've never really seen that on the English-speaking side.
[Quoted post about defense adjustment]
You have clearly summed up what we've tried to express so far. The adjustments you refer to are the ones that will be performed, i.e.:
The upper limit on damage taken will be increase.
Damage taken will be able to be reduced further than it is currently.
That's it.
[Quoted post about adjusting the enmity cap so that PLD is actually useful, etc.]
With respect to enmity, we will also make adjustments.
For further discussion as far as how we will change this, I gave Matsui an opportunity to explain.
From Matsui:
"We will also disclose the current formula, so please give me a little more time to put together my response."
We'll trust that he will stick to his comment, so please excuse the lack of information in this post.
[Quoted post saying that the defense adjustments are not only going to potentially hurt back line jobs like yesterday's post said, but also front line jobs with lightweight equipment such as THF and NIN.]
Regarding jobs with lightweight equipment
Since there was a concern raised about this, I'd like give a response to this point.
The defense of lightweight and heavy equipment are not exactly the same; however, we plan to raise the defense ratings of both types of gear [not clear whether he's referring to past gear or just future gear; likely just future]. We do not want to create a situation where you are afraid to fight.
As examples mentioned in posts by others, we would like to introduce a little mode Damage Taken-% type equipment and increase the evasiveness of these jobs by various means.
[Quoted post saying that raising the attack/defense cap on 1H weapons to match 2H is not the kind of change they should be making and is too simple of a response. He's saying that right now 2H weapons are both more accurate and more powerful than 1H, and a good, sensible resolution to this would be to leave it so that 2H weapons are more powerful but make 1H weapons are more accurate than 2H.]
Regarding the change to raise the attack/defense ratio cap on 1H weapons to match the 2.25 cap on 2H weapons, please let me first point out that this is just a proposal and is certainly not the only idea that we have.
As with what you're proposing, we'd like to go in a direction that gives a unique characterization to each weapon type, and we will consider these adjustments in stages.
[Ton of posts about non-attribute damage weapons and how they function against monsters with shields up.]
Thank you for your feedback about non-attribute damage weapons.
Regarding Twilight Scythe, let me briefly summarize the kinds of feedback we've noticed so far:
Keep it as it is.
It needs to be adjusted.
- Lower the DMG rating
- Change the effect to be like Murasamemaru (non-attribute WS damage)
- Add more jobs that can equip it
Regarding the jobs that can equip it, this will not be part of the resolution. For the other possible resolutions (or if you're in favor of leaving it as is), please give us your opinions once again.
The final response won't be determined solely by the opinions of those that are expressed here, and we want to work carefully to make sure that any adjustment is done properly. Thanks for your feedback!
Translated by: Slycer | |
サーバ: Fenrir
Game: FFXI
Posts: 3344
By Fenrir.Weakness 2013-01-25 13:52:43
All I could gather from that post is that apparently JPs don't like Twilight Scythe?
<.<; That's... weird.
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.
|
|