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[Dev] Planned Adjustments and Enmity System Explanation
[Dev] Planned Adjustments and Enmity System Explanation
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サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-02-18 12:41:32
02-18-2013 10:39 AM | Slycer | BG Translator | |
| | Regarding Enmity
It's Matsui. Sorry to have kept you waiting.
Regarding what happens with enmity in FFXI, we have described it, including some numbers. I will also briefly mention how we plan to try to make adjustments.
I would like everyone to understand that I do not plan to expose all of the game mechanisms and future calculations. However, I believe it makes sense in this case to show how large the adjustments to the enmity system will be.
As a result, this is a little complex, and the text is also quite lengthy. However, in order to provide a more in depth discussion on enmity, I hope you'll give it a read.
The Enmity System
Quantification
With the enmity system, the monster determined the most threatening player character (hereafter "PC"), and uses this mechanism to choose its attack target. To make a determination as to which PC is most threatening, we must measure and compare the degree of threat using a parameter we call "enmity."
Purpose
However, the enmity system is not there to make the monster AI more intelligent. If anything, it is there to place some tactical significance on giving the PCs better control of the monster's target (to some extent).
Enmity Types (Classification by method of decay)
In FFXI, enmity is recorded and decays separately in two ways:
- Time-volatile enmity
Decays with time
- Damage-volatile enmity
Decays as the PC is damaged.
Because more than one PC takes action against hostile monsters, there is a list of PCs to keep track of enmity (although I refer to this as a "list" here I will not use that terminology again in this document).
On the list, the PC with the highest total value of "time-volatile enmity" and "damage-volatile enmity" will be the main target of the monster (the target of auto-attacks).
Actions (commands, such as magic) with enmity-related settings
- Classification by how enmity is increased (directly, indirectly, none)
Actions not related to enmity processing are set to the "none" type, while other actions are split into two categories depending on how they increase the enmity.
- Direct
These are hostile actions of the type taken by PCs directly against monsters which cause the monster's enmity towards the PC to increase. This is mainly related to damage and enfeebling commands.
- Indirect
When there is already a hostile relationship between a monster and PC1, friendly behaviors taken by PC2 on PC1 will generate enmity towards PC2. This is mainly related to recovery and enhancing commands.
- Classification by how enmity generation is calculated (fixed, effect-dependent)
- Fixed
When an action is performed successfully, a set value is added directly to damage-volatile and time-volatile enmity. This is generally related to actions without quantified results, such as enfeebling or enhancement.
- Effect-Dependent
This type of action adds damage-volatile and time-volatile enmity proportional to the amount of damage or healing, based on certain rules (a formula).
Final Formula
- Defining 1 Enmity
Talking about FFXIV for a moment here, at the time of the rehab, we described the calculation as 1 damage = 1 enmity, with no system to decay enmity over time.
In FFXI, the enmity does decay and is divided into "time-volatile" and "damage-volatile" because we believed that the purely the amount of damage dealt by stronger NMs was not sufficient for a decay mechanism and we have different methods of adding enmity dependent on the type of action (fixed or variable calculation).
The amount of enmity that will decay in one second is defined as 60 enmity (this is because development started on PS2 and the smallest unit of time measurement was 1/60, the framerate limit at the time). As an example (I'm hesitant to give numbers for everything), the "Provoke" job ability is a fixed-type calculation and is set to 1800 time-volatile enmity. In other words, the enmity generated decays completely in 30 seconds.
- Effect Change of the Enmity Calculation
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For enmity given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile enmity is calculated as 1/3 of the time-volatile enmity (25% of the total enmity).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile enmity to cap so easily by reviewing the "standard damage" values.
- Calculation of decay from damage taken
When a PC receives "d" damage from a monster, the damage-volatile enmity of the PC is reduced.
Damage-volatile enmity reduction = (1800 * d)/PC's max HP
In other words, if the PC takes the same amount of damage as their maximum HP, 1800 damage-volatile enmity is decayed.
*This calculation is subject to correction by Sentinel's effect.
*From the point of view of back-line jobs, this may be too low. By increasing the 1800 value, more enmity will be decayed when damage is taken. However, this would also have the reverse effect of making it difficult to maintain enmity when receiving damage as a tank. This all needs to be taken into consideration when making adjustments.
*For healing magic, the value is half of the above calculation.
Other
- Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
- Enmity Cap
The upper limit on enmity is common to all jobs and is the same for both the time-volatile and damage-volatile types.
By raising this limit, since we cannot eliminate the cap in the current system, and we can only raise the value by approximately three times, it will not be an effective solution.
It has also been proposed that we change the upper limit on enmity for each job. In that case, under the current circumstances it would mean that you will not always be able to maintain your target, depending on your job.
First Step of the Adjustment
- Standard Damage (Time-Volatile Enmity)
We first plan to adjust the "standard damage." Since we can set this for each level, we will only adjust the high levels without affecting the lower level ranges.
- Damage-Volatile Enmity
When the standard damage is adjusted, the enmity lost by damage taken will also be adjusted. At the time of taking damage or being healed, the amount of enmity and the proportion time-volatile and damage-volatile enmity reduced will be reviewed.
- Individual Commands
If there is a problem with fixed values for individual abilities, we will make adjustments.
- Content
When comparing a monster with twice the HP that takes twice the damage and a monster with 50% of the HP that takes 50% of the damage, the number of attacks to defeat the monsters will be identical, but the treatment of enmity will be significantly different. For the monster that takes reduced damage, enmity generation will occur at a much lower rate than the monster that takes increased damage. We must set content and monster parameters with an understanding of these mechanisms.
Translated by: Slycer | |
02-19-2013 06:15 PM | Akihiko Matsui | Dev Team | |
| | Enmity System Explanation and Planned Adjustments
Matsui here. Sorry to keep you all waiting so long.
I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.
Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.
Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.
| |
02-21-2013 09:42 AM | Slycer | BG Translator | |
| | Mocchi: Responses on Enmity
Thank you for all of your posts! Along with Matsui, I read all of the information in your replies.
Today, although Matsui was supposed to write some replies, a bunch of things came up and he didn't really have time to do so, so I'll be posted for him a bit.
Because I'm just writing up his responses from when we spoke earlier, there may be some missing or incorrect info. (Sorry in advance if this is the case, I'll correct it later).
For more details, please hang on a bit for Matsui to write up a response. Hope you understand!
Quote: Guy's wondering what they plan on doing from a development perspective, saying it's probably going to take a long time to think about it.
We want to avoid the current situation where the enmity remains stuck at the cap (= enmity control mechanism is not functioning well).
Since we wanted to receive everyone's feedback and respond first, we didn't go into too much detail on that part.
Sorry if there was not enough information!
Quote: Guy talking about standard damage calculations, pointing out two problems and his ideas for solutions:
Ideas
1) Time-Volatile Enmity (VE) decay can't keep up with the enmity increase
2) High damage WS yields as much enmity as 2-4 Provokes
Solutions
1) Set new standard damage from 76 on, using a new calculation that takes into account haste and multi-attacks
2) Make enmity accumulation from WS and possibly elemental magic FIXED rather than variable with damage.
In our original post, we listed your proposed improvement for 1) as one of the items that we are actually working on.
For enmity, we are considering a number of proposals and how to coordinate them with other updates. We do not want to pack too many changes into one update as then we run the risk of creating new issues. So, as the first part of the enmity update, we would like to set the new "standard damage" velues at the release of Seekers of Adoulin.
For 2), Matsui's response was "I didn't have much time to polish my initial response, so it was mostly just my rough first impressions on what needed to be adjusted and how to do it."
Translated by: Slycer | |
02-21-2013 01:43 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the posts thus far. We’ve been forwarding them to Producer Matsui who has been reading each and every one. He was planning to make a post last night, but unfortunately he was unable to secure the time, so for the time being I will post in place of him. With that said, the man himself will post in more detail once he has the right amount of free time.
For those of you who took the time to read over the entire post, I think you generally got a good understanding of how the system works, but might have been left feeling “okay, I got it, but what are you guys gonna do?”
To put it really simply, we will be making it so that players do not get stuck at the enmity cap in battle anymore (the current situation where the enmity control system is not functioning properly). Apologies if the main basis of our adjustment plan was not clearly spelled out.
While we have seen a good amount of suggestions for ways to adjust this, we are taking them all into consideration and have various other adjustment plans in mind, but to start out we will first be setting a new standard damage value when Seekers of Adoulin is released. The main reasoning for this is that if we were to cram all of the adjustments in at once, we wouldn’t really have a grasp of where the problems are coming from. | |
03-15-2013 09:39 AM | Slycer | BG Translator | |
| | Hello, it's Matsui.
We've been incredibly busy with preparations for the release of "Seekers of Adoulin," so I'm sorry that I've had to reduce the number of posts I've been making recently.
Content related to "Seekers of Adoulin" will be discussed in a separate post - this time, I'm writing about the adjustments that will be introduced in the March 28 version update [[March 27 NA time]].
Enmity Adjustment
We will make the initial adjustments that we discussed in the post about enmity. If the target is level 51 or higher, the enmity generated will be reduced in proportion to damage dealt. If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment (the current value). At the same time, we will also adjust the spell Cure V so that it generates less enmity.
Adjusting the Attack/Defense Ratio
We posted previously about future adjustments to the overall battle system. Here, I will discuss adjustments to be made in reference to the item "regarding defense." Post-adjustment, if the defense power of the player is extremely low compared to the monster target's attack power, the amount of damage received will be increased compared to before.
Example:
Attacking Monster's DMG: 100
Attacking Monster's Attack power: 1000
Defense Power: 250
Prior to adjustment: Target takes ~200 damage
After the adjustment: Target takes ~400 damage
*I have simplified the calculation in order to provide a clear example.
In conjunction, we will also update the following two points:
1) The maximum value of attack/defense ratio will be adjusted so that it is the same for one-handed and two-handed weapons.
2) The defense down penalty of Counterstance will be reduced.
Perfect Defense and Embrava
We have previously posted on the topic of Perfect Defense and Embrava adjustments. The adjustments have not changed from what previously posted. Rather than having to check the old post, I will again summarize the adjustments here. These adjustments go hand-in-hand with the battle content adjustments which are separately listed below.
Embrava
*Duration: 5 minutes -> 90 seconds
*Haste: 1% per 15 enhancing skill -> 1% per 20 enhancing skill
*Regain -> Refresh
Perfect Defense
*Duration: 90 seconds -> 30 seconds + 1 second per 20 summoning magic skill
Regarding the previous post about adjustments to be made to battle content overall, we will adjust the content in the "regarding content" item as described below.
Nyzul Isle Uncharted Area Survey
The level of monsters that appear will be adjusted
*Floors 1~19: Reduced by 10 levels
*Floors 20~39: Reduced by 7 levels
*Floors 40~59: Reduced by 4 levels
*Floors 60~79: Reduced by 2 levels
*Floors 80~100: Unchanged
*Note that this change also applies to notorious monsters.
We will also be adjusting the attributes of certain notorious monsters which only appear in Nyzul Isle Uncharted Area Survey. By selecting magic attacks or the attack type (based on weapon attributes) which targets a monster's weakness, the damage dealt will be even higher than before the adjustment.
Legion
For the monsters that appear in Legion, we have made adjustments that reduce stats such as the defense, attack power, and HP of the various monsters. We have also added weaknesses to certain monsters at the same time. By targeting a monster's weakness, it will be easier to defeat than before.
Einherjar
We have made adjustments that reduce stats such as the defense, attack power, and HP of Odin who appears in Odin's Chamber II.
Voidwatch
We will increase the effectiveness of the "void cluster" key items to include Provenance battles.
Walk of Echoes
We will reduce the levels of monsters that appear and remove the EX attribute from various coins and pouches. We will also add pouches for Devious Dice and Liminal Residue.
Salvage
The drop rate of level 35 items has been reviewed, and in Bhaflau Remnants, level 35 items will be adjusted to drop from additional monsters which appear within the area.
Adjustments to Twilight Scythe
The non-attribute damage effect of Twilight Scythe will be changed to an enhancement on the weapon. The enhancement will be set for unlimited uses (1/1), with a 60 second duration and 10 minute reuse time.
I'll finish up here with a couple other adjustments.
Expansion of the scope of "/yell"
Mocchi previously posted regarding the scope of the /yell function. As discussed by Fujito, we will hold off on increasing the scope to include Chocobo Circuit until other functions have been implemented for that area.
Current Areas: Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
After Adjustment: Eastern Adoulin, Western Adoulin, Aht Urhgan Whitegate, Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
Changing Mog Tablet Rewards
Mocchi also previously made a post about this. The Talaria and Nomad Moogle Statue will remain as potential item rewards, but we are replacing the other items. Since these are just intended as a fun bonus, we'll leave it to you to discover what was added.
Auto-translate
Without removing some less commonly used words and phrases, we cannot add additional phrases related to "Seekers of Adoulin." We will consider this, and plan to make replacements of some of the words in the auto-translate dictionary.
As mentioned in the intro, in addition to the above, of course, plenty of content will be added from Seekers of Adoulin. I'll work hard to put a post together for you about this next week.
I'll also work to follow-up on other work that we've been discussing, and I will post again as soon as new information is available. Thanks for your time!
Translated by: Slycer | |
03-15-2013 03:04 PM | Akihiko Matsui | Dev Team | |
| | Elements to be Implemented in the March 27th Version Update
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:
- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
|
Before |
|
After |
Effect Duration |
5 min |
→ |
90 sec |
Haste |
+1% per 15 enhancing magic skill |
→ |
+1% per 20 enhancing magic skill |
Regain |
Regain |
→ |
Refresh |
|
- Perfect Defense
|
Before |
|
After |
Effect Duration |
90 sec |
→ |
30 sec (+1 sec per 20 summoning magic skill) |
|
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
Floor |
Level |
Floors 1-19 |
Reduced by 10 levels |
Floors 20-39 |
Reduced by 7 levels |
Floors 40-59 |
Reduced by 4 levels |
Floors 60-79 |
Reduced by 2 levels |
Floors 80-100 |
No change |
|
*These changes will also be applied to notorious monsters. Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.
Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much. | |
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Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-02-18 12:41:38
03-19-2013 10:17 AM | Slycer | BG Translator | |
| | Mocchi: Various Responses
[[Someone asked about adjustments to reduce damage taken based on level correction.]]
We received a response on this from Matsui.
Sorry about that, we're also making adjustments for level difference correction. To be specific, it will be adjusted so that there will be no level difference compensation for monsters that will be added in the "Seekers of Adoulin" expansion.
When you compare a fight with no level difference correction and a fight with level difference correction, the damage taken by the player with the same defense is reduced more in the former.
[[Someone asked about H2H weapon adjustment.]]
The maximum damage value that can be dealt is based on the attack/defense ratio which will be adjusted in the same way for both hand-to-hand weapons and one-handed melee weapons. Therefore, fighting with hand-to-hand weapons and one-handed melee weapons should result in more damage dealt than in the past.
[[Someone asked what happened to the magic adjustment.]]
We're getting ready to make these adjustments to the test server to gather feedback from everyone. Once things calm down after the release of "Seekers of Adoulin," we'll have some more details.
[[Someone asked what happened to new SPs, thinking they would be timed together with the PD/Embrava nerf.]]
This was not the plan from the beginning, but it was one of the misunderstandings that originally caused us to postpone the adjustments to Embrava and Perfect defense.
In other words, we didn't originally intend to coordinate the addition of new SPs with the adjustments to Perfect Defense and Embrava. After considering the impact of all of the adjustments to be introduced simultaneously, we have decided that now is a good time to implement those ability adjustments.
We ask for your understanding in this.
[[Someone asked about potential enmity adjustment to Cure VI.]]
There is no plan to change Cure VI yet. Because of the overall adjustments to enmity, the benefit of using Cure V is degraded, so we have only adjusted Cure V. For Cure VI, there will be no adjustments to the enmity or cure recovery value.
Translated by: Slycer | |
03-19-2013 01:04 PM | Camate | Community Rep | |
| | Enmity System Explanation and Planned Adjustments
Greetings everyone!
I’d like to follow-up on a couple of questions in regards to the adjustments that are scheduled to take place during the March 27th version update.
I notice that no changes to Monster-Vs-Player level correction are mentioned here. Is something like that incoming and just not announced yet? Have plans changed in regard to it? Is a change to level correction coming later after seeing how things work with the new attack/defense calculations? |
In case there was any question or confusion, we will be performing the level correction adjustments we mentioned previously. And going forward, enemies that appear in Seekers of Adoulin will not have level correction effects placed on them.
Camate, can we get clarification on whether or not the attack ratio adjustments for one-handed weapons will apply to Hand-to-hand or not? |
Previously we mentioned that we felt it would be best to adjust hand-to-hand weapons as a separate category, but this was specifically in relation to stat modifiers, and not for adjustments to the attack/defense ratio. For the attack/defense ratio maximum damage value, hand-to-hand weapons will receive the same adjustments as other single-handed weapons. With this, the amount of damage dealt via single-handed weapons and hand-to-hand weapons will see an increase.
Where is the Elemental Magic update? |
In regards to the magic adjustments that were mentioned previously, once Seekers of Adoulin has been released and some time has passed we will be announcing the specifics on this. In the future we will be putting this data onto the Test Server for you all to try out and give feedback.
You are including the nearly useless Cure VI in the enmity reduction right? Right? (For the MP cost I almost expect Cure VI to reduce enmity...) |
There will be no changes to Cure VI. With the upcoming enmity adjustments, the use of Cure V would become somewhat poor, so we will only be making adjustments to Cure V, and would like to keep the amount of HP recovered and enmity generated for Cure VI as it is currently. | |
03-25-2013 05:45 PM | Okipuit | Community Rep | |
| | The other thread you mentioned raising the monster attack cap from 2.0 to 3.0, the above example is assuming a 4.0 cap. |
We have always planned to raise the monster attack cap from 2.0 to 4.0.
I mentioned these because if the level based attack bonus is not removed ... high level monsters will be dealing 1000~2000+ damage per melee hit on anyone who isn't an Paladin with Burtang. I know SE is wanting to make defense more important, yet 4.0 as a cap is extremely excessive if the monster is allowed to keep it's level bonus. |
Monsters that are added with Seekers of Adoulin will not have level correction applied so the damage will not be as high as you may be anticipating.
In the cases where level correction will take place in existing areas, you may see damage increases from monsters, but it will not amount to the numbers suggested. Regardless of whether there is level correction or not, we are adjusting enemies' levels and stats, so don't be afraid to attack and see that difference for yourself. Last thing, players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.
Camate will the developers be doing anything about the rampant use of defense down by every NM they've created? Currently all the harder NM's use some form of aoe defense down move that renders our defense useless. Even someone with Defender + Cocoon + Protect V + Taco will have no defense if something like Aegis Schism, Bilgestorm, Tourbillion, Yaksha: Damnation, Shadow Wreck, Dark Star or Flank Opening hits them. There are too many -defense moves to name and they all make defense pretty useless of a state to use. |
Same as the above and I'm sure you guys are aware of the following: More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks. | |
03-26-2013 02:49 PM | Camate | Community Rep | |
| | Greetings everyone.
The version update is right around the corner, and I have a couple more points to follow-up on.
With the level correction adjustments for the monsters that are added in Seekers of Adoulin, I believe Flashy Shot will lose its meaning completely… |
We do believe that revamping Flashy Shot is necessary, and we will be making adjustments so that there is a good effect in line with the level correction adjustment; however, we will not be able to address it in the upcoming version update. We apologize, but please give us a bit of time for this.
Whatever happened to the planned revamp to Recycle? Are you ever going to make adjustments so that ranged attacks? |
Shortly after the release of Seekers of Adoulin we plan to make Recycle a job trait. With this, we will be making it so the effect of Recycle is stronger than what it is currently.
In addition to this, we also plan on changing the effect of Scavenge. Specifically, we will be making it and ability where you can recover ammo that has been consumed.
We feel that with the above two adjustments the costs associated with ammo will be reduced.
I’m thinking it would have been a good idea to make the elemental magic adjustments at the same time Geomancer is introduced to the game, so I would really like to see these changes implemented as soon as possible.
Also, are any adjustments going to be made for cumulative magic resistance? With the current job balance I feel this is not necessary. |
We understand that this is being said in comparison to the current front-line job situation. However, the battles in Seeker of Adoulin will be quite different and the merits for being able to attack from long distance will be greater. While it’s true that the damage for elemental magic spells will be lower when they are resisted, one large benefit is that they do not miss due to evasion like melee attacks. With the elemental magic adjustments that will be made from here on out, as well as through the addition of new equipment, these variations and other things will be reduced, so we’d like to start out by doing this.
Eliminating the cumulative magic resistance right away would only cause melee to be unnecessary, and would work against everything we are doing with the restructuring of the battles. With that said, we’d like to perform the adjustments we are working on first and then plan our next move based on the results. There is a possibility for adjustments to cumulative magic resistance if we determine that it is necessary.
Please make sure that you make adjustments so that using a Cure V doesn’t make enemies instantly head for the white mage. |
While balancing content such as Skirmish, we noticed that when white mages used Cure V the frequency of enemies targeting them was high, so we are currently making adjustments.
With the attack/defense ratio adjustments I’m worried that my automaton is going to become extremely weak. |
If no care is given to use earth maneuvers for boosting defense, then there is a possibility that the damage taken by the automaton will increase.
With that said though, as stronger monsters are introduced, players will have to obtain stronger equipment to bridge the level gap, whereas pets do not have this option (since they cannot equip gear), so we feel that adjustments are necessary moving forward. | |
04-03-2013 12:20 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the feedback on enmity. Just as Producer Matsui has mentioned, we will be performing on-going adjustments to the enmity system and will start by working on laying the groundwork and the essential features.
Once the groundwork has been properly established, we’ll be working on the slightly smaller aspects and after that focus on the minute portions.
This should give you an idea of the progression we have mapped out, but let me shift into a slightly more detailed explanation.
Based on the feedback we have been seeing on the forums, for our next step we will be making adjustments to the static enmity generated from some job abilities and spells around the end of this month. (This is of course pending that there are no major issues along the way.)
With the adjustments we will be reducing the enmity generated by approximately half of the current value.
Additionally, we will be increasing the amount of enmity generated by the white magic spells Reprisal and Foil.
We will let you know the details on which job abilities and spells will be adjusted to have less enmity generation in the coming days, but I wanted to inform you of what we have planned ahead of time. | |
04-15-2013 11:00 AM | Slycer | BG Translator | |
| | Looks like this covers almost every fixed-type spell. Notably, a lot of AoE spells are excluded (e.g. Sleepga, Barspellra, etc.), and I also noticed some random exclusions like Baramnesia. I'm sure there are other exclusions as well, maybe comment about them on Discussion thread. As far as JAs, looks like they just tackled a couple, mainly for RNG/BST, but also notably Benediction (somewhat surprising to me as the WHM Relic+2 body already has an Enmity-50 augment for Benediction).
-----
Mocchi: Enmity Adjustments for Spells/Abilities
This is a follow-up report.
In the next version update, as a next step to the enmity adjustments, we will be adjusting some spells and job abilities that are classified with fixed-type enmity increase.
Most affected spells and abilities will be adjusted to yield approximately half of the enmity that they currently receive.
However, Foil and Reprisal will both see increases to the amount of enmity yielded.
For the abilities and spells below, we will lower the amount of enmity yielded:
Job Abilities
Benediction / Shadowbind / Sharpshot / Barrage / Heel / Leave / Sic / Stay / Reward / Deactivate
White Magic
Raise / Raise II / Raise III / Arise / Poisona / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow / Slow II / Haste / Paralyze / Paralyze II / Silence / Barfire / Barblizzard / Baraero / Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barblind / Barsilence / Barpetrify / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire / Enfire II / Enblizzard / Enblizzard II / Enaero / Enaero II / Enstone / Enstone II / Enthunder / Enthunder II / Enwater / Enwater II / Enlight / Phalanx / Phalanx II / Regen / Regen II / Regen III / Regen IV / Regen V / Refresh / Refresh II / Aurorastorm / Voidstorm / Firestorm / Hailstorm / Windstorm / Sandstorm / Thunderstorm / Rainstorm / Adloquium / Animus Augeo / Animus Minuo
Black Magic
Poison / Poison II / Poisonga / Bio / Bio II / Bio III / Burn / Frost / Choke / Rasp / Shock / Drown / Retrace / Blaze Spikes / Ice Spikes / Shock Spikes / Sleep / Sleep II / Blind / Blind II / Break / Breakga / Bind / Dispel / Absorb-STR / Absorb-DEX / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-MND / Absorb-CHR / Absorb-Acc / Absorb-Attri / Endark / Klimaform
Bard Songs
Too lazy to translate all of these. It's basically everything.
Ninjutsu
See above.
Geomancy
Ditto.
Translated by: Slycer | |
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-02-18 12:52:26
I didn't know this matter had system limitations. At least I never saw anyone mentioning it.
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-02-18 12:55:51
I didn't know this matter had system limitations. At least I never saw anyone mentioning it.
Probably because this is the first time they actually explain the enmity system, atleast as far as I'm aware.
Edit:
Pretty cool to see they're atually using the same numbers are Kaeko found though, just using a bit different names.
サーバ: Bahamut
Game: FFXI
Posts: 4554
By Bahamut.Raenryong 2013-02-18 13:01:49
Very nice confirmation of Kaeko's testing.
By ScaevolaBahamut 2013-02-18 13:04:26
Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known?
サーバ: Bahamut
Game: FFXI
Posts: 4554
By Bahamut.Raenryong 2013-02-18 13:08:13
Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known?
It was known that there was a maximum distance at which enmity could be gained, and that there was a constant increase in enmity gained from resting!
Cerberus.Eugene
サーバ: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-02-18 13:09:30
I didn't know this matter had system limitations. At least I never saw anyone mentioning it. It makes sense, tying the the decay rate to a non arbitrary value. I'm not sure Kaeko ever determined the rate at which VE decays with such specificity because of delay issues, but this would fit in pretty well with his model.
Cerberus.Eugene
サーバ: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-02-18 13:09:42
Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known? Yes.
Edit: beaten.
Garuda.Chanti
サーバ: Garuda
Game: FFXI
Posts: 11419
By Garuda.Chanti 2013-02-18 13:10:13
I didn't know this matter had system limitations. At least I never saw anyone mentioning it.
"PS2 limitations"
AGAIN
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4195
By Ragnarok.Sekundes 2013-02-18 13:10:19
Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known?
A distance value wasn't known(that I ever heard) but it was known and I at least assumed it to be the same distance as cures and other things not getting hate.
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-02-18 13:10:20
Bahamut.Raenryong said: »Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known?
It was known that there was a maximum distance at which enmity could be gained, and that there was a constant increase in enmity gained from resting!
I've never seen mention of this before actually :o
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-02-18 13:11:39
Ragnarok.Sekundes said: »Quote: Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
Neat! Was this known?
A distance value wasn't known(that I ever heard) but it was known and I at least assumed it to be the same distance as cures and other things not getting hate. I honestly believed it was the cure distance as well ._.;
Cerberus.Eugene
サーバ: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-02-18 13:11:45
Don't rest around Kirin's kite path brings a whole new meaning doesn't it?
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4195
By Ragnarok.Sekundes 2013-02-18 13:13:43
I didn't know this matter had system limitations. At least I never saw anyone mentioning it. It makes sense, tying the the decay rate to a non arbitrary value. I'm not sure Kaeko ever determined the rate at which VE decays with such specificity because of delay issues, but this would fit in pretty well with his model. He's stated it at 60 VE per second right? Is that an inaccurate amount?
Cerberus.Kvazz
サーバ: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2013-02-18 13:14:26
Ragnarok.Sekundes said: »I didn't know this matter had system limitations. At least I never saw anyone mentioning it. It makes sense, tying the the decay rate to a non arbitrary value. I'm not sure Kaeko ever determined the rate at which VE decays with such specificity because of delay issues, but this would fit in pretty well with his model. He's stated it at 60 VE per second right? Is that an inaccurate amount?
No, that's correct, SE said 60 aswell
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4195
By Ragnarok.Sekundes 2013-02-18 13:17:58
Ah, well cool to have an exact confirmation then. +1 for Kaeko as usual.
[+]
Fenrir.Mariane
サーバ: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2013-02-18 13:18:03
Good to see the people at SE is taking their heads out of the hole and stopped treating their games like some "magic voodoo" only them should understand. lol
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-02-18 13:19:42
Good to see the people at SE is taking their heads out of the hole and stopped treating their games like some "magic voodoo" only them should understand. lol You mean this game isn't run by feelings and math is actually involved? :(
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-02-18 13:21:14
Qiqirn hat is the best headpiece for every job in every situation cause it's cute.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4195
By Ragnarok.Sekundes 2013-02-18 13:21:52
I thought it was run by strings attached to a weather station in kyoto.
Quetzalcoatl.Milliniar
サーバ: Quetzalcoatl
Game: FFXI
Posts: 262
By Quetzalcoatl.Milliniar 2013-02-18 13:33:43
Good to see the people at SE is taking their heads out of the hole and stopped treating their games like some "magic voodoo" only them should understand. lol You mean this game isn't run by feelings and math is actually involved? :( but at least from the contest they had we know moogle's law really exists.
Fenrir.Mariane
サーバ: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2013-02-18 13:37:14
Good to see the people at SE is taking their heads out of the hole and stopped treating their games like some "magic voodoo" only them should understand. lol You mean this game isn't run by feelings and math is actually involved? :(
I was commenting about how they used to make the underlying formulas "feel" like it's the Coca Cola formula (everyone knows what is used to make COKE but nobody who is involved talks about it) while players worked out how it works their own way through painful and slow methods.
Instead of being that silly they're more open minded now. I wonder if it has to do with this:
http://uk.finance.yahoo.com/q/bc?s=EI4.BE
サーバ: Phoenix
Game: FFXI
Posts: 2011
By Phoenix.Dabackpack 2013-02-18 13:39:18
Always nice to receive confirmation about player speculation on important game mechanics. My question is about their 'first steps' to adjust the system. I understand that the listed adjustments aren't all that's happening, but I would like to know what really ends up happening in the long-run.
Lakshmi.Rearden
サーバ: Lakshmi
Game: FFXI
Posts: 1130
By Lakshmi.Rearden 2013-02-18 13:48:24
It seems like their best solution will be to increase the cap by 50% for whichever jobs they deem as tanks, by 25% for jobs that function as off tanks, leave DD jobs where they are at, and move healers/enfeeblers to 75% of current caps.
(If indeed no unlimited enmity generation is possible)
Simply changing the amount of damage that generates enmity only puts us back at 75 cap days. Even then, the game could be zerged and tank classes out tanked.
[+]
By Heimdel 2013-02-18 13:59:34
I just think they should add a piece of all jobs gear that raises the enemity cap for the wearer. That way a person who suppose to be tanking can put it on to hold hate easier over others nor wearing it. If it is a issue of it locking hate to much ust have it also increase the rate of enemity decay so the person still has to work at keeping hate on them to some degree.
[+]
VIP
サーバ: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-02-18 14:11:17
Having an upper limit isn't a big issue a long as you adjust the points. Can't move the goalposts and leave the 50yard line where it is. A variable cap on the rate of emnity gain could be nice too. Some kind of job trait that wouldn't require a tank to solo a mob to 80% before a dd could even engage it for fear of pulling hate with a single ws.
Fenrir.Mariane
サーバ: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2013-02-18 14:19:28
Some kind of job trait that wouldn't require a tank to solo a mob to 80% before a dd could even engage it for fear of pulling hate with a single ws.
Don't give them silly ideas ... They might like it and put into the game ... (they could take what you wrote in the reverse way and implement it as a mechanic lol)
02-18-2013 10:39 AM | Slycer | BG Translator | |
| | Regarding Enmity
It's Matsui. Sorry to have kept you waiting.
Regarding what happens with enmity in FFXI, we have described it, including some numbers. I will also briefly mention how we plan to try to make adjustments.
I would like everyone to understand that I do not plan to expose all of the game mechanisms and future calculations. However, I believe it makes sense in this case to show how large the adjustments to the enmity system will be.
As a result, this is a little complex, and the text is also quite lengthy. However, in order to provide a more in depth discussion on enmity, I hope you'll give it a read.
The Enmity System
Quantification
With the enmity system, the monster determined the most threatening player character (hereafter "PC"), and uses this mechanism to choose its attack target. To make a determination as to which PC is most threatening, we must measure and compare the degree of threat using a parameter we call "enmity."
Purpose
However, the enmity system is not there to make the monster AI more intelligent. If anything, it is there to place some tactical significance on giving the PCs better control of the monster's target (to some extent).
Enmity Types (Classification by method of decay)
In FFXI, enmity is recorded and decays separately in two ways:
- Time-volatile enmity
Decays with time
- Damage-volatile enmity
Decays as the PC is damaged.
Because more than one PC takes action against hostile monsters, there is a list of PCs to keep track of enmity (although I refer to this as a "list" here I will not use that terminology again in this document).
On the list, the PC with the highest total value of "time-volatile enmity" and "damage-volatile enmity" will be the main target of the monster (the target of auto-attacks).
Actions (commands, such as magic) with enmity-related settings
- Classification by how enmity is increased (directly, indirectly, none)
Actions not related to enmity processing are set to the "none" type, while other actions are split into two categories depending on how they increase the enmity.
- Direct
These are hostile actions of the type taken by PCs directly against monsters which cause the monster's enmity towards the PC to increase. This is mainly related to damage and enfeebling commands.
- Indirect
When there is already a hostile relationship between a monster and PC1, friendly behaviors taken by PC2 on PC1 will generate enmity towards PC2. This is mainly related to recovery and enhancing commands.
- Classification by how enmity generation is calculated (fixed, effect-dependent)
- Fixed
When an action is performed successfully, a set value is added directly to damage-volatile and time-volatile enmity. This is generally related to actions without quantified results, such as enfeebling or enhancement.
- Effect-Dependent
This type of action adds damage-volatile and time-volatile enmity proportional to the amount of damage or healing, based on certain rules (a formula).
Final Formula
- Defining 1 Enmity
Talking about FFXIV for a moment here, at the time of the rehab, we described the calculation as 1 damage = 1 enmity, with no system to decay enmity over time.
In FFXI, the enmity does decay and is divided into "time-volatile" and "damage-volatile" because we believed that the purely the amount of damage dealt by stronger NMs was not sufficient for a decay mechanism and we have different methods of adding enmity dependent on the type of action (fixed or variable calculation).
The amount of enmity that will decay in one second is defined as 60 enmity (this is because development started on PS2 and the smallest unit of time measurement was 1/60, the framerate limit at the time). As an example (I'm hesitant to give numbers for everything), the "Provoke" job ability is a fixed-type calculation and is set to 1800 time-volatile enmity. In other words, the enmity generated decays completely in 30 seconds.
- Effect Change of the Enmity Calculation
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For enmity given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile enmity is calculated as 1/3 of the time-volatile enmity (25% of the total enmity).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile enmity to cap so easily by reviewing the "standard damage" values.
- Calculation of decay from damage taken
When a PC receives "d" damage from a monster, the damage-volatile enmity of the PC is reduced.
Damage-volatile enmity reduction = (1800 * d)/PC's max HP
In other words, if the PC takes the same amount of damage as their maximum HP, 1800 damage-volatile enmity is decayed.
*This calculation is subject to correction by Sentinel's effect.
*From the point of view of back-line jobs, this may be too low. By increasing the 1800 value, more enmity will be decayed when damage is taken. However, this would also have the reverse effect of making it difficult to maintain enmity when receiving damage as a tank. This all needs to be taken into consideration when making adjustments.
*For healing magic, the value is half of the above calculation.
Other
- Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
- Enmity Cap
The upper limit on enmity is common to all jobs and is the same for both the time-volatile and damage-volatile types.
By raising this limit, since we cannot eliminate the cap in the current system, and we can only raise the value by approximately three times, it will not be an effective solution.
It has also been proposed that we change the upper limit on enmity for each job. In that case, under the current circumstances it would mean that you will not always be able to maintain your target, depending on your job.
First Step of the Adjustment
- Standard Damage (Time-Volatile Enmity)
We first plan to adjust the "standard damage." Since we can set this for each level, we will only adjust the high levels without affecting the lower level ranges.
- Damage-Volatile Enmity
When the standard damage is adjusted, the enmity lost by damage taken will also be adjusted. At the time of taking damage or being healed, the amount of enmity and the proportion time-volatile and damage-volatile enmity reduced will be reviewed.
- Individual Commands
If there is a problem with fixed values for individual abilities, we will make adjustments.
- Content
When comparing a monster with twice the HP that takes twice the damage and a monster with 50% of the HP that takes 50% of the damage, the number of attacks to defeat the monsters will be identical, but the treatment of enmity will be significantly different. For the monster that takes reduced damage, enmity generation will occur at a much lower rate than the monster that takes increased damage. We must set content and monster parameters with an understanding of these mechanisms.
Translated by: Slycer | |
02-19-2013 06:15 PM | Akihiko Matsui | Dev Team | |
| | Enmity System Explanation and Planned Adjustments
Matsui here. Sorry to keep you all waiting so long.
I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.
Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.
Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.
| |
02-21-2013 09:42 AM | Slycer | BG Translator | |
| | Mocchi: Responses on Enmity
Thank you for all of your posts! Along with Matsui, I read all of the information in your replies.
Today, although Matsui was supposed to write some replies, a bunch of things came up and he didn't really have time to do so, so I'll be posted for him a bit.
Because I'm just writing up his responses from when we spoke earlier, there may be some missing or incorrect info. (Sorry in advance if this is the case, I'll correct it later).
For more details, please hang on a bit for Matsui to write up a response. Hope you understand!
Quote: Guy's wondering what they plan on doing from a development perspective, saying it's probably going to take a long time to think about it.
We want to avoid the current situation where the enmity remains stuck at the cap (= enmity control mechanism is not functioning well).
Since we wanted to receive everyone's feedback and respond first, we didn't go into too much detail on that part.
Sorry if there was not enough information!
Quote: Guy talking about standard damage calculations, pointing out two problems and his ideas for solutions:
Ideas
1) Time-Volatile Enmity (VE) decay can't keep up with the enmity increase
2) High damage WS yields as much enmity as 2-4 Provokes
Solutions
1) Set new standard damage from 76 on, using a new calculation that takes into account haste and multi-attacks
2) Make enmity accumulation from WS and possibly elemental magic FIXED rather than variable with damage.
In our original post, we listed your proposed improvement for 1) as one of the items that we are actually working on.
For enmity, we are considering a number of proposals and how to coordinate them with other updates. We do not want to pack too many changes into one update as then we run the risk of creating new issues. So, as the first part of the enmity update, we would like to set the new "standard damage" velues at the release of Seekers of Adoulin.
For 2), Matsui's response was "I didn't have much time to polish my initial response, so it was mostly just my rough first impressions on what needed to be adjusted and how to do it."
Translated by: Slycer | |
02-21-2013 01:43 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the posts thus far. We’ve been forwarding them to Producer Matsui who has been reading each and every one. He was planning to make a post last night, but unfortunately he was unable to secure the time, so for the time being I will post in place of him. With that said, the man himself will post in more detail once he has the right amount of free time.
For those of you who took the time to read over the entire post, I think you generally got a good understanding of how the system works, but might have been left feeling “okay, I got it, but what are you guys gonna do?”
To put it really simply, we will be making it so that players do not get stuck at the enmity cap in battle anymore (the current situation where the enmity control system is not functioning properly). Apologies if the main basis of our adjustment plan was not clearly spelled out.
While we have seen a good amount of suggestions for ways to adjust this, we are taking them all into consideration and have various other adjustment plans in mind, but to start out we will first be setting a new standard damage value when Seekers of Adoulin is released. The main reasoning for this is that if we were to cram all of the adjustments in at once, we wouldn’t really have a grasp of where the problems are coming from. | |
03-15-2013 09:39 AM | Slycer | BG Translator | |
| | Hello, it's Matsui.
We've been incredibly busy with preparations for the release of "Seekers of Adoulin," so I'm sorry that I've had to reduce the number of posts I've been making recently.
Content related to "Seekers of Adoulin" will be discussed in a separate post - this time, I'm writing about the adjustments that will be introduced in the March 28 version update [[March 27 NA time]].
Enmity Adjustment
We will make the initial adjustments that we discussed in the post about enmity. If the target is level 51 or higher, the enmity generated will be reduced in proportion to damage dealt. If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment (the current value). At the same time, we will also adjust the spell Cure V so that it generates less enmity.
Adjusting the Attack/Defense Ratio
We posted previously about future adjustments to the overall battle system. Here, I will discuss adjustments to be made in reference to the item "regarding defense." Post-adjustment, if the defense power of the player is extremely low compared to the monster target's attack power, the amount of damage received will be increased compared to before.
Example:
Attacking Monster's DMG: 100
Attacking Monster's Attack power: 1000
Defense Power: 250
Prior to adjustment: Target takes ~200 damage
After the adjustment: Target takes ~400 damage
*I have simplified the calculation in order to provide a clear example.
In conjunction, we will also update the following two points:
1) The maximum value of attack/defense ratio will be adjusted so that it is the same for one-handed and two-handed weapons.
2) The defense down penalty of Counterstance will be reduced.
Perfect Defense and Embrava
We have previously posted on the topic of Perfect Defense and Embrava adjustments. The adjustments have not changed from what previously posted. Rather than having to check the old post, I will again summarize the adjustments here. These adjustments go hand-in-hand with the battle content adjustments which are separately listed below.
Embrava
*Duration: 5 minutes -> 90 seconds
*Haste: 1% per 15 enhancing skill -> 1% per 20 enhancing skill
*Regain -> Refresh
Perfect Defense
*Duration: 90 seconds -> 30 seconds + 1 second per 20 summoning magic skill
Regarding the previous post about adjustments to be made to battle content overall, we will adjust the content in the "regarding content" item as described below.
Nyzul Isle Uncharted Area Survey
The level of monsters that appear will be adjusted
*Floors 1~19: Reduced by 10 levels
*Floors 20~39: Reduced by 7 levels
*Floors 40~59: Reduced by 4 levels
*Floors 60~79: Reduced by 2 levels
*Floors 80~100: Unchanged
*Note that this change also applies to notorious monsters.
We will also be adjusting the attributes of certain notorious monsters which only appear in Nyzul Isle Uncharted Area Survey. By selecting magic attacks or the attack type (based on weapon attributes) which targets a monster's weakness, the damage dealt will be even higher than before the adjustment.
Legion
For the monsters that appear in Legion, we have made adjustments that reduce stats such as the defense, attack power, and HP of the various monsters. We have also added weaknesses to certain monsters at the same time. By targeting a monster's weakness, it will be easier to defeat than before.
Einherjar
We have made adjustments that reduce stats such as the defense, attack power, and HP of Odin who appears in Odin's Chamber II.
Voidwatch
We will increase the effectiveness of the "void cluster" key items to include Provenance battles.
Walk of Echoes
We will reduce the levels of monsters that appear and remove the EX attribute from various coins and pouches. We will also add pouches for Devious Dice and Liminal Residue.
Salvage
The drop rate of level 35 items has been reviewed, and in Bhaflau Remnants, level 35 items will be adjusted to drop from additional monsters which appear within the area.
Adjustments to Twilight Scythe
The non-attribute damage effect of Twilight Scythe will be changed to an enhancement on the weapon. The enhancement will be set for unlimited uses (1/1), with a 60 second duration and 10 minute reuse time.
I'll finish up here with a couple other adjustments.
Expansion of the scope of "/yell"
Mocchi previously posted regarding the scope of the /yell function. As discussed by Fujito, we will hold off on increasing the scope to include Chocobo Circuit until other functions have been implemented for that area.
Current Areas: Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
After Adjustment: Eastern Adoulin, Western Adoulin, Aht Urhgan Whitegate, Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
Changing Mog Tablet Rewards
Mocchi also previously made a post about this. The Talaria and Nomad Moogle Statue will remain as potential item rewards, but we are replacing the other items. Since these are just intended as a fun bonus, we'll leave it to you to discover what was added.
Auto-translate
Without removing some less commonly used words and phrases, we cannot add additional phrases related to "Seekers of Adoulin." We will consider this, and plan to make replacements of some of the words in the auto-translate dictionary.
As mentioned in the intro, in addition to the above, of course, plenty of content will be added from Seekers of Adoulin. I'll work hard to put a post together for you about this next week.
I'll also work to follow-up on other work that we've been discussing, and I will post again as soon as new information is available. Thanks for your time!
Translated by: Slycer | |
03-15-2013 03:04 PM | Akihiko Matsui | Dev Team | |
| | Elements to be Implemented in the March 27th Version Update
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:
- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
|
Before |
|
After |
Effect Duration |
5 min |
→ |
90 sec |
Haste |
+1% per 15 enhancing magic skill |
→ |
+1% per 20 enhancing magic skill |
Regain |
Regain |
→ |
Refresh |
|
- Perfect Defense
|
Before |
|
After |
Effect Duration |
90 sec |
→ |
30 sec (+1 sec per 20 summoning magic skill) |
|
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
Floor |
Level |
Floors 1-19 |
Reduced by 10 levels |
Floors 20-39 |
Reduced by 7 levels |
Floors 40-59 |
Reduced by 4 levels |
Floors 60-79 |
Reduced by 2 levels |
Floors 80-100 |
No change |
|
*These changes will also be applied to notorious monsters. Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.
Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much. | |
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