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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 2013-03-26 14:55:21
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. | |
サーバ: Bismarck
Game: FFXI
Posts: 9553
By Bismarck.Moonlightespada 2013-03-26 14:57:11
mind ya that automaton comment at the end, dosn't mean we wont see Tier3 attachments to compensate for it
サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 14:59:05
spammin earth maneuvers like a bau5
Bismarck.Helel
サーバ: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2013-03-26 15:07:18
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
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Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-03-26 15:08:55
The flashy shot thing doesn't make sense. Didn't they say they weren't removing level correction for players --> monsters?
サーバ: Asura
Game: FFXI
Posts: 3080
By Asura.Yomisha 2013-03-26 15:13:23
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap. Quote: Specifically, we will be making it an ability where you can recover ammo that has been consumed.
They would have to really *** that up for it to be dogbolts. <.<;
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サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 15:16:13
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
They really need to give COR some ammo love and give them some recycle traits too
Leviathan.Suljin
サーバ: Leviathan
Game: FFXI
Posts: 69
By Leviathan.Suljin 2013-03-26 15:19:03
Hopefully they will just readjust att/def growth for autos instead of more tiered attachments that we can't possibly use because of too many, too few spots, and low priority
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 15:27:47
Hopefully they will just readjust att/def growth for autos instead of more tiered attachments that we can't possibly use because of too many, too few spots, and low priority
They said using earth maneuvers, will help, but they changed both armor plates to just be PDT- didn't they? Could swear they did. Even if spamming earths, 1) it would really reduce the puppets dmg/usefulness 2) wouldn't help too too much considering monster ratio is being capped at 4.0, no? Wouldn't they still take ungodly dmg? 3) Can they fix Barrier Module plz? My auto doesn't seem to shield bash terribly often despite it "reducing the recast on shield bash".
Leviathan.Suljin
サーバ: Leviathan
Game: FFXI
Posts: 69
By Leviathan.Suljin 2013-03-26 15:37:21
Yes, armor plates are PDT now, so again that wont really solve the problem directly. Just means they would be permanently needed attachments -_- and yes as you said, limits the pup's performance otherwise. I can see on nms needing to balance dd and defense attachments, but on regular mobs thats kinda stupid.
3) do you combo barrier module and hammermill? I know it doesn't say anything with it, but I swear the combo makes shield bash rate much higher or I'm crazy (possibly). You could also add tactical processor. I guess you could look at it as: if the auto "misses" a window for using shield bash due to low rate of checking its surroundings, it wouldn't use it until the next possible shield bash opportunity, again assuming it didn't "miss" that one as well if it was busy. Increasing the check rate would improve that. For mobs I actually want Poppo to bash and inhibit I'll add that, but its a little more situational.
Diabolos.Raelia
サーバ: Diabolos
Game: FFXI
Posts: 1707
By Diabolos.Raelia 2013-03-26 15:38:49
The flashy shot thing doesn't make sense. Didn't they say they weren't removing level correction for players --> monsters? No, they've just pointed out that all mobs in SoA are gonna be level 99 with special resistances instead of level 120 shenanigans to force difficulty, hence why Flashy Shot might be irrelevant in all of the new content.
Fenrir.Sylow
サーバ: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-03-26 15:44:31
The flashy shot thing doesn't make sense. Didn't they say they weren't removing level correction for players --> monsters? No, they've just pointed out that all mobs in SoA are gonna be level 99 with special resistances instead of level 120 shenanigans to force difficulty, hence why Flashy Shot might be irrelevant in all of the new content.
Did I miss this post?
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 15:44:44
Yes, armor plates are PDT now, so again that wont really solve the problem directly. Just means they would be permanently needed attachments -_- and yes as you said, limits the pup's performance otherwise. I can see on nms needing to balance dd and defense attachments, but on regular mobs thats kinda stupid.
3) do you combo barrier module and hammermill? I know it doesn't say anything with it, but I swear the combo makes shield bash rate much higher or I'm crazy (possibly). You could also add tactical processor. I guess you could look at it as: if the auto "misses" a window for using shield bash due to low rate of checking its surroundings, it wouldn't use it until the next possible shield bash opportunity, again assuming it didn't "miss" that one as well if it was busy. Increasing the check rate would improve that. For mobs I actually want Poppo to bash and inhibit I'll add that, but its a little more situational.
I do pair it with hammermill. My melee frame is so cramped I don't have room for tact processor. Are we certain though, that tact processor effects shield bash? Idk man, it seems that combo does slow it down as a hidden detrimental effect >_<.
サーバ: Odin
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Posts: 9265
By Odin.Eikechi 2013-03-26 15:45:27
The flashy shot thing doesn't make sense. Didn't they say they weren't removing level correction for players --> monsters? No, they've just pointed out that all mobs in SoA are gonna be level 99 with special resistances instead of level 120 shenanigans to force difficulty, hence why Flashy Shot might be irrelevant in all of the new content.
Did I miss this post?
I thought they just simply stated all the mobs won't have level correction. Though I guess that can be inferred as no level correction = they are all 99?
サーバ: Sylph
Game: FFXI
Posts: 610
By Sylph.Washburn 2013-03-26 15:48:29
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
Way back when bomb cores were a "lot" of gil to me, i dropped one, and i GM'd the item. The GM that recovered it for me told me that each zone has its own big treasure pool of lost items, that they could only access for like a week. I could only assume that all ammo shot is simply dropped into that pool and recovered with scavenge after being shot. The question is: Will we only recover ammo we personally shot? or will we have a chance at getting ***ammo someone else shot before?
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 15:55:34
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
Way back when bomb cores were a "lot" of gil to me, i dropped one, and i GM'd the item. The GM that recovered it for me told me that each zone has its own big treasure pool of lost items, that they could only access for like a week. I could only assume that all ammo shot is simply dropped into that pool and recovered with scavenge after being shot. The question is: Will we only recover ammo we personally shot? or will we have a chance at getting ***ammo someone else shot before?
cor/rngs will now scavange the akvan bullets! lol
Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-03-26 15:59:41
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
They really need to give COR some ammo love and give them some recycle traits too I'd rather have them adjust wildfire+leaden salute damage formulas so base ammunition used matters more with ws damage so it follows more in line with rangers where giltossing on ammo = significantly more damage.
having everyone /rng for cor to get recycle would be terrible since the one thing cor has going for it is that its not locked down into a single subjob right now.
Leviathan.Suljin
サーバ: Leviathan
Game: FFXI
Posts: 69
By Leviathan.Suljin 2013-03-26 16:00:15
Yes, armor plates are PDT now, so again that wont really solve the problem directly. Just means they would be permanently needed attachments -_- and yes as you said, limits the pup's performance otherwise. I can see on nms needing to balance dd and defense attachments, but on regular mobs thats kinda stupid.
3) do you combo barrier module and hammermill? I know it doesn't say anything with it, but I swear the combo makes shield bash rate much higher or I'm crazy (possibly). You could also add tactical processor. I guess you could look at it as: if the auto "misses" a window for using shield bash due to low rate of checking its surroundings, it wouldn't use it until the next possible shield bash opportunity, again assuming it didn't "miss" that one as well if it was busy. Increasing the check rate would improve that. For mobs I actually want Poppo to bash and inhibit I'll add that, but its a little more situational.
I do pair it with hammermill. My melee frame is so cramped I don't have room for tact processor. Are we certain though, that tact processor effects shield bash? Idk man, it seems that combo does slow it down as a hidden detrimental effect >_<.
I can try to find the post but that would take a while. I do know that when they revamped the effects of armor plate, they also gave some info on different attachments people still weren't sure of. Tac processor was one of them. Basically the auto periodically checks its surroundings to determine what to do next, and this attachment increases the frequency of those checks. Since its an ability, I can't see any reason why it wouldn't be effected (other than the mob not casting/using abilities).
Edit: didn't take as much searching as I thought: http://forum.square-enix.com/ffxi/threads/11567-ATTN-Community-Reps-Dev-Team-PUPs-of-Vanadiel-DEMAND-a-response-on-Automaton-A.I.!?p=163250&viewfull=1#post163250
post 257, page 26? (not sure why link didn't work completely)
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サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 16:03:21
No No, I used tact processor a lot. I know what it does. I just wasn't sure it extended to shield bash recast.
サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 16:04:35
Sweet jesus, finally. Recycle adjustments can't come soon enough. I love the scavenge idea also, but it'll probably be more dogbolts or some crap.
They really need to give COR some ammo love and give them some recycle traits too I'd rather have them adjust wildfire+leaden salute damage formulas so base ammunition used matters more with ws damage so it follows more in line with rangers where giltossing on ammo = significantly more damage.
having everyone /rng for cor to get recycle would be terrible since the one thing cor has going for it is that its not locked down into a single subjob right now.
yet /rng kills your WF dmg and wouldn't do a ton for last stand compared to other subs, so I'm sure it's still going to be /rdm, /war, /sch, or /sam anyways.
サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:08:44
I certainly don't want to sub RNG at all, I just like shooting my gun and adding recycle would help save some gil. Im sure it would never get as many tiers as RNGs, and thats fine...but its not like CORs don't also spend a shitton on ammo too.
Orichalcum bullets do effect WF dmg dont they? They have the matk+2 on em
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サーバ: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2013-03-26 16:12:34
I certainly don't want to sub RNG at all, I just like shooting my gun and adding recycle would help save some gil. Im sure it would never get as many tiers as RNGs, and thats fine...but its not like CORs don't also spend a shitton on ammo too.
Orichalcum bullets do effect WF dmg dont they? They have the matk+2 on em
They do because of the MAB. Aren't they also the highest dmg bullets cor can use anyways?
サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:14:49
I certainly don't want to sub RNG at all, I just like shooting my gun and adding recycle would help save some gil. Im sure it would never get as many tiers as RNGs, and thats fine...but its not like CORs don't also spend a shitton on ammo too.
Orichalcum bullets do effect WF dmg dont they? They have the matk+2 on em
They do because of the MAB. Aren't they also the highest dmg bullets cor can use anyways?
They certainly are, and they are fairly rare-ish on Sylph...being synergy and all. I just think that when they do add Recycle as a JT for RNG, it might be smart to give CORs a bit of love as well. It effects RNGs much more
And while im thinking about it, they really should've given Triple Short to RNG and Bounty Shot to COR...Bounty Shot seems much more like a COR thing to have...this is neither here nor there though, just thinking aloud
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Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-03-26 16:15:14
I certainly don't want to sub RNG at all, I just like shooting my gun and adding recycle would help save some gil. Im sure it would never get as many tiers as RNGs, and thats fine...but its not like CORs don't also spend a shitton on ammo too.
Orichalcum bullets do effect WF dmg dont they? They have the matk+2 on em Yeah that extra mab helps but its so weak still.
Always hoped for a craftable option above and beyond an akvan bullet that would be the 'adaman bullet' for corsairs.
サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:16:24
I certainly don't want to sub RNG at all, I just like shooting my gun and adding recycle would help save some gil. Im sure it would never get as many tiers as RNGs, and thats fine...but its not like CORs don't also spend a shitton on ammo too.
Orichalcum bullets do effect WF dmg dont they? They have the matk+2 on em Yeah that extra mab helps but its so weak still.
Always hoped for a craftable option above and beyond an akvan bullet that would be the 'adaman bullet' for corsairs.
Hope springs eternal in Adoulin...
Ragnarok.Taereon
サーバ: Ragnarok
Game: FFXI
Posts: 213
By Ragnarok.Taereon 2013-03-26 16:16:35
Give COR a recycle roll.
Leviathan.Suljin
サーバ: Leviathan
Game: FFXI
Posts: 69
By Leviathan.Suljin 2013-03-26 16:18:04
No No, I used tact processor a lot. I know what it does. I just wasn't sure it extended to shield bash recast.
Oh sorry! Missunderstood.
No proof, but I really would be shocked since I notice with processor on poppo uses TP sooner, flashes almost as soon as its ready, and same as vokes. I can't say for certain but I have faith it does work with bash. =D You thik we'll get any new cool attachments? I'm hoping we do
サーバ: Sylph
Game: FFXI
Posts: 144
By Sylph.Organic 2013-03-26 16:18:24
Honestly though, when would you use it? If you have a party of RNGs and/or CORs, you'd prob still use Chaos and Hunters for low acc situations or Chaos and Coursers for high acc situations.
I feel like a Recycle Roll would be about as useful as Choral Roll
Sylph.Silvra
サーバ: Sylph
Game: FFXI
Posts: 64
By Sylph.Silvra 2013-03-26 16:19:17
Holy ***is RNG getting a decent update?! WOW!!!! Also I must say RNG getting an update to Recycle/Scavenge is an even bigger *** to RDMs! That update will make RNG even more playable, while RDM probably will need an update to stay relevant. Speculations are Speculations though. And hey its nice to see SE remembering PUPs, considering they were a forgettable job for how long. I am very curious about the enmity update. I think we all see though a code mixup happening and Cure V suddenly capping CE/VE after one cast until an emergency maintenance.
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02-18-2013 10:39 AM | Slycer | BG Translator | |
| | Regarding Enmity
It's Matsui. Sorry to have kept you waiting.
Regarding what happens with enmity in FFXI, we have described it, including some numbers. I will also briefly mention how we plan to try to make adjustments.
I would like everyone to understand that I do not plan to expose all of the game mechanisms and future calculations. However, I believe it makes sense in this case to show how large the adjustments to the enmity system will be.
As a result, this is a little complex, and the text is also quite lengthy. However, in order to provide a more in depth discussion on enmity, I hope you'll give it a read.
The Enmity System
Quantification
With the enmity system, the monster determined the most threatening player character (hereafter "PC"), and uses this mechanism to choose its attack target. To make a determination as to which PC is most threatening, we must measure and compare the degree of threat using a parameter we call "enmity."
Purpose
However, the enmity system is not there to make the monster AI more intelligent. If anything, it is there to place some tactical significance on giving the PCs better control of the monster's target (to some extent).
Enmity Types (Classification by method of decay)
In FFXI, enmity is recorded and decays separately in two ways:
- Time-volatile enmity
Decays with time
- Damage-volatile enmity
Decays as the PC is damaged.
Because more than one PC takes action against hostile monsters, there is a list of PCs to keep track of enmity (although I refer to this as a "list" here I will not use that terminology again in this document).
On the list, the PC with the highest total value of "time-volatile enmity" and "damage-volatile enmity" will be the main target of the monster (the target of auto-attacks).
Actions (commands, such as magic) with enmity-related settings
- Classification by how enmity is increased (directly, indirectly, none)
Actions not related to enmity processing are set to the "none" type, while other actions are split into two categories depending on how they increase the enmity.
- Direct
These are hostile actions of the type taken by PCs directly against monsters which cause the monster's enmity towards the PC to increase. This is mainly related to damage and enfeebling commands.
- Indirect
When there is already a hostile relationship between a monster and PC1, friendly behaviors taken by PC2 on PC1 will generate enmity towards PC2. This is mainly related to recovery and enhancing commands.
- Classification by how enmity generation is calculated (fixed, effect-dependent)
- Fixed
When an action is performed successfully, a set value is added directly to damage-volatile and time-volatile enmity. This is generally related to actions without quantified results, such as enfeebling or enhancement.
- Effect-Dependent
This type of action adds damage-volatile and time-volatile enmity proportional to the amount of damage or healing, based on certain rules (a formula).
Final Formula
- Defining 1 Enmity
Talking about FFXIV for a moment here, at the time of the rehab, we described the calculation as 1 damage = 1 enmity, with no system to decay enmity over time.
In FFXI, the enmity does decay and is divided into "time-volatile" and "damage-volatile" because we believed that the purely the amount of damage dealt by stronger NMs was not sufficient for a decay mechanism and we have different methods of adding enmity dependent on the type of action (fixed or variable calculation).
The amount of enmity that will decay in one second is defined as 60 enmity (this is because development started on PS2 and the smallest unit of time measurement was 1/60, the framerate limit at the time). As an example (I'm hesitant to give numbers for everything), the "Provoke" job ability is a fixed-type calculation and is set to 1800 time-volatile enmity. In other words, the enmity generated decays completely in 30 seconds.
- Effect Change of the Enmity Calculation
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For enmity given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile enmity is calculated as 1/3 of the time-volatile enmity (25% of the total enmity).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile enmity to cap so easily by reviewing the "standard damage" values.
- Calculation of decay from damage taken
When a PC receives "d" damage from a monster, the damage-volatile enmity of the PC is reduced.
Damage-volatile enmity reduction = (1800 * d)/PC's max HP
In other words, if the PC takes the same amount of damage as their maximum HP, 1800 damage-volatile enmity is decayed.
*This calculation is subject to correction by Sentinel's effect.
*From the point of view of back-line jobs, this may be too low. By increasing the 1800 value, more enmity will be decayed when damage is taken. However, this would also have the reverse effect of making it difficult to maintain enmity when receiving damage as a tank. This all needs to be taken into consideration when making adjustments.
*For healing magic, the value is half of the above calculation.
Other
- Enmity increase from resting
By maintaining a certain distance from the monster, this can be reduced to 0. The distance is approximately half range on casting magic on a target.
- Enmity Cap
The upper limit on enmity is common to all jobs and is the same for both the time-volatile and damage-volatile types.
By raising this limit, since we cannot eliminate the cap in the current system, and we can only raise the value by approximately three times, it will not be an effective solution.
It has also been proposed that we change the upper limit on enmity for each job. In that case, under the current circumstances it would mean that you will not always be able to maintain your target, depending on your job.
First Step of the Adjustment
- Standard Damage (Time-Volatile Enmity)
We first plan to adjust the "standard damage." Since we can set this for each level, we will only adjust the high levels without affecting the lower level ranges.
- Damage-Volatile Enmity
When the standard damage is adjusted, the enmity lost by damage taken will also be adjusted. At the time of taking damage or being healed, the amount of enmity and the proportion time-volatile and damage-volatile enmity reduced will be reviewed.
- Individual Commands
If there is a problem with fixed values for individual abilities, we will make adjustments.
- Content
When comparing a monster with twice the HP that takes twice the damage and a monster with 50% of the HP that takes 50% of the damage, the number of attacks to defeat the monsters will be identical, but the treatment of enmity will be significantly different. For the monster that takes reduced damage, enmity generation will occur at a much lower rate than the monster that takes increased damage. We must set content and monster parameters with an understanding of these mechanisms.
Translated by: Slycer | |
02-19-2013 06:15 PM | Akihiko Matsui | Dev Team | |
| | Enmity System Explanation and Planned Adjustments
Matsui here. Sorry to keep you all waiting so long.
I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.
Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.
Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.
| |
02-21-2013 09:42 AM | Slycer | BG Translator | |
| | Mocchi: Responses on Enmity
Thank you for all of your posts! Along with Matsui, I read all of the information in your replies.
Today, although Matsui was supposed to write some replies, a bunch of things came up and he didn't really have time to do so, so I'll be posted for him a bit.
Because I'm just writing up his responses from when we spoke earlier, there may be some missing or incorrect info. (Sorry in advance if this is the case, I'll correct it later).
For more details, please hang on a bit for Matsui to write up a response. Hope you understand!
Quote: Guy's wondering what they plan on doing from a development perspective, saying it's probably going to take a long time to think about it.
We want to avoid the current situation where the enmity remains stuck at the cap (= enmity control mechanism is not functioning well).
Since we wanted to receive everyone's feedback and respond first, we didn't go into too much detail on that part.
Sorry if there was not enough information!
Quote: Guy talking about standard damage calculations, pointing out two problems and his ideas for solutions:
Ideas
1) Time-Volatile Enmity (VE) decay can't keep up with the enmity increase
2) High damage WS yields as much enmity as 2-4 Provokes
Solutions
1) Set new standard damage from 76 on, using a new calculation that takes into account haste and multi-attacks
2) Make enmity accumulation from WS and possibly elemental magic FIXED rather than variable with damage.
In our original post, we listed your proposed improvement for 1) as one of the items that we are actually working on.
For enmity, we are considering a number of proposals and how to coordinate them with other updates. We do not want to pack too many changes into one update as then we run the risk of creating new issues. So, as the first part of the enmity update, we would like to set the new "standard damage" velues at the release of Seekers of Adoulin.
For 2), Matsui's response was "I didn't have much time to polish my initial response, so it was mostly just my rough first impressions on what needed to be adjusted and how to do it."
Translated by: Slycer | |
02-21-2013 01:43 PM | Camate | Community Rep | |
| | Greetings everyone!
Thanks for all the posts thus far. We’ve been forwarding them to Producer Matsui who has been reading each and every one. He was planning to make a post last night, but unfortunately he was unable to secure the time, so for the time being I will post in place of him. With that said, the man himself will post in more detail once he has the right amount of free time.
For those of you who took the time to read over the entire post, I think you generally got a good understanding of how the system works, but might have been left feeling “okay, I got it, but what are you guys gonna do?”
To put it really simply, we will be making it so that players do not get stuck at the enmity cap in battle anymore (the current situation where the enmity control system is not functioning properly). Apologies if the main basis of our adjustment plan was not clearly spelled out.
While we have seen a good amount of suggestions for ways to adjust this, we are taking them all into consideration and have various other adjustment plans in mind, but to start out we will first be setting a new standard damage value when Seekers of Adoulin is released. The main reasoning for this is that if we were to cram all of the adjustments in at once, we wouldn’t really have a grasp of where the problems are coming from. | |
03-15-2013 09:39 AM | Slycer | BG Translator | |
| | Hello, it's Matsui.
We've been incredibly busy with preparations for the release of "Seekers of Adoulin," so I'm sorry that I've had to reduce the number of posts I've been making recently.
Content related to "Seekers of Adoulin" will be discussed in a separate post - this time, I'm writing about the adjustments that will be introduced in the March 28 version update [[March 27 NA time]].
Enmity Adjustment
We will make the initial adjustments that we discussed in the post about enmity. If the target is level 51 or higher, the enmity generated will be reduced in proportion to damage dealt. If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment (the current value). At the same time, we will also adjust the spell Cure V so that it generates less enmity.
Adjusting the Attack/Defense Ratio
We posted previously about future adjustments to the overall battle system. Here, I will discuss adjustments to be made in reference to the item "regarding defense." Post-adjustment, if the defense power of the player is extremely low compared to the monster target's attack power, the amount of damage received will be increased compared to before.
Example:
Attacking Monster's DMG: 100
Attacking Monster's Attack power: 1000
Defense Power: 250
Prior to adjustment: Target takes ~200 damage
After the adjustment: Target takes ~400 damage
*I have simplified the calculation in order to provide a clear example.
In conjunction, we will also update the following two points:
1) The maximum value of attack/defense ratio will be adjusted so that it is the same for one-handed and two-handed weapons.
2) The defense down penalty of Counterstance will be reduced.
Perfect Defense and Embrava
We have previously posted on the topic of Perfect Defense and Embrava adjustments. The adjustments have not changed from what previously posted. Rather than having to check the old post, I will again summarize the adjustments here. These adjustments go hand-in-hand with the battle content adjustments which are separately listed below.
Embrava
*Duration: 5 minutes -> 90 seconds
*Haste: 1% per 15 enhancing skill -> 1% per 20 enhancing skill
*Regain -> Refresh
Perfect Defense
*Duration: 90 seconds -> 30 seconds + 1 second per 20 summoning magic skill
Regarding the previous post about adjustments to be made to battle content overall, we will adjust the content in the "regarding content" item as described below.
Nyzul Isle Uncharted Area Survey
The level of monsters that appear will be adjusted
*Floors 1~19: Reduced by 10 levels
*Floors 20~39: Reduced by 7 levels
*Floors 40~59: Reduced by 4 levels
*Floors 60~79: Reduced by 2 levels
*Floors 80~100: Unchanged
*Note that this change also applies to notorious monsters.
We will also be adjusting the attributes of certain notorious monsters which only appear in Nyzul Isle Uncharted Area Survey. By selecting magic attacks or the attack type (based on weapon attributes) which targets a monster's weakness, the damage dealt will be even higher than before the adjustment.
Legion
For the monsters that appear in Legion, we have made adjustments that reduce stats such as the defense, attack power, and HP of the various monsters. We have also added weaknesses to certain monsters at the same time. By targeting a monster's weakness, it will be easier to defeat than before.
Einherjar
We have made adjustments that reduce stats such as the defense, attack power, and HP of Odin who appears in Odin's Chamber II.
Voidwatch
We will increase the effectiveness of the "void cluster" key items to include Provenance battles.
Walk of Echoes
We will reduce the levels of monsters that appear and remove the EX attribute from various coins and pouches. We will also add pouches for Devious Dice and Liminal Residue.
Salvage
The drop rate of level 35 items has been reviewed, and in Bhaflau Remnants, level 35 items will be adjusted to drop from additional monsters which appear within the area.
Adjustments to Twilight Scythe
The non-attribute damage effect of Twilight Scythe will be changed to an enhancement on the weapon. The enhancement will be set for unlimited uses (1/1), with a 60 second duration and 10 minute reuse time.
I'll finish up here with a couple other adjustments.
Expansion of the scope of "/yell"
Mocchi previously posted regarding the scope of the /yell function. As discussed by Fujito, we will hold off on increasing the scope to include Chocobo Circuit until other functions have been implemented for that area.
Current Areas: Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
After Adjustment: Eastern Adoulin, Western Adoulin, Aht Urhgan Whitegate, Port Jeuno, Lower Jeuno, Upper Jeuno, Ru'Lude Gardens
Changing Mog Tablet Rewards
Mocchi also previously made a post about this. The Talaria and Nomad Moogle Statue will remain as potential item rewards, but we are replacing the other items. Since these are just intended as a fun bonus, we'll leave it to you to discover what was added.
Auto-translate
Without removing some less commonly used words and phrases, we cannot add additional phrases related to "Seekers of Adoulin." We will consider this, and plan to make replacements of some of the words in the auto-translate dictionary.
As mentioned in the intro, in addition to the above, of course, plenty of content will be added from Seekers of Adoulin. I'll work hard to put a post together for you about this next week.
I'll also work to follow-up on other work that we've been discussing, and I will post again as soon as new information is available. Thanks for your time!
Translated by: Slycer | |
03-15-2013 03:04 PM | Akihiko Matsui | Dev Team | |
| | Elements to be Implemented in the March 27th Version Update
Hello,
Matsui here.
I've been quite busy preparing for the release of Seekers of Adoulin and I'm sorry that my posting frequency has gone down a bit.
I'd like to make a separate post in regards to content related to Seekers of Adoulin, but I've been writing and erasing text, so for now I'd like to inform you all about the adjustments mentioned previously that will be implemented in the March 27th Version Update.
Enmity Adjustments
In regards to enmity, we will be performing the first stage of the content that was discussed previously. To start out, we will be making adjustments so that if the target is level 51 or above, the enmity generated in proportion to the damage dealt, and the enmity incurred in relation to the amount of HP cured, will be reduced. In the case that the target is above level 99, the amount of enmity generated will be reduced to 30% compared to before adjustment (the current level). We are also making adjustments at the same time so that the enmity gains from Cure V are reduced.
While this isn't limited to enmity adjustments, we understand this is an element that we need to continuously follow and address, and I wanted to remind you that this would be the first step.
Attack/Defense Ratio Adjustments
This is in regards to the post I made previously about future battle system adjustments.
We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.
Example:
For the below values:
Monster attack damage value = 100
Monster attack power = 1000
Your defense = 250
The damage received will be as follows:
Pre-adjustment amount of damage received = 200
Post-adjustment amount of damage received = 400
*This is just a simple calculation to make it easy to illustrate the change.
To go along with the above, the below two adjustments will also be made:
- The maximum value for damage dealt from the attack defense ratio will be adjusted so they are identical for both single-handed weapons and two-handed weapons.
- The defense reduction penalty for "Counterstance" will be reduced.
Embrava and Perfect Defense Adjustments
This is regarding Embrava and Perfect Defense adjustments that were described previously.
There have been no changes made to the aspects outlined previously, but I'd like to go over the adjustments once again. Along with these changes we will be making adjustments to various battle content, so I will be going over each of the adjustments planned breaking it down by content.
- Embrava
|
Before |
|
After |
Effect Duration |
5 min |
→ |
90 sec |
Haste |
+1% per 15 enhancing magic skill |
→ |
+1% per 20 enhancing magic skill |
Regain |
Regain |
→ |
Refresh |
|
- Perfect Defense
|
Before |
|
After |
Effect Duration |
90 sec |
→ |
30 sec (+1 sec per 20 summoning magic skill) |
|
For adjustments related to various battle content, we will be performing the adjustments outlined in my previous post and the follow-up made by Camate.
Adjustments to Nyzul Isle Uncharted Area Survey
Adjustments will be made to the levels of monsters.
Floor |
Level |
Floors 1-19 |
Reduced by 10 levels |
Floors 20-39 |
Reduced by 7 levels |
Floors 40-59 |
Reduced by 4 levels |
Floors 60-79 |
Reduced by 2 levels |
Floors 80-100 |
No change |
|
*These changes will also be applied to notorious monsters. Adjustments will be made to the stats of a portion of notorious monsters that only spawn in Nyzul Isle Uncharted Area Survey. We will be making adjustments so that damage dealt will be higher than the current values when utilizing a mode of attack that exploits a monster's weakness, such as blunt attacks, piercing attacks, magic attacks, etc.
Adjustments to Legion
Special characteristics will be attributed to the monsters that spawn.
In addition to the reduction of stats such as HP, attack power, and defense, we will also be setting special monster weaknesses. While some monsters stats will see increases at the same time as the reductions, it will be possible to defeat them much easier than before the adjustment when attacking their weakness.
Adjustments to Einherjar
Stats such as HP, attack power, and defense for Odin will be reduced for Odin's Chamber II.
Adjustments to Voidwatch
The range of use for Void clusters will be expanded to Provenance.
Adjustments to Walk of Echoes
Monster levels will be reduced, the "EX" status will be removed from each type of coin and sack, and sacks will be added that dispense multiple Devious Die and Liminal Residue.
Adjustments to Salvage
The drop rates for level 35 equipment will be revamped, and changes will be made so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment.
Adjustments to Twilight Scythe
As was mentioned in a previous post, we will be changing the weapon so that the regular attacks are slashing damage and by using an enchantment they can become non-elemental.
The enchantment can be used 10 seconds after equipping the weapon and will be set as below:
Effect duration: 60 seconds
Recast time: 10 minutes
Charges: Unlimited
Finally, here are some other adjustments that will be made.
Expansion of the /yell Feature
As outlined by Camate, we will be expanding the range of /yell in the below manner; however, the addition of this feature to the Chocobo Circuit will not take place at this time until other features have been added to that area:
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno
↓
Ru'Lude Gardens / Upper Jeuno / Lower Jeuno / Port Jeuno / Aht Urhgan Whitegate / East Adoulin / West Adoulin
Changes to Mog Tablet Rewards
As was mentioned by Camate, we will be keeping the Nomad Moogle statute and Talaria as prizes, but will be switching out other rewards. To keep it a surprise, we won't reveal which rewards have been switched, but keep in mind it's still a bonus type of item.
Auto-translate
Since it would not be possible to add new terms related to Seekers of Adoulin without deleting words that are not used frequently, we will be eliminated words to add new ones. Moving forward we plan to switch out words in the dictionary as well.
As I mentioned at the beginning of this post, I will be doing my best to make a post next week about the addition of Seekers of Adoulin content.
Also, we've been working extremely hard on other adjustments besides the ones described above, and once we are at the stage where we can share information I will be sure to make a post on the forums.
Thank you all very much. | |
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