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[Dev] Planned Adjustments and Enmity System Explanation
[Dev] Planned Adjustments and Enmity System Explanation
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By Siren.Kalilla 2013-03-15 14:46:13
Soo.. they gave 1 example of before/after with the atk/def ratio... does that mean defense is less effective now? if thats possible They're making defense more important to use, so if you use it you'll be rewarded with taking less damage, but if you don't you'll take more damage than you would before. 01-23-2013 11:50 AM | Slycer | BG Translator | |
| | Based on the previous posts [see below, posts #163-#165 in this thread], we've readjusted and clarified our proposal (summarized below). Since none of this has yet been confirmed, please check out the original post for the basis.
Proposals
There are no plans at the moment to make any adjustments to weapons that deal non-attribute damage. We understand that these weapons are very strong (Matsui was weeping...).
We mentioned this a little while ago, but in the areas of equipment, based on the fact that we will continue to add a large amount of weapons with higher DMG values, the use of these should gradually become more and more limited.
Regarding monsters, we've had features like monsters vulnerable to blunt, or piercing, or physical attacks in general, but rather than limiting the damage of attacks that aren't specific weaknesses, we believe it would be a better direction to increase the damage dealt by specific kinds of attacks (think about Qutrubs, for example).
Based on this, the likelihood that we will continue to add weapons that deal non-attribute damage is extremely low.
We hope this addresses some of your concerns so far.
Quoted concerns that completely eliminating level correction would hugely throw off balance in favor of certain jobs and make some things far too easy. |
In my previous post, I mentioned that we were considering that we might "eliminate level difference correction."
What the term "level difference correction" was intended to mean was that we would ensure that the damage taken is reduced by increasing defense. In other words, we meant "level difference correction to monster attack power."
As far as your concerns such as ranged attacks becoming far more effective by removing the level correction, there are no plans to make any adjustments to "level difference correction to monster defense power."
If we completely eliminated level difference correction, from the point of view of low-level players, there would be a concern that monsters with a very different level (>= +20 levels) would be far too easily defeated.
Quoted posts mentioning the performance improvement in Gallant's Roll that will come out of the changes as well as the negative impact on jobs that use abilities that decrease defense. More questions about how greatly this will impact battles where the monster is lower level than the player |
The level difference correction is only effective for monsters that are high levels as compared to players. It does not affect monsters that are near the same level as the player. So, do not think that you will suddenly take more damage from higher level monsters and weaker monsters will suddenly be effortless battles.
However, we will also be adjusting the attack/defense ratio.
If you are closer to the monster's level and you raise your defense above the typical ~500, the ratio will be better adjusted in your favor and the damage taken will be lowered. On the other hand, if your defense is significantly lower, the damage taken will increase.
The idea is to give a benefit to defense so that defense will lower risk more than ever before. We will support this with abilities and additionally with new types of equipment and food.
Quoted post talking about all the different ratio caps for attack/defense depending on the type of weapon |
As part of the adjustment, the attack/defense ratio limit will be increased to 2.25 for one-handed weapons (like two-handed weapons). Whether this is a good value or whether you want further adjustment, please let us know.
Quoted post asking that while they are messing with the attack/defense ratio if they could also adjust WS that ignore enemy defense (e.g. Piercing Arrow, Quietus, etc.) |
At present, we do not plan to make any adjustments to weapon skills that ignore enemy defense.
Quoted post from an obviously angry MNK who is saying that the change will make Counterstance basically unusable in many situations. |
For Counterstance, it is possible that we will make a separate adjustment.
More questions about how the level correction stuff will work |
Please regard the level difference correction as a modification to monster attack power. We are separately considering making the modification to raise the upper limit on the attack/defense ratio for one-handed weapons to be equal to that of two-handed weapons, which should allow or one-handed weapons to be a weapon of choice in more situations.
Quoted post saying that back-line jobs that don't get a lot of defense might get shafted with some of the attack/defense ratio changes. |
For back line jobs, the main role can be done at a distance, so you should be able to reduce the frequency of taking damage as compared to front-line jobs. However, we will include new effects such as support from party members and food effects, and at the same time, for future monsters implemented, we will pay close attention to the amount of damage and range of damage dealt by monster skills.
Translated by: Slycer | |
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By Siren.Thoraeon 2013-03-15 15:07:28
The example they gave is poor. It makes it look like if you have over two times the defense as the mob's attack, you will take twice as much as the current system.
Basically, a single example with arbitrary numbers is useless.
Edit: For some reason I thought the example said mob attack was 100.
By Quiznor 2013-03-15 15:09:49
The example they gave is poor. It makes it look like if you have over two times the defense as the mob's attack, you will take twice as much as the current system.
Basically, a single example with arbitrary numbers is useless.
That was the "damage" the attack did,not the mob's attack value
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By Siren.Kalilla 2013-03-15 15:27:21
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. | |
By Quiznor 2013-03-15 15:31:54
I saw the lack of formatting kali!
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By Siren.Kalilla 2013-03-15 15:34:10
I saw the lack of formatting kali! I almost always do that so people can read it first.
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By Bismarck.Snprphnx 2013-03-15 15:37:49
so Slycers translation was slightly off. We aren't getting a 70% enmity reductions, we're getting a 30% reductions
Slycers
Quote: If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment
Kali
Quote: If the level of the target is higher than 99, it will be reduced by about 30% of the amount before the adjustment
By Quiznor 2013-03-15 15:38:31
I saw the lack of formatting kali! I almost always do that so people can read it first.
(ノಠ益ಠ)ノ彡┻━┻
By Enuyasha 2013-03-15 15:56:02
Bismarck.Snprphnx said: »so Slycers translation was slightly off. We aren't getting a 70% enmity reductions, we're getting a 30% reductions
Slycers
Quote: If the level of the target is higher than 99, it will be reduced to about 30% of the amount before the adjustment
Kali
Quote: If the level of the target is higher than 99, it will be reduced by about 30% of the amount before the adjustment which is what i though...but meh....
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By Phoenix.Dramatica 2013-03-15 15:58:24
Still a bit unclear, Slycer is pretty certain that his translation was correct and Camates is wrong.
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By Fenrir.Slycer 2013-03-15 15:58:58
Still think mine is correct for the enmity reduction, posted separately about this on BG. If someone has working technical knowledge of JP grammar, please give the original JP a read and see if you agree. I could be wrong...but I don't think so. Wouldn't bet my life on it or anything.
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By Siren.Kalilla 2013-03-15 16:05:32
Still think mine is correct for the enmity reduction, posted separately about this on BG. If someone has working technical knowledge of JP grammar, please give the original JP a read and see if you agree. I could be wrong...but I don't think so. Wouldn't bet my life on it or anything. Just in case anyone does know, here is the japanese text:
対象のレベルが99以上の場合で、調整前(=現状)の3割程度に軽減されます。
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By Fenrir.Slycer 2013-03-15 16:07:19
Slightly creepy that every other word in Camate's sentence was the same as mine except to/by.
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By Siren.Kalilla 2013-03-15 16:15:10
Slightly creepy that every other word in Camate's sentence was the same as mine except to/by. I've noticed it many times before in previous translations lol, it's weird reading it again and thinking, "Didn't I just read this sentence in these exact words a few hours ago?"
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By Fenrir.Jinjo 2013-03-15 16:18:53
Going to have to agree with you.. [to 30%] [it is reduced].
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By Valefor.Prothescar 2013-03-15 16:19:48
Enmity Adjustment: Should make tanking more effective for the first couple minutes of combat. Once everyone caps though it'll be the same mess it is now.
Attack/Defense: Seems monster ratio will be 4.0, doesn't really directly make defense more bettah as much as it will increase the value of defense by proxy by reducing the impact of things like Berserk. Hooray for cocoon. Single handed weapons matching two handed weapons for ratio is a major step forward and closes the gap between high end 1h jobs and 2h jobs significantly in high buff situations. Jobs like BLU and maybe DNC should be competitive on higher level targets now.
Embrava/Perfect Defense: Good riddance to the OP nature of these things, I'm sick and tired of every fight being an Embrava zerg. PD will still be useful for short bursts of damage and status mitigation and Embrava will still be somewhat useful for short, hard fights. Nyzul adjustments suck, as was expected.
Legion Adjustments: Oh god I hope that doesn't mean proccing in Legion is going to be a thing
Salvage Adjustments: HOLY ***BR CHANGE FINALLY
Twilight Scythe Adjustments: *** stupid what the ***
By Quiznor 2013-03-15 16:24:29
BR problems are so 4 years ago 8D
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By Bahamut.Cantontai 2013-03-15 16:25:45
Valefor.Prothescar said: »Jobs like BLU and maybe DNC should be competitive on higher level targets now.
How true do you think this is for things like Odin 2, ADL, and Legion? Or, more specifically, will BLU be a melee-only job if this is true? Just curious how much level correction will continue to impact blue magic, since I've never even considered bringing BLU to an event like those.
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By Valefor.Prothescar 2013-03-15 16:32:02
Bahamut.Cantontai said: »Valefor.Prothescar said: »Jobs like BLU and maybe DNC should be competitive on higher level targets now.
How true do you think this is for things like Odin 2, ADL, and Legion? Or, more specifically, will BLU be a melee-only job if this is true? Just curious how much level correction will continue to impact blue magic, since I've never even considered bringing BLU to an event like those.
not even going to consider blue magic, just swords. BLU's got the arsenal to handle high level events like odin and legion (ADL is a joke, it's not in the same tier), what's holding it back is the mathematics. With the ratio limit raised to that of 2h, BLU will be far more competitive in high buff situations and will easily surpass, say, non-ryu DRG (which it already did in some cases) and should be capable of nearly matching other 2h jobs like SAM. STR:ATK ratio adjustments are still needed, as are DEX:ACC, but for now I'm happy with this.
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By Odin.Eikechi 2013-03-15 16:33:58
Valefor.Prothescar said: »Enmity Adjustment: Should make tanking more effective for the first couple minutes of combat. Once everyone caps though it'll be the same mess it is now.
Attack/Defense: Seems monster ratio will be 4.0, doesn't really directly make defense more bettah as much as it will increase the value of defense by proxy by reducing the impact of things like Berserk. Hooray for cocoon. Single handed weapons matching two handed weapons for ratio is a major step forward and closes the gap between high end 1h jobs and 2h jobs significantly in high buff situations. Jobs like BLU and maybe DNC should be competitive on higher level targets now.
Embrava/Perfect Defense: Good riddance to the OP nature of these things, I'm sick and tired of every fight being an Embrava zerg. PD will still be useful for short bursts of damage and status mitigation and Embrava will still be somewhat useful for short, hard fights. Nyzul adjustments suck, as was expected.
Legion Adjustments: Oh god I hope that doesn't mean proccing in Legion is going to be a thing
Salvage Adjustments: HOLY ***BR CHANGE FINALLY
Twilight Scythe Adjustments: *** stupid what the ***
So with the embrava adjustment, wouldn't that kind of be unused now with the ***duration? That being said, since enmity from dmg is being so heavily reduced, I think sch's new 1h would be great to dump on a pld once everybody is capped. Then they'd have to spend time recapping and the pld or run would hold hate for a few extra more minutes. Sounds plausible.
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By Valefor.Prothescar 2013-03-15 16:36:54
since you'll probably still carry a sch around anyway for the other tools it has at its disposal, having the embrava for a couple minutes on a tough NM or something wont hurt, but it wont be nearly as useful as it was before
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By Odin.Eikechi 2013-03-15 16:40:25
Valefor.Prothescar said: »since you'll probably still carry a sch around anyway for the other tools it has at its disposal, having the embrava for a couple minutes on a tough NM or something wont hurt, but it wont be nearly as useful as it was before
Well for magic haste, so you can minuet? I mean the regain is going away completely, and I thought that was a big draw (other than the massive regen). But the duration is getting crippled.
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By Siren.Kalilla 2013-03-15 16:46:26
03-15-2013 04:46 PM | Camate | Community Rep | |
| | Sorry for the confusion. I didn't actually consider the difference in how it sounded with "by," but I can see the problem now. It will be reduced to 30% of the current value. I made edits to the original post as well. | |
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By Ragnarok.Eriina 2013-03-15 17:05:55
Yeah, technically
3割程度 に軽減されます。is 30% remaining.
3割程度 が軽減されます。would be 70% remaining.
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By Odin.Eikechi 2013-03-15 17:16:47
Leviathan.Tohihroyu said: »Looks like my Mannequin's will have a new weapon to display, so long Twilight scythe, was fun while it lasted, but you'll easily be replaced by Apocalypse at least.
how is a weapon that bypasses all dt-, gonna be replaced by Apoc exactly? That's what it's use was. It wasn't some great full-time scythe.
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By Leviathan.Comeatmebro 2013-03-15 17:23:20
it's starcades gf be nice or he'll write angry blogposts about you
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By Odin.Eikechi 2013-03-15 17:30:11
um....what? None of what you just said, made any sense to me. Especially the summoner part.
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By Leviathan.Tohihroyu 2013-03-15 17:30:21
Leviathan.Comeatmebro said: »it's starcades gf be nice or he'll write angry blogposts about you
YouTube Video Placeholder
You're really funny bro. Even as a Galka you suffer from "All galka look alike" syndrome. My Galka boyfriend has white hair, mostly plays blu & nin and is named Argusx.
And I get it guys, you don't like me posting here. I'll be nice and remove my gimpy posts~ I'm a little surprised I have not shown up in BG's gimp list yet, but then again I guess you're afraid my "boyfriend" Starcade will rant about you, oh! since you think I'm his girlfriend will you make up a fun little story about how I ruined his relationship with Rosiana? do it do it! I want some bad fanfiction to laugh at, don't forget to add that i'm aprently just as or more HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE then Rosiana too, since you like to use that too, perhaps toss in more stupid memes and hell make assumptions about sexual encounters!
And Bro, once I log in in game I'd like to know how you came to the conclusion starcade is my boyfriend, but who would you prefer I send the tell too? you or one of your bots?
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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