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  1. #1
    Community Rep Camate's Avatar
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    Overall Battle System Adjustments for the Future

    Happy Friday everyone!

    Please take a moment to read the below comment from Producer Akihiko Matsui regarding overall battle adjustments.

    ---
    Hello.

    Thank you for the vast amount of feedback regarding battle.

    We’ve received a variety of different adjustment suggestions and amongst them a suggestion for enfeebling. However, instead of thinking about this in terms of individual points, I’ve been reading over everything from the viewpoint of battle overall.

    Towards the end of last year I made a series of posts about the plans we have; however, this raised the issue of requests for more specific, concrete details, which in turn made it difficult for all of you to hold discussions. With that said, from an overall battle system perspective, I would like to share a couple of ideas the development team is currently thinking about.

    Please note that all of these ideas have not been finalized. Also, please know that the below is not the entirety of the overall battle adjustments.
    We’d appreciate it greatly if you took the content listed here to not represent the cure-all solution, and see it more as things we will be doing while working to solve the issues.

    Balance between two-handed and single-handed weapons

    This is a topic that has been discussed in several threads, particularly one about making adjustments to single-handed weapons, and we would like to perform adjustments.

    As has been mentioned, food and other choices are quite limited due to the fact that status modifiers are far greater for two-handed weapons and there is a higher need for accuracy when using single-handed weapons.

    For example, we are currently looking into the possibility of adding some form of merit that would enhance the modifiers for the single-handed weapon main weapon slot.

    Regarding Dark Knight

    This is a topic that has been discussed in several threads, particularly one about dark knight being too powerful. As was commented during VanaFest, we feel dark knight is becoming powerful, and at the same time decided to put off the adjustments we had looked into at that time. I believe there are many who remember this.
    We are currently looking to adjust Desperate Blows and Last Resort.

    Currently, the haste cap for equipment and magic is the same for all jobs, but haste from abilities is a separate category outside of this cap, and Desperate Blows is the ability with the highest value of haste.

    However, simply reducing the value of Desperate Blows would only cause dark knight to become weaker, so we are considering giving a portion of the total haste effect granted from Desperate Blows to Last Resort, and giving the remaining amount back to Desperate Blows.
    • Current
      • Desperate Blows +25%
    • Post-adjustment
      • Desperate Blows +10% (*Value with 5 merit points)
      • Last Resort +15%

    Simply put, this adjustment will allow you to gain this effect in the case you use dark knight as your support job.

    While currently, it might be difficult to imagine the situations where a front-line job would select dark knight for their support job, we would like to look into this based on this possibility.

    Regarding Defense

    This is a topic that we have received feedback on asking to increase the boons of defense. Due to the attack/defense ratio, the meaning behind adding defense past a certain value starts to become pointless, and we would like to make it have meaning.

    As a merit, for example, the more you increase your defense, the lower the damage taken will be and the boons for Defender would become large.
    On the other hand, while under the effects of abilities that decrease defense such as Berserk or Last Resort, the damage you take would become higher than what it is currently.

    Merit Point Weapon Skills

    This is a topic we have seen in threads asking to increase the cap on the merit point weapon skill category.
    Instead of adjusting the cap value, we are currently looking into adjusting the modifier values so that these weapon skills can be used with a single merit point.

    We are envisioning to make it so 1 merit point will yield a 65% status modifier, and each point afterwards will grant an addition 5% for a maximum of 85% (no changes to the max value).

    Elemental Magic

    We have received a variety of feedback on elemental magic.
    The first thing I’m thinking of doing is making adjustments to the damage calculations.

    Here’s my current image of how elemental magic is going to work:
    The damage output on earth element spells will initially be lower compared to the rest of the elements, but have the best cost performance overall. Also, INT will have an even larger impact on the damage output. As a result, players will basically try to raise their INT and magic attack to get closer to the damage output done by lightning element spells.
    • Breakdown by element
      • MP Efficiency: Earth > Water > Wind > Fire > Ice > Lightning
      • INT Offset: Earth > Water > Wind > Fire > Ice > Lightning
      • Initial Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
      • Maximum Damage Output: Lightning > Ice > Fire > Wind > Water > Earth
    • Breakdown by spell tier
      • MP Efficiency: I > II > III > IV > V
      • INT Offset: V > IV > III > II > I
      • Initial Damage Output: V > IV > III > II > I
      • Maximum Damage Output: V > IV > III > II > I

    The charts below explain my idea in detail.
    * The magic attack does not include any offsets.
    * “INT+0” and “INT+100” represents the INT difference between the caster and the target.



    Tier IINT+0INT+100
    BeforeAfterBeforeAfter
    Earth101042160
    Water162566165
    Wind254092170
    Fire3555108175
    Ice 46 70 126 180
    Lightning 60 85 149 185


    Tier IIINT+0INT+100
    BeforeAfterBeforeAfter
    Earth 78 100 175 350
    Water 95 120 195 355
    Wind 113 140 213 360
    Fire 133 160 233 365
    Ice 155 180 255 370
    Lightning 178 200 278 375


    Tier IIIINT+0INT+100
    BeforeAfterBeforeAfter
    Earth 210 200 360 550
    Water 236 230 386 560
    Wind 265 260 415 570
    Fire 295 290 445 580
    Ice 320 320 470 590
    Lightning 345 350 495 600


    Tier IVINT+0INT+100
    BeforeAfterBeforeAfter
    Earth 381 400 581 850
    Water 410 440 610 865
    Wind 440 480 640 880
    Fire 472 520 672 895
    Ice 506 560 706 910
    Lightning 541 600 741 925


    Tier VINT+0INT+100
    BeforeAfterBeforeAfter
    Earth 626 650 855 1200
    Water 680 700 909 1220
    Wind 734 750 967 1240
    Fire 785 800 1014 1260
    Ice 829 850 1058 1280
    Lightning 874 900 1103 1300


    As far as casting time and recast time goes, here’s my current idea:
    - Tier I~V spells will all have same casting time / recast time.
    For example, Tier I spells will have a casting time of 0.5 seconds and recast time of 2 seconds. Therefore, both Thunder I and Stone I will have the casting time of 0.5 seconds and recast time of 2 seconds.

    The charts below explain my idea in detail.


    Tier I MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 9 4 1.5 0.5 6.5 2
    Water 13 10 1.75 0.5 7.75 2
    Wind 18 16 2 0.5 9 2
    Fire 24 22 2.25 0.5 10.25 2
    Ice 30 28 2.5 0.5 11.5 2
    Lightning 37 34 3 0.5 13 2


    Tier II MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 43 36 3.25 1.5 14.5 6
    Water 51 43 3.5 1.5 15.75 6
    Wind 59 51 3.75 1.5 17 6
    Fire 68 60 4.25 1.5 18.5 6
    Ice 77 68 4.5 1.5 19.75 6
    Lightning 86 77 4.75 1.5 21 6


    Tier III MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 92 64 5.25 3 22.5 15
    Water 98 75 5.5 3 24 15
    Wind 106 88 5.75 3 25.25 15
    Fire 113 101 6 3 26.5 15
    Ice 120 115 6.25 3 27.75 15
    Lightning 128 129 6.75 3 29.25 15


    Tier IV MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 138 112 7 6 30.75 30
    Water 144 129 7.25 6 32 30
    Wind 150 148 7.5 6 33.25 30
    Fire 157 169 8 6 34.75 30
    Ice 164 190 8.25 6 36 30
    Lightning 171 213 8.5 6 37.25 30


    Tier V MP Cost Casting Time Recast Time
    Before After Before After Before After
    Earth 222 156 8.75 10 39 45
    Water 239 182 9.25 10 40.25 45
    Wind 255 210 9.5 10 41.5 45
    Fire 270 240 9.75 10 42.75 45
    Ice 282 272 10 10 44 45
    Lightning 294 306 10.25 10 45.5 45

    Please note that we will be making additional adjustments on elemental magic using this change as the foundation.

    Regarding Content

    To start off, we are looking into adjustments for new Nyzul, Legion, Odin's Chamber II, Voidwatch (up to Provenance Watcher), Salvage, and in the event there is further necessity, new Salvage as well.

    Below is what we are looking into for adjustments.
    • New Nyzul
      • Adjustments to the warp range of floors
    • Legion
      • Adjustments to monster levels
      • Adjustments to attack power and defense
    • Odin's Chamber II
      • Adjustments to monster levels
    • Voidwatch
      • Expand the usage range of the void clusters to Provenance (Provenance Watcher)
    • Salvage
      • Re-examine the drop rate of level 35 equipment
      • Make a change so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment
    • Walk of Echoes
      • Adjustments to monster levels
      • Remove EX status from each type of coin
      • Add sacks that contain multiple Devious Die and Liminal Residue

    Past this, we will continue to make adjustments as necessary, and we will be making it so strategy and play style variations can be developed instead of having to win with a huge amount of fire power in a short amount of time.

    While I am repeating myself, the above are by no means finalized. There are many other topics we are looking into at the moment (enmity, TP given to enemies, etc.), so I would appreciate it if you could read over all of this on the basis that there is a possibility that the implementation order and adjustment method changes.

    Thank you very much.
    ---
    (66)
    Devin "Camate" Casadey - Community Team

  2. #2
    Player Byrth's Avatar
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    Mar 2011
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    Byrth
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    Lakshmi
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    DNC Lv 99
    I approve of this, and would like to know two things mainly:

    1) The Japanese post used the term "correction" for the 1H adjustments, which was interpreted by us to mean "level correction" to Ratio/Accuracy. Could you confirm if this is accurate?

    2) Desperate Blows currently only applies to 2-handed weapons. Would Last Resort post-update still only give 2-handed weapon Haste, or would 1-handed jobs also be able to benefit from it?
    (26)

  3. #3
    Player Mefuki's Avatar
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    Aug 2011
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    Character
    Mefuki
    World
    Fenrir
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    BLU Lv 99
    I'm extremely pleased with all of this. It makes me hopeful for Matsui's FFXI.

    One question though, is BLU's "magical" magic spells going to be buffed in a similar fashion? We're already lagging behind a bit as it is in that department, (even in our nuking sets, etc, of course).
    (13)
    Last edited by Mefuki; 01-12-2013 at 07:19 AM.

  4. #4
    Player Rorrick's Avatar
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    May 2011
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    61
    Character
    Lowen
    World
    Ragnarok
    Main Class
    MNK Lv 99
    Will any one-handed adjustment affect hand-to-hand weapons?
    (11)

  5. #5
    Player Unctgtg's Avatar
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    Mar 2011
    Location
    Sandoria
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    Character
    Unctgtg
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Really Dark knights are becoming to powerful.. I am a career dark and always played second fiddle to War, and Sam alike...
    (13)
    99 Drk, 99 Sch, 99 Bst, 99 Geo and a ton of other jobs there
    110 +5 Bonecraft
    Level 99 Relic Scythe

  6. #6
    Player Elro's Avatar
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    Oct 2011
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    Character
    Strahd
    World
    Siren
    Main Class
    SAM Lv 99
    I absolutely hate the suggested merit point weaponskill. So with no increase in merit cap if i keep my current three weaponskill at 5 merits each I'll get to look forward to a nerf from 100% to 85% stat modifier? Absolutely dreadful and definitely not what we have been asking for. I'd rather keep it as is then implement this change.

    Edit: I stand corrected 85% is after alpha is same as 100% before. Regardless still a pointless suggested change and most players will keep their 3 maxed out weaponskill and continue to complain about cap.
    (10)
    Last edited by Elro; 01-12-2013 at 09:01 AM.

  7. #7
    Player Toadie-Odie's Avatar
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    Sep 2012
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    Character
    Toadie
    World
    Siren
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    BST Lv 99
    Quote Originally Posted by Elro View Post
    I absolutely hate the suggested merit point weaponskill. So with no increase in merit cap if i keep my current three weaponskill at 5 merits each I'll get to look forward to a nerf from 100% to 85% stat modifier? Absolutely dreadful and definitely not what we have been asking for. I'd rather keep it as is then implement this change.
    I agree with this sentiment as well. I'm not sure how this is a compromise at all.
    (2)
    Each person is an individual being, capable of independent thought and unique emotion, deserving respect, dignity, and compassion in all things, at all times, and in all places.

    To do anything else denies the self of its humanity.

  8. #8
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    I'd like to hear more about the adjustments being considered to one-handed weapons, such as whether the change would simply be the effects of STR and DEX or something a bit more profound.

    Generally, though:

    (3)

  9. #9
    Player Zeroe's Avatar
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    Mar 2011
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    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    Nerf Dark? Only became strong because of resolution, not because of haste. They nerf it, I'm done. Tired of my job being spit on with no adjustments to emp scythe and magic.
    (9)

  10. #10
    Player
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    Its already capped at 85%, that does not change, however I will agree that I am not happy with it, they can never simply do as we ask no matter how easy it is, or how much it makes sense.
    (7)

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