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Urteil
08-02-2011, 03:29 PM
This is a forum to compile all the official development feedback that has been received via forum moderators.

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Dev Feedback Via - Camate 8/01/2011 - http://forum.square-enix.com/ffxi/threads/11544-DRK-Adjustments-via-Manifesto/page13

C = Community

D = Developer Response


D:Howdy! In regards to all of the feedback and questions we have been receiving, we got some additional information about the future dark knight from the development team.

C: Make it so we can deal large amounts of damage proportionate to the amount of risk taken.

D: Just as shown in the concept, we will be making adjustments so that you can temporarily deal larger amounts of damage compared to other jobs.

C: Include “attackers specialized in absorption” to the concept and make adjustments based on this.

D: Don’t think that we will not be considering things that were not mentioned in the concept.The core of adjustments will be what is outlined in the concepts, but we will be making adjustments to enhance and spruce them up.

We are aware of your requests for changes/additions revolving around absorption and we are looking into new ideas for it besides just Drain, Aspir, and the other existing absorb-type spells.

C: Get rid of the Souleater resistance on NMs.

D: This will really depend on balance adjustments between the stats of Souleater itself and a monster’s strength. For right now, from a balance perspective we believe it is difficult to get rid of the resistance.

C: Add an ability that adds to your attack when taking damage.

D: In the next version update we will be adding an ability that raises your attack power when taking damage. The effect can be used with both physical and magical damage.

C: Add a job trait that raises magic attack.

D: We are looking into implementing an ability that converts a large amount of MP into increased magic attack. When using this you will also receive a stronger Occult Acumen effect.

C: Increase our parry skill so that we can receive a larger benefit from Tactical Parry.

D: First as an overall adjustment, we will be revamping the difficulty of increasing parry skill. After this, the next step will be skill adjustments for each class.

C: Add Fast Cast specific for Dark Magic.

D: We will look into it. We will make it so dark knight is the most affluent with Stun, Drain, and other Dark Magic.

C: Revamp the MP cost and recast time on Dread Spikes.

D: We will be grouping this with the Dark Magic adjustments written above, so we are thinking to address this through Dark Magic Fast Cast.

C: Make it so it’s possible to absorb MP with Aspir from enemies that do not have MP.

D: It would be kind of strange to absorb something that does not exist, so if we were to adjust Aspir we would be looking into it from a different direction.

C: Increase the effect of absorb spells.

D:For absorb-type spells we will first be looking into removing the time decay of stats that were absorbed. After this, we plan on making adjustments to the effects.

C: Add Stun II.

D: When considering the current properties and potency of Stun, we are not thinking of adding another stun at this time.

Urteil
08-02-2011, 03:29 PM
Source: http://forum.square-enix.com/ffxi/threads/11544-DRK-Adjustments-via-Manifesto/page16

8/18/2011

Camate -

Based on everyone’s feedback, we will be making the below adjustments during the upcoming version update.

Readily Rearm* Lv95
Converts damage received into attack power and magic attack power.

Absorb-ATB* (absorb attributes) DRK Lv91
Absorbs an enemy’s beneficial status effects.

Additional magic that can be learned:

Blizzard III DRK Lv92
Break DRK Lv95

We tested it out…
Readily Rearm*
 →After taking approximately half of your current HP in damage, your damage output increase by over 20%!
  (This is also reflected in weapon skills it seems)
  Additionally, while under the effects there is no decay over time)

Absorb-ATB* (Absorb attributes)
 →Used in conjunction with Nether Void you are able to absorb two status effects.

Just in case, we confirmed with the lead dev. once more and he said that they are finalizing the adjustments, but as long as there are no major problems it will be implemented as stated. Yay!

(*Please note that names and descriptions are under development and are subject to change.)

Urteil
08-02-2011, 03:30 PM
RESERVED ----******

Urteil
08-02-2011, 03:31 PM
RESERVED ----**

Taint2
08-03-2011, 04:20 AM
1000 people ask for a Crit WS and they respond to 1 or 2 random comments......SE is very confused with DRK.

Kagato
08-05-2011, 01:48 AM
1000 people ask for a Crit WS and they respond to 1 or 2 random comments......SE is very confused with DRK.

They announced a while ago that they had plans to adjust various weaponskills. Just be patient on that.

I just want some more magic options. I feel as though our melee options are already adequate enough and anything else will practically break us (not that I would complain about broken melee power >.>).

Atoreis
08-16-2011, 02:53 AM
How about give DRK an ability that let you ignore PDT on both melee and WS. 1000+ attack is really nothing when most High lvl NMs has 87%PDT. Even Corsair can outdmg a DRK on Voidwrought or Hahava. I don't want to go back to 2006 and see only magic damage(or RNGs) on HNMs.


Ability that change your damage to "special" type like Twilight Scythe would be really good. I know Twilight scythe exist but having to use Twilight scythe when you spent massive amount of work to get Apocalypse is pretty frustrating.

Jar
08-16-2011, 02:34 PM
How about give DRK an ability that let you ignore PDT on both melee and WS. 1000+ attack is really nothing when most High lvl NMs has 87%PDT. Even Corsair can outdmg a DRK on Voidwrought or Hahava. I don't want to go back to 2006 and see only magic damage(or RNGs) on HNMs.


Ability that change your damage to "special" type like Twilight Scythe would be really good. I know Twilight scythe exist but having to use Twilight scythe when you spent massive amount of work to get Apocalypse is pretty frustrating.


The Level Correction function

The Level Correction function modifies your (ranged) attack / monster defense ratio before it is used in the calculation of pDIF.

If the target is a higher level than the attacking player, then a level corrected ratio is needed before calculating pDIF.
This is not, however, applied in reverse if the player is the higher level being attacked.
When fighting EM monsters or lower, level correction is always zero, meaning no 'bonus' is applied for attacking lower level targets.

After Ratio is capped at 2.0 or 2.2, or for any lower value:

Melee cRatio = Ratio - 0.050 x level difference

Using the capped 2.2 Ratio from before, for a level 75 against a level 80 target, melee cRatio is then:

(2.2 - 0.05*5) = 1.95.







i dont know of any level 128-129 monsters btw so .. yeah..

this also affects ranged damage too <3 most huge HNM say like rani or other take reduced magic damage also.

oh and twilight scythe does not bypass PDIF functions or Cratio <3 only sets Damage type mods to 1.0

Caliburn
08-17-2011, 01:32 AM
D: First as an overall adjustment, we will be revamping the difficulty of increasing parry skill. After this, the next step will be skill adjustments for each class.

This is sort of a chilling reply IMO. Which way is it going to go? Harder or easier?

Ayrlie
08-23-2011, 11:53 AM
About change the mob for Trial 531 from Flan to something else. . . these suckers are a pain in the butt.

Dart
08-24-2011, 10:15 AM
i'm not touching this thread, it'll go up in flames~