Didn't see it mentioned, but with the change in attack/def, wouldn't Conqueror become the strongest weapon in the game?
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Didn't see it mentioned, but with the change in attack/def, wouldn't Conqueror become the strongest weapon in the game?
No. All of the changes they're describing are Monster -> Player. They've given no indication that they're touching Player -> Monster level correction at all.
Even if they had, DRK/WAR still has more attack than a Conqueror WAR.
The fact that mythic rely too much on building 300% somewhere makes them gimp weapons. The better weapons will be those of the jobs that don't suck and whose weaponskill damage is not entirely relying on critrate. Relic monk and shijin spiral (plus boost will be quite overpowered), DRK and ragnarok+resolution, sam and shoha. Ascetic's furry has a 100% att boost too so maybe with glanzfaust it starts to be decent.
They did indirectly say that they would touch player vs monster
If "too weak" refers to "they can't damage me", why mention their HP ?Quote:
Legion
Adjustments to HP/attack/defense
As mentioned above, we are looking into removing the level difference correction.
Due to the fact that removing the level difference correction and lowering the level of monsters at the same time would cause the monsters to become too weak, we are thinking about making adjustments to attack and defense, as well as HP.
They said they were considering adjusting monster's defense due to removing level correction (see idea #1 that mentions SoA). That's clearly player -> monster.
Actually, re-reading this, there's possibly another explanation.Quote:
Originally Posted by Camate
It started off with:
That means the baseline is the player's defense at 50% of the mob's attack. For example, Ig-Alima at 1059 attack and a player with 530 defense, the mob is at capped Ratio against the player. It doesn't matter if you add Berserk, Last Resort, etc, to that, you'll still take the same damage.Quote:
Originally Posted by Camate
Now, take a drk using Berserk+Last Resort (ie: "pay no attention to your defense"). That's +25% and +15% attack, and a commensurate -25% and -15% defense. So defense is down a total of -40%.
Starting from 530 defense, it's now 318 defense. New ratio for the mob is 1059/318 = 3.33, or 67% more damage than before. Bit of a stretch to call it 'almost twice', but the wording makes sense if you looked at it where your defense dropped by almost half, so then the mob Ratio would almost double.
That means they aren't saying the Ratio cap is ~3.33 or 3.5 or whatever, but that the defense that previously meant nothing (from 530 down to 318) now fully matters. In other words, they're not actually asserting any Ratio cap at all (other than at least 3.33). The cap could be 4.0, or, for all we know, could be completely unbounded.
If that is indeed the case, the risk from using Counterstance would be almost completely untenable. Every mob attack would be like current ranged attacks, which are mostly a death sentence for a counterstanced mnk.
So Camate: Please provide clarification. Is there an intended upper bound on the attack/defense ratio? And, regardless, how do they plan on addressing Counterstance with these changes?
They aren't asserting there will be a future Ratio cap, I agree, but they've pretty much explicitly told us that there is currently a 2.0 Ratio cap for monsters, yeah? As a side note, some testing indicates that this ratio cap is separate from the level correction Ratio boost.
http://ffxi.allakhazam.com/forum.htm...6&h=50&p=7#343
Also, I think SE-vision could see "decreasing the damage done by monsters (reducing level correction)" = "making them easier"
The truth is that such a change will have a pretty minor effect on current strategies (apart from the potential inclusion of Tarutarus) because you still need to stun the TP moves so that the status effects don't get off.
2 points:
1) The only thing anyone ever actually killed with this method was a yovra. No one ever actually killed AV with it.
2) iirc you could only reliably get ~5 SCHs to stick MV, and that was with bots.
Not saying MV shouldnt have been fixed, just saying that it shouldn't have been made useless.
This is all really great news to read on, but I am wondering about DRK. Wasn't there supposed to be an update on DRKs absorb spells? What about working on DRKs survivability more than just their attack? Perhaps more absorb spells/dread spikes?
I could have sworn I have seen a vid of people using Modus to kill over 50% of a Hydra before, however I could be mistaken I suppose. Also in either case I know no one got to kill AV or anything with it, however it was the fact that SE nerfed it before people could that was my point, they likely rushed to patch it because they noticed what they had done, they were just to absent minded about it to ever come back to it to really fix it. They did what they had to so it would not be overpowered, but they never actually balanced it, simply destroyed it and left it to waste away.
I see this Quote:
"Also, with the adjustments to the attack/defense ratio and the level difference correction, weapons that have a modifier of 1.0 will become much stronger than what they are currently."
means they are changing player > monster. why mention weapons with a modifier of 1.0? I took this as part of them trying to make 1 handers closer to their 2 hander brothers even if just a little bit.
Yeah clearly imply player vs monster too. Anyway be prepared for a big revolution if this happens. I can understand now how they consider this will affect darkknight without nerfing their damage now. All DDs will be doing much more damage, but berserk users, and especially DRKs, will basically be sheets of paper defensive wise. I doubt anyone is going to let their DDs take 900 dmg per hit, especially as DRK seing as the job is pretty much based on killing yourself to do damage. This can be fixed by using perfect defense though, but it's becoming very situational. So overall the advantage the use of /war is probably going to be very limited, so we might indeed go back to /nin. Remember that when we still were 75 only idiots were subbing war wether it was merits or endgame. This was due to WHM curing being quite limited, hp being lower, and -25% def being already problematic. Even colibris had a move that could put a monk into orange without even using CC. Now with berserk and the ratio change using berserk is likely going to be impossible even on decent challenge mobs.
We might go back to seigan / ninja sub in endgame unless you can afford PD (I doubt you can do anything else on ADL for instance) but even for stuff like meeble, neo salvage, neo nyzul, /nin or at least seigan.
In this sense it lowers the difference between THF-NIN // WAR-DRK-SAM // MNK, it doesn't nerf the max damage of 2handed DD though it makes it very unlikely (eg : riding hasso / berserk on war = suicide). Since MNKs and THF-NIN don't rely on hasso, they can still sub nin for a minor loss to attack (basically losing 10% DA only) and a giant gain in defense, while WARs are losing roughly 25% attack.
It's going to be interesting at least.
welp harden shell even tho only 3 mins/10mins(diffusion timer) might give the heavys some breathing room for zerk (having a blu using demoralizing roar might finally be worth it), also this change could make adl more manageable depending on how high is actual attack is, i mean bio3 attack down pro5 and maybe get a brd with emp harp throw out hastex2 attack and a def song im sure the dds will be fine.
ADL will probably still be hard due to how gimmicky he is. I'm pretty sure he loses every debuff you put on him every time he splits. His AoEs are also devastating in ways other than the pure damage they deal. Knockback + grav, silence/para + bind, conal death, 30 seconds of terror, etc. Straight-up tanking for ADL (not zerging) will probably still be crazy tough after the changes unless they adjust his abilities.
I would just like to point a few things out about Dark Knight before someone with a nerfbat goes all...batty.
DRKs are one of the LOL jobs of yesteryear, and reducing anything we currently enjoy will be seen as a slap in the face to people who struggled making their DRK competitive back in pre-Aht Urgan to pre-Abyssea days. We stuck with the job, the devs should as well.
Our Scythe WS pretty much suck. Is is too much to ask for a 2 or 5 hit WS that can crit (!), str mod and maybe even an additional effect worth a crap (ie: not silence).
Availability of decent GS. There aren't alot. The AH-able Great Swords were meh at 95 cap...kinda lawl now. Magian Trials gives a few good options, the rest are drops in the above-mentioned content that I don't much partake in because I would rather not spend my limited playtime in randomland.
DRK MP still isn't very useful. Many of our spells don't work on anything EP and above, or they just plain aren't worth the time to cast. We hit hard with our weapon normally, casting a spell slows that down, and therefore must have some use. I still think DRK should be able to induce plague effect on enemies.
Job Abilities. We need one that increases damage above lvl 30. Pretty sure DRKs are the only DD that doesn't get a damage job ability post level 30. I have higher level JA's that increase dmg FROM MY SUB than I do natively. It doesn't need to be epic, just something simple. We don't need haste, accuracy or attack. Store TP could be good. I would like a 5 or 10 min cooldown 90 sec duration of 10% DA. I don't think its gamebreaking, but it is a JA we can use without risk of dying because of it. By the way...
Enmity...A PLD can't seem to hold hate sometimes, but I sure can. How about a JA that causes plague and reduces enmity? Call it Weapon Bash II. Kind of a two-birds one JA idea, much like some of DRGs higher lvl jumps that do weird things. Plague and -50 cumulative enmity or something.
Resolution. If its such a problem, then take away a hit I guess...or reduce the fTP a touch. Don't make us go back to spinning slash please...I mean really, Great Swords were our second fiddle for years and years and years...and don't change this without addressing some of the above please.
Just my thoughts...
What about summoners?
Are we going to continue with 45 seconds cap for Blood Pacts?
We still use level 70 BP to do dmg, are we going to get new BP rages?
Magic will be changed, is this going to affect avatars too?
Where is issues lie is all about random floor jumps and Lamp Rooms. The mobs aren't really the issue. The fact one order lamp floor with kill your run is absurd. It leaves it completely to chance. Luck reliant endgame is not fun, nor does it show skill of the party. Want people to enjoy this event? Then REMOVE lamp floors, or at least take out the order lamp rooms.Quote:
New Nyzul
Since the purpose of using Embrava was to increase the pace of defeating all enemies, instead of adjusting the floor warp range, we will be re-examining changes to monster strength.
Adjustments to defense
Currently looking into making adjustments so that attacks that focus on enemies' weakness are even more deadly.
Adjustments to the enemy's level per floor (*values are being adjusted)
Floors 01-20: Lowered by 10 levels
Floors 21-40: Lowered by 7 levels
Floors 41-60: Lowered by 4 levels
Floors 61-80: Lowered by 2 levels
Floors 81-100: No change
Yeah I think it would be better to keep the enemy levels the same, but make lamp floors faster to solve (or non-existent).
Or make so the range of jumps goes from a minimum of 3 to a maximum of 15!
I'd like to add to the list of people interested in SCH's significance in these elemental magic updates.
Will Helices be allowed a shorter cast/recast time? Can't complain about the MP cost but any adjustment to the casting time would make magic bursting / Immanence chaining a bit more exciting... and fix modus? pretty please?
Regarding Modus Veritas:
There's one simple thing they could have done to prevent it from being abused for AV kills and whatnot while still keeping it as a usable ability for the lone SCH, and that was simply to not make it stackable by multiple SCHs. Surely that kind of thing can't be that hard to program? I still don't know why they didn't just do that when people started complaining about Modus being a commonly-failed Voidwatch proc.
There was no need to ever give it accuracy checks, or to give mobs Modus resistance.
Vous comté rendre le jeux facile jusqu’à quel point ?
Totally, shyryu.
Depending on how wide-spread the level correction changes are, and how level correction applies to pets, just that change could have a noticeable impact on the physical damage from all pet jobs. While pets might end up less able to tear weak monsters to pieces, there's an equal chance they'll perform better against stronger stuffs.
Somebody who knows more than I do about that should probably use this opportunity to make me look dumb. It would be informative.
Of course, since a lot of what Summoner does is magical or unique to the job or support-oriented or just plain weird, whatever happens to level correction would probably affect Summoner least out of all pet jobs.
odd thought, but are they going to change what rngs flashy shot does?
You are quite accurate. Currently, the attack/defense ratio caps at 2.0 just as SE revealed in this post. However, players only discovered this a few weeks ago, as the level correction causes the pdif term for pets to go as high as 4.0 (before randomizer). This does appear to be at a rate of 0.05/level.
BST pet mechanics are the same as mob mechanics. This is exactly why pets do more damage to lower level mobs than players can. Similar to how 2 handed jobs have a higher ratio cap than 1 handed players do, pets have a much higher ratio cap than any players due to this level correction. Conversely, that level correction hurts pet damage when fighting mobs of higher level. The contrast is huge. This is why pet jobs have been so gimp vs high level nm's and why they became so OP when the level cap was raised. This is why BST can solo vrtra and tiamat and so many hnm so easily from the level 75 cap. This is why a level 70 blm can nuke a player and still do 800+ damage, but the same nuke to a level 99 pet does maybe 150 damage. This is why a pet barely does double digit damage vs an nm which is 10+ levels above it.
Removing the level correction will affect BST pets more than others by far, because pet dd is all melee. If they are going to adjust mob att/def values w/ this change, are the going to adjust BST pet att/def values also?
No mention of needed PLD adjustments.
This whole announcement is exceedingly disappointing.
The Level Correction and Atk/Defense ratio changes, should they go through, would be a big step in making PLD and other tanks more viable for endgame.
I would like to see their ideas for Enmity changes, however.
I mathed a bit the effect of the change to ratio of the DPS of various DDs. Assuming the new pdif cap is 3.0 and 4.0 for crit I get the following DPS against decent challenge mobs under high buffs ( 2x marches, 2xminuets, enfire, haste, boost dex, berserk / hasso when relevant )
pup
DPS : 754.424557
monk
DPS : 893.517180, spharai : 894.729028
glanz
DPS : shijin : 901.413704, ascetic : 889.168151
ryunohige
DPS : 753.796222, relic : 510.799683
war
DPS : 839.825226
conqueror
DPS : 902.734577
koga
DPS : 1106.887842
liberator
DPS : 910.986609
ragnarok
DPS : 816.908923
previously it looked like (increase in dps in % listed)
pup
DPS : 729.824907 (+3%)
monk
DPS : 797.954570 (+12%), spharai : 756.999267(+18%)
glanz
DPS : shijin : 774.754062(+16%), ascetic : 732.400090 (+21%)
ryunohige
DPS : 751.280283 (+0.3%), relic : 509.021529
war
DPS : 754.763829 (+11%)
conqueror
DPS : 772.762159 (+16.8%)
koga
DPS : 867.586253 (+27%)
liberator
DPS : 764.374423 (+19%)
ragnarok
DPS : 716.567921 (+14%)
As you see the change will act as a nerf on PUP and DRG (since they never hit attack cap) so I'm not sure it's the good thing to do. Basically it will buff those jobs or weapons that already go often at the ratio cap right now, while not touching others, but at the cost of dying to berserk.
That exact concept is what got it so heavily nerfed, as I said, SE just never went back to balance it, just like how they do many things in this game, once its nerfed its gone with no hopes of returning to an acceptable use. Thankfully I think for the most part they did ok with Embrava, though I still do not like exactly how they did it, but its at least acceptable by compare. Embrava is another subject entirely, but I use it as an example just because its another of SCH's nerfs, just Embrava I feel was handled a bit better, even if they did wait a very, very, long time to do it. In the end however, that long wait may be why it is turning out to go as well as it is, rather than ending up as a total flop like Modus did.
Pop corn incoming for MNK & PUP, a google translate of the JP posts shows an increase from 2 to 2.25 for ratio cap. While the effect is limited for pup since their attack is still fairly low, it is a giant boost too mnk as they are more likely to reach it. Anyway a very well geared pup with KKK is probably getting a substancial boost too. Also keep in mind that MNK has the possibility to use boost on WS, for ~20% boost to attack, while right now you are advised for not using it since the time lost is usually not worth the effort, but this could change. The draw back is, of course, berserk is going to kill you but at least boost doesn't ... Math incoming.
Ok here we go. The state of DDs right now (recall for post 233)
pup
DPS : 729.824907
monk
DPS : 797.954570 , spharai : 756.999267
glanz
DPS : shijin : 774.754062, ascetic : 732.400090
ryunohige
DPS : 751.280283 , relic : 509.021529
war
DPS : 754.763829
conqueror
DPS : 772.762159
koga
DPS : 867.586253
liberator
DPS : 764.374423
ragnarok
DPS : 716.567921
Now with the increase of 1H ratio, without boost on the MNKs :
pup
DPS : 742.038901
monk
DPS : 840.811957, spharai : 813.065319
glanz
DPS : shijin : 832.802696, ascetic : 772.443094
5% to 7% increase to MNKs (remember the targets are ~even match)
Balance™
Note that the abvove comparison are done with only dia2 / minuets / food as attack buff, which put the mnk nearly at cap but not at cap, as the ratio varies between 2.15 and 2.25 depending on impetus.
Greetings!
Since there has been a lot of feedback and questions regarding level correction, I’d like to take this opportunity to add a bit to what we mentioned last week about how we are looking into eliminating level correction.
This level correction is what we will be using to make it so that when you increase your defense the damage you take will be reduced. In other words, the level correction will be focused on the monsters' attack power. Since we will not be making any changes to the level correction in regards to monster defense, damage towards higher level enemies will not see an increase from the level correction adjustments. Completely getting rid of level correction would make it easy at low levels to defeat monsters that have a difference of 20 levels or more.
With that said, from your character's perspective, these changes will only really be applicable to higher level monsters, and easy prey monsters or other lower level monsters will not become weaker. However, depending on the attack/defense ratio there may be variations.
We also understand that the current attack/defense ratio cap for single-handed and two-handed weapons is 2 and 2.25 respectively, and an idea was raised to set them both to 2.25. We will need to examine whether this value is good enough or if we need to make further changes in advance before we proceed with this adjustment.
Now to answer some questions…
Currently we do not have any plans to make adjustments to these kinds of weapon skills.Quote:
With these adjustments could you also make adjustments to weapon skills that have “defense ignored varies with TP”?
We understand the concerns associated with this and there is a possibility that we will be making separate adjustments to Counterstance.Quote:
Am I going to die right away when I use Counterstance now?
As a final note, we do not have any plans at the moment to make adjustments to weapons that deal non-elemental damage; however, we do realize that they are extremely strong. Though this is speaking more about the future, since we will be introducing items that have a higher damage value, we expect that these weapons will not be something that are used full-time, and the situations for use will become limited.
In regards to the way we create monsters, we will still be adding features to them like you can see currently, where some monsters will be weak against piercing, while others weak against blunt damage or physical damage in general. However, instead of making it so you can only do damage via a certain method of attacking, we feel it would be better to create them so certain attack methods yield even more damage. To get a better idea of what we are talking about, Qutrub are a perfect example.
Also, the possibility that we add more weapons that deal non-elemental damage is extremely low.
Now then, just to wrap stuff up, below is a TL;DR version of the basic plan for these adjustments. Please keep in mind that none of this is finalized.
- Attack/defense ratio adjustment plan
- Increase the cap value for the numbers calculated from the attack/defense ratio.
Make adjustments so that when a player’s defense is low, damage taken will increase.- Increase the cap of the attack/defense ratio for single-handed weapons.
Look into increasing this to 2.25, the same attack/defense ratio of two-handed weapons.- Level correction adjustment plan
- Level correction for monsters’ attack power
Make adjustments so when a player’s defense is high, damage taken will be reduced.- Make adjustments to monsters’ strength via parameters
Monsters created after Seekers of Adoulin will be made at a level where there is no level correction, and when higher level monsters are created modification will be placed on attack, defense, and stats.
I don't see anywhere in the JP posts where they state that the two-handed weapon ratio cap is 2.5. I only see where they are raising one-handed weapons from 2.0 to 2.25, the same as two-handed weapons. As far as player testing has indicated, two-handed weapons indeed have a 2.25 ratio cap. Can you please clarify?Quote:
Originally Posted by Camate
And then later in your post you say the same thing. Probably an error in the first statement?Quote:
Originally Posted by Camate