Didn't see it mentioned, but with the change in attack/def, wouldn't Conqueror become the strongest weapon in the game?
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.
Last edited by MarkovChain; 01-20-2013 at 03:54 AM.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
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 ?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.
Last edited by MarkovChain; 01-20-2013 at 03:54 AM.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
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.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.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?
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