
Originally Posted by
Camate
Greetings everyone,
Producer Matsui Akihiko has responded to some of the latest questions and feedback, so please have a read when you have a moment.
Hello, Matsui here.
Thank you for all of your feedback and thoughts.
I'd like to respond to some questions and feedback, as well as let you know some updates on content that is being adjusted.
Make item levels easier to see.
The development team would like to improve this, but this is something that we need some time to do.
Of the feedback we have received, requests for making this hidden (=a hidden stat) and requests for the addition of a new UI where this information could be consolidated stand out the most.
(The latter request also involving that it goes with the new Windows UI.)
In regards to the request for making it a hidden stat, if the rule was as simple as "item level 100 = +5 to each stat," then it wouldn't be that much of a problem; however, it's not as simple as this and I believe it would become even more difficult to understand.
Next, in order for us to change the display method and add a new UI, we would have to process the help text with the program itself and display it; however, the current help text is simply text data and addressing this would become difficult.
To solve this, we would have to make the display data into client data and create a system to display this data; however, this would impact the client memory in a large way. Additionally, the fact that there are a lot of special characteristics for FFXI equipment bonuses is yet another factor adding to the difficulty for this.
Instead of aiming for a perfect solution, I feel it would be best to put emphasis on making it better than it is currently.
You said you would be adding more physical damage reduction equipment, but it doesn’t look like you did.
The goal was not to increase the amount of physical damage reduction equipment; the goal was to close the gap that was opening up between the defensively proficient paladin and other jobs. (It's not that we are putting them at the same defensive level, we just want to shrink the large gap a bit.)
In other words, if we were to adjust the power of monster attacks with the original defensive difference, jobs other than paladins would end up taking severe damage or it would make all jobs completely unafraid of getting hit.
I'm also aware that only having physical damage reduction as we continue to make adjustments is somewhat problematic. (For example, it would take away the need to have curing power above a certain level.)
With that said, we are looking into alternative methods with jobs and items, and as we foresee that we can achieve our goal by mainly adjusting HP and defense, we have decided to make that the basis of our adjustments.
We apologize for making you worry about there not being any physical damage reduction stats; however, the adjustment plans that were conveyed previously have not been changed. Also, it's not like we are going to rule out physical damage reduction as an equipment bonus, and we plan on implementing gear in the future with this stat.
The effects of "magic damage +" is weak, so please make this value higher.
As this is something that is being worked on as a new parameter, the effect that you are seeing right now is in a weaker state than normal.
Once development and testing have been completed and the effect becomes what was planned, it will be a stat that can be understood better, and we will be keeping it as it is until that time.
How will you be enhancing magical accuracy for blue mage, dark knight, and ninja?
We will be introducing equipment with magic accuracy, but the main method of doing this will be by increasing magical accuracy and magic damage depending on the value of your "combat skill +" for the weapon equipped in your main hand.
Will the utsusemi adjustments apply to ninja support job as well?
Similar to the adjustments of the damage values for physical blue magic spells, this adjustment will only be applied to ninja when it is your main job.
There are some job abilities and equipment that are affected by level. Will these be affected by item levels?
Neither will be affected by item levels.
Make the item level of equippable items the same for each job.
I apologize for there not being enough equipment variations.
Due to the fact that there are a large amount of items in content such as skirmish, delve, and coalitions, as well as content such as wildskeeper reives that have different types of equipment, it's difficult to always have the same exact item levels for every job at any given point in time, but we will be preparing a variety of equipment that can be obtained in a variety of ways, which will enable you to procure all of the weapons for that item level.
(One large reason for this is that the rewards for wildskeeper reives have had their graphics designed based on the Naakuals.)
We are currently in the midst of preparing weapon enhancements and new armor for the new skirmishes which are in development, so please hang in there a bit longer.
Finally, I have one more thing I would like to inform you of.
Currently, of the shield stats that you can check on the Test Server, we’ve made the "shield skill +" values extremely small.
This is because these values were added based on the revamps to the shield activation rate calculation criteria; however, as a result of our testing, we've determined that when facing monsters that are above a certain strength the activation rate of Ochain has fallen roughly 30%.
Due to this, we are separating the criteria data and adding to the value of "shield skill +" so that the current shield activation rate is not changed.
I just wanted to let everyone know this ahead of time as I'm sure there would be some surprise when seeing this on the Test Server after I said there would not be large variations on the stats found there.