Character Development
Battle Attribute Allotment
When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.
In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.
The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.
Algorithms
In light of changes planned for the Armoury System, the need to revise algorithms has arisen. At the same time, we will also carry out the changes below in order to streamline areas made overly complicated.
Abolishing the rounding formula based on standard rank values *1
Optimizing the value ranges for the influence of attributes *2
Many in-game elements are known to influence algorithms, and we are working on identifying them all regardless of the extent of their impact.
We believe that the above changes will allow players to more keenly feel and appreciate the myriad benefits offered by magic and equipment, which will lead to a new depth of enjoyment in attributes.
*1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible.
*2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values.