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 Post subject: Balancing is Half the Battle
PostPosted: Fri Nov 19, 2010 7:39 am 
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Lodestone wrote:
One area of focus for the November 24 version update is battle balancing. Among the many adjustments being made are changes to the accuracy of physical and magic attacks, enmity rates, actions for all classes, and reductions to the amount of skill points needed to rank up, and more.

Character Progression
Accuracy

The accuracy rates for actions in general, both physical and magic, have been increased, making it easier for players to land attacks. This will, subsequently, result in more skill points.

Skill Points in Parties

Skill points earned in battle are now awarded after an enemy is defeated. Additionally, discrepancies in the amount of skill points awarded to party members have been reduced. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.

The above changes will serve to increase the tempo of battle, and also allow players to obtain more skill points than was previously possible. To further facilitate the process of ranking up, the amount of skill points required to attain ranks 11 through 31 has been reduced. The reductions are most significant for the rank range of 11 through 20, as we would like to enable players the ability to engage in more goal-oriented content, such as the hunting of notorious monsters, at an earlier stage of play. Further information regarding these changes will be released in the version update details Topics post of November 24.



Balancing Adjustments to Actions

In order to improve the uniqueness and flavor of each class in party battle, we have made a number of adjustments to the effects, durations, execution costs, and enmity generation rates of a number of actions. Below is a sampling of these changes.

    Pugilist
    • Featherfoot
      • Active duration increased from 15 to 30 seconds.
      • Evasion rate increased.

    Gladiator
    • Luminous Spire
      • MP cost reduced from 20 to 10.

    Marauder
    • Foresight
      • Stamina cost reduced from 5 to 3.5.
      • Active duration increased from 15 to 30 seconds.
      • Parry rate increased.
    • Bloodbath
      • Stamina cost reduced from 6 to 3.5.

    Archer
    • Trifurcate
      • MP cost reduced from 30 to 15.

    Lancer
    • Speed Surge, Life Surge
      • Active duration increased from 120 to 180 seconds.

    Conjurer
    • Cure, Cure II, Cure III
      • Enmity generation adjusted.

    Thaumaturge
    • Scourge

      • Amount of damage dealt increased.
    • Sacrifice, Sacrifice II, Sacrifice III
      • Enmity generation adjusted.
      • Amount of HP healed increased.


New post on the Lodestone found here


Hopefully this fixes the issue of everyone getting random SP and will give everyone a static amount after each fight. It's also nice to see they're reducing the amount between 20-31 as well.

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Last edited by Dmitry on Fri Nov 19, 2010 9:03 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Nov 19, 2010 7:48 am 
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I may finally be able to casually solo,sweeeeeeeeeeeet! its hard to party alot when i have a 18 month attached my leg swinging his arms and roaring because he wants to be a dragon lol

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 Post subject:
PostPosted: Fri Nov 19, 2010 8:12 am 
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 Post subject: Re: Balancing is Half the Battle
PostPosted: Fri Nov 19, 2010 8:44 am 
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Lodestone wrote:
Skill points earned in battle are now awarded after an enemy is defeated. Additionally, discrepancies in the amount of skill points awarded to party members have been reduced.


What this seems to say is that:

1) You no longer get (or are shown) SP per hit. All you see is the total you gained after the battle.

2) They haven't changed it so everyone gets the same SP, they've "reduced discrepancies" between SP awarded to party members. I'm guessing SP is still tied to how much you attack/cure (which they probably have to do to prevent afk leeching etc) but they're changing it so you won't see one person getting 500SP and another getting 50SP. I'm going to guess that the game will average everyone's SP out and then multiply it by some kind of modifier. So instead of 500SP and 50SP, it'll become like 350SP and 250SP. That's just my guess though.

We'll see on Wednesday.


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 Post subject:
PostPosted: Fri Nov 19, 2010 9:38 am 
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Foresight, featherfoot, bloodbath, accuracy... all benefit marauder tanking

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 Post subject:
PostPosted: Fri Nov 19, 2010 10:48 am 
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I was really hoping it was just a set amount after the fight. I couldn't care less about afl leeching. That is far less of a concern to me than 500 sp one fight and 0 sp the next, as I sometimes experience on peistes.

I hope you're wrong, Ket, though I know you probably aren't. Hehe. Less SP to 30 means good things for crafters who would like to have multiple crafts ranked up for repairs, though.

Hopefully the SP system is better, though. I'm sosad with how it is currently

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 Post subject:
PostPosted: Fri Nov 19, 2010 11:00 am 
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starting to think, whats the point of leveling my PUG, LNC, GLA, BSM, and anything else if its harder now and will be easier later.

perhaps i should just stick to leveling MRD? or nothing?

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 Post subject:
PostPosted: Fri Nov 19, 2010 11:33 am 
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Just level them if you're going to level them, this isn't going to change anything about you wanting to or not.

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 Post subject:
PostPosted: Fri Nov 19, 2010 11:41 am 
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Whisp wrote:
starting to think, whats the point of leveling my PUG, LNC, GLA, BSM, and anything else if its harder now and will be easier later.

perhaps i should just stick to leveling MRD? or nothing?


Whisp, I've been doing local leves for GM attempts and SP and regional leves for Gil and faction. Barring that, I'd probably farm shards and that's about it. Grinding SP on other DoW classes is probably fine, but I wouldn't waste mats/Gil/shards on grinding a craft outside of local leves right now.

Also, people on zam apparently translated the JPN release notes and seem to think that SP will still be a by-move system, but will then be pooled and divided. I guess their patch notes used stronger words like, "Identical" when talking about party SP gains.

Still could be wrong, or so something lost in translation, but I really hope we get pooled SP. I want all CKD parties where mages can do more than cure.

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 Post subject:
PostPosted: Fri Nov 19, 2010 11:52 am 
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Id be fine with a communist SP system

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 Post subject:
PostPosted: Fri Nov 19, 2010 12:04 pm 
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French translation also is more concrete with verbage. Maybe the English translators hate getting flames so have taken a, "let's always be vague" approach.

Here's what I'm hoping it'll be like:

Quote:
RamseySylph wrote:
Regarding the acquisition of skill points in battle, though they are currently acquired by action, when the enemy is defeated party members will now acquire identical skill points.


Pure speculation, but here's how I'm hoping it goes down:

Base SP gain for mob you are fightning = 100sp

Party of 4 people:
CON earns the group 100 SP over the course of the fight
PUG1 earns the group 400 SP over the course of the fight
GLAD earns the group 400 SP over the course of the fight
PUG2 earns the group 300 SP over the course of the fight
Total SP From Battle: 1200

Divided by 4 (number of players in party): 300

Adding in the Base SP for the mob itself, everyone in the group would gain 400SP for that mob.

Doing it this way would also help prevent discourage people from soaking SP while not doing much. You'll want your party to be optimal.

The only part where this would get confusing for me on how they could handle it is shield skill.

Edited, Nov 19th 2010 9:22am by JaduFenrir

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 Post subject:
PostPosted: Fri Nov 19, 2010 2:30 pm 
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"should we invite a CNJ?"
"No, they don't offer as much to the SP pool. let's invite more melee"
"just tell the CNJ to spam his cure"

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 Post subject:
PostPosted: Fri Nov 19, 2010 3:25 pm 
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A couple things, Whisp. They are rebalancing SP provided by actions at the same time, as well as hiding mid-battle SP numbers. I think that should help the Mage situation greatly. Besides, it may make people like Kitty and I much more likely to EXP more often if we see somewhat consistant and split SP among all in the party. I lobbied for this even during the Mage era of the mid-20's.

Even if it equated to ~300 sp/fight for everyone, I'd much prefer it. I'm remaining positive this will allow for good parties for leveling the LS. 4 people at 50 with gimpy subs in a month would benefit the LS far worse than 10-15 rank 50 people in 1.5 months, instead of 2+ months, as it is looking more likely for the rest of us, if things didn't change.

I'm mostly concerned with getting Kayne, Yarr, and all those others ~20. I want a system where they can team up and blow through the 20's, so we can have a lot more 30+ people in the LS, besides tanks, healers, archers, and kio. :P

keep positive!

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 Post subject:
PostPosted: Sat Nov 20, 2010 12:33 pm 
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So is this a good thing or bad thing?

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 Post subject:
PostPosted: Sun Nov 21, 2010 3:01 am 
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We won't know for certain until patch day, but I'm hoping good.

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 Post subject:
PostPosted: Sun Nov 21, 2010 6:05 am 
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My dragoon is level 85 and nobody on earth gives a shit but me.

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 Post subject:
PostPosted: Sun Nov 21, 2010 2:53 pm 
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My dragoon is level 85 and nobody on earth gives a shit but me.


I give two shits.

Two whole shits.

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PostPosted: Sun Nov 21, 2010 8:59 pm 
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and that's why I love you

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 Post subject:
PostPosted: Mon Nov 22, 2010 8:43 am 
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Caduceus wrote:
DeadLegend wrote:
My dragoon is level 85 and nobody on earth gives a shit but me.


I give two shits.

Two whole shits.


What ever happen to long shit? :roll:

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 Post subject:
PostPosted: Mon Nov 22, 2010 1:26 pm 
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This is fucking awesome news. At this point I am debating weather or not to get Cata, or return to ffxiv.


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 Post subject:
PostPosted: Mon Nov 22, 2010 1:49 pm 
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You should come back! Marauder is pretty hot. Rank 30 is provokega, which is incredibly useful. And rank 36 you get Maim, which is the best skill in the game. (I might be biased).

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 Post subject:
PostPosted: Mon Nov 22, 2010 5:58 pm 
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They changed the wordings.

Quote:
Skill Points in Parties

The amount of skill points earned in battle is now determined by the enemy being encountered, rather than by the number or type of actions performed. As a result, players will no longer receive several skill points awards throughout the duration of combat. Instead, there will be only one lump sum of skill points awarded after an enemy is defeated.

Additionally, discrepancies in the amount of skill points awarded to party members of varying ranks have been reduced. For players of the same rank, this amount will now be the same, regardless of activity during combat. Together with these changes, the overall number of skill points awarded has also been increased, making progression easier even in smaller parties.


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 Post subject:
PostPosted: Mon Nov 22, 2010 7:22 pm 
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That's quite a ninja edit, especially a few days later.

So basically they're changing SP to work exactly like EXP does, perfect.

Question is, what determines how much SP you get from a mob? The way FFXI did it (level of highest party member multiplied by the number of people in group) worked but it caused problems with things like mage top-heavy parties and stuff. Hopefully they do something akin to their current "within 5 ranks" idea.


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 Post subject:
PostPosted: Mon Nov 22, 2010 10:24 pm 
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bah I go away for a little bit and they completely change how SP works lol, this sounds like a awsome upgrade tho, pretty much what everyone wanted right?

Edit: and does this mean mages can SP with rid now without causing noah's flood? :p I'd like to get back into SPing with the gang if thats the case, and from what I read it shouldn't matter if me rush zul and rid are all in pt together, but I dunno maybe i'm reading it wrong on how it works

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 Post subject:
PostPosted: Tue Nov 23, 2010 2:41 am 
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Madi,

It's going to be like FFXI, or like EXP in FFXIV, it seems. So yah, we should all be able to party up. If the highest ranked person is the one who will decide how much SP we'll get from the mob, though, then we'll probably still want to make sure at least the damage dealers are close to the highest ranked person in the party, or else fights will last forever.

Rushal is out of our range, I think, but you should be okay, I think.

I'm still gonna cry about shit, however, unless the patch fixes everything!

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