People wanted hit fixed, without acknowledging that insta kill skills and such become much more common to land. Careful what you wish for I guess.
You forgot the part where they lowered our HP and raised some classes DAMAGE(altho SM lost =.=)
Posted 23 April 2014 - 04:22 AM
Broken how? The skills that were broken stood out even with bad hit rate.
I said broken not bugged a too OP skill need to be considered broken, It's hard to check a broken skill or a skil not working as intended if only 1/3 of the classes of the game can hit O_o
Posted 23 April 2014 - 04:25 AM
I said broken not bugged a too OP skill need to be considered broken, It's hard to check a broken skill or a skil not working as intended if only 1/3 of the classes of the game can hit O_o
Point semi-taken, however, most of the VCR's are already treating OP skills as broken. Read the reports, take our Impact Arrow for example, we know the slow reduction is OP, it's on our to be fixed list.
Posted 23 April 2014 - 04:28 AM
C. Set Effects
i. New Set Effects
1. Steel's Will (until 6/4)
Items: Steel's Will and Nerd Glasses
-Condition: Equipping the two items will give a 2% increase in Vitality, Acceleration, and Crit and a 4% increase in Accuracy
Nooooo! does this means munil will have nerd glasses on her exchange list? and OMG! new op set needs both hat and costume....
but... yay new costumes! N>more storage space
Posted 23 April 2014 - 04:48 AM
You would rather all classes be forced to use AGI and only AGI? Because that is what the game is right now. With Stat changes it gives birth to different stat builds, different options and different play styles. The same is going to happen when the skills are changed.
As I've said so many times already.... I doubt that shifting Hit boni from one stat to another would solve the problem. F.e. Honing bonuses stay untouched and might even get worse.
Just take a look at all the other games out there.... how many games do you know where classes get different stat boni?
That's why I prefer a more thoughtful change. Hit chances could just get stupidly low. So why was there a cap f 50% for parry and crit. chance, but not for Hit-&-Dodge? A simple change would have been:
HvD = Hit - Dodge Hit_chance = 75 + ( HvD / ( 0.04 * abs[HvD] + some_scaling ) )
The result would have been a minimum hit chance of 50% and a maximum of 100%, depending on whether or not Hit > Dodge or vice versa. Both extremes would be very unlikely.
But there are enough different options as well. F.e. simply assume that PATK or MATK would give a percentual bonus to the weapon damage, not a fixed one.
Currently: 1 STR = 2~3 PATK = 0.19~0.285 more damage (that's 0.095 * PATK)
Changed: 1 STR = 2~3 PATK = +X% more weapon damage
In that way, the weapon damage would get amplified OR in other words: STR as an additional skill multiplier, changing a 250% Warrior Bash into a (250+100)% attack instead (just a random number).
You could then balance stats more easily. Also with some random numbers:
100 STR = +1% damage
100 AGI = +1% hit chance
100 VIT = +1% hitpoints
100 STR = +2% parry
100 AGI = +1% dodge
100 VIT = +1% defense or healing effectiveness
Then you could judge for yourself, whether or not 1% more damage would be weaker than a 1% higher hit chance... or if a 2% chance for half damage is better or worse than 1% better chances to avoid it completely. And you could do other things. like:
100 STR = +1% SP cost for physical skills
100 INT = +1% SP cost for magical skills
... what would make the SP cost 'level-dependant', because your level usually defines the STR or INT values. Then, a fireball casted by a level 10 Mage would have a lower SP cost than the same one casted by a level 50 Wizard.
What the current changes do isn't to allow for different stat builds, but to force each class into a different stat builds, just because they get an inbalanced bonus. You could give Warriors a fixed HP value or a fixed SP bonus and skip the stats completely becausenoone would spend a point there. So it's not a stat fix, it's making more stats useless and inbalanced to choose one.... but at least, it will be different stats depending on your class.
Edited by Greven79, 23 April 2014 - 05:05 AM.
Posted 23 April 2014 - 04:57 AM
With Critical lowered for every class now, one hit kills should be less frequent.
It decreases a 30% chance into a 17% chance.... or a 37.5% chance into a 25% chance. So the frequency might get as low as someone could expect it to be. Having a insta-kill on every 4th or 5th strike rather than on every 3rd will hardly make any difference, because weapon damage and hit chance get increased instead.
Posted 23 April 2014 - 05:04 AM
It decreases a 30% chance into a 17% chance.... or a 37.5% chance into a 25% chance. So the frequency might get as low as someone could expect it to be. Having a insta-kill on every 4th or 5th strike rather than on every 3rd will hardly make any difference, because weapon damage and hit chance get increased instead.
Chances to deal critical strike = Tad lower, BUT they're increasing dmg on couple classes(Which btw does enormous Critical dmg if wanted(especially Knights and Monks(lol they want ppl to go Monk)))
17% critical dmg I might just go 1000INT just to make my Critical dmg high enough so that the difference is just so low (lol) and use every "Lovely" crit buffs available :<
Posted 23 April 2014 - 05:06 AM
Opening a bit early, please report anything unexpected so we can resolve problems early.
SUPER PATCHER DOWNLOAD MOMENT!
btw. lol
Edit : Hi Heim it's been awhile! (Last time when Honing fiasco)
Edit 2: First time SUPER PATCHER IS SUPER!? D: *Logging in*
Edited by PandeeChio, 23 April 2014 - 05:09 AM.
Posted 23 April 2014 - 05:36 AM
Phantom Stones from Angelica cost 1 Anniversary Coin but at the Kafra, the same Phantom Stone costs 8 Anniversary Coins.
Broken Piece ANNI is pulling double duty as itself and what is supposed to be the Broken Y piece. We have to collect twice as many ANNI pieces because we have to trade that piece in not only for the A-Coin, but to make the Broken R_ARY piece as well.
I like the general balance and event (but hate that i forgot to trade in my bunnies T-T).
The NPCs don't use A-coins, use A-tokens, from daily quests, so that is right.
My only suggestion to the Devs, Knight should get more def points than beastmaster in Vit status, at least 2, otherwise it will be pointless to call beastmaster secondary anker... IMHO ofcourse!
o/
Posted 23 April 2014 - 05:41 AM
It decreases a 30% chance into a 17% chance.... or a 37.5% chance into a 25% chance. So the frequency might get as low as someone could expect it to be. Having a insta-kill on every 4th or 5th strike rather than on every 3rd will hardly make any difference, because weapon damage and hit chance get increased instead.
SUPER DUPER UPDATE TIME! <3
Fully geared Warrior in Osiris = 25% Crit rate from 31% why? Be cause they added Critical stats to dif gears <3
Posted 23 April 2014 - 05:47 AM
Secondary stats on gear have been completely changed, Vigor has been replaced with cast speed on 2 pieces and now I have PARRY on shoes and chest, resulting in my vigor rate passing from 40% to 25% and my cast speed being the same for some unknown cause. Redseed runes are useless on most of my gears and my stat build has no use anymore. Still, stat reset scrolls were not given to us. Wow.
Posted 23 April 2014 - 05:53 AM
I like the general balance and event (but hate that i forgot to trade in my bunnies T-T).
The NPCs don't use A-coins, use A-tokens, from daily quests, so that is right.
My only suggestion to the Devs, Knight should get more def points than beastmaster in Vit status, at least 2, otherwise it will be pointless to call beastmaster secondary anker... IMHO ofcourse!
o/
There are two event coins right now, Poring Coins to use at Angelica NPC and A-Coins to use at Kafra NPC's.
Posted 23 April 2014 - 06:10 AM
Well, about crecentia. I don't believe its 6 Magic Attack per Int because on what I see on the spreadsheet before it is supposed to be 2 Magic Attack and I asked them if them forgot about Ignition skills which will double it. It is supposed to be 4 Magic Attack Only which is before this Patch is 5 Magic Attack. Its either they changed it to 6 or typo'ed it and supposed to be 4 Magic attack only.
About crecentia being OP? LOL Have fun getting this stats.
Gloves:
Spoiler
Boots
Spoiler
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