Killing Ifrit - a Final Fantasy community: 14] Balancing is Half the Battle (11/19/2010) - Killing Ifrit - a Final Fantasy community

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

14] Balancing is Half the Battle (11/19/2010)

#1
User is offline   Dyire 

  • Reraise dispelled
  • PipPipPipPipPip
Posted Image
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.
0

#2
User is offline   Dyire 

  • Reraise dispelled
  • PipPipPipPipPip
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.
Posted Image
  • 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.
http://lodestone.fin...c80e4ae1f950ff8

0

#3
User is offline   Velhart 

  • Greedalox
  • PipPipPipPipPip
Adjustments to the skill point system makes this game a whole lot better.

Sucked taking on a really tough enemy and then not even getting one damn SP from it. :(
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users