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[Dev] Dragoon Adjustments
Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-01-20 16:17:12
I'm not quite sure I understand what they mean by the window activation for Healing Breath IV where you need to stop attacking/dealing damage.
Will it not activate until you stop hitting the target? Or is it possible to get it off within the window of delay between attacks? Might be as simple as simply turning the other way as you macro it. When you stop to cast a spell or use the JA it pauses your attack rounds. This delay is true of any job. If you boost every 15 seconds on mnk you'll screw your damage over. This is an example of this.
You'll also be macroing in various wyvern hp gear for it so not only do you lower your damage a little each time you cast or use the ja but if your attack round goes off in that gear then you loose a lot of damage and the haste for the next attack round.
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By Siren.Kalilla 2012-01-20 16:17:27
I'm not quite sure I understand what they mean by the window activation for Healing Breath IV where you need to stop attacking/dealing damage.
Will it not activate until you stop hitting the target? Or is it possible to get it off within the window of delay between attacks? Might be as simple as simply turning the other way as you macro it. I'm thinking that it's like a JA delay. You stand there looking like a idiot not swinging until the delay is over :(
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By Siren.Kalilla 2012-01-20 16:18:40
Ragnarok.Sekundes said: »I'm not quite sure I understand what they mean by the window activation for Healing Breath IV where you need to stop attacking/dealing damage.
Will it not activate until you stop hitting the target? Or is it possible to get it off within the window of delay between attacks? Might be as simple as simply turning the other way as you macro it. When you stop to cast a spell or use the JA it pauses your attack rounds. This delay is true of any job. If you boost every 15 seconds on mnk you'll screw your damage over. This is an example of this.
You'll also be macroing in various wyvern hp gear for it so not only do you lower your damage a little each time you cast or use the ja but if your attack round goes off in that gear then you loose a lot of damage and the haste for the next attack round. This is the same reason dnc doesn't use its flourishes and steps a lot right?
Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-01-20 16:20:03
I'm not quite sure I understand what they mean by the window activation for Healing Breath IV where you need to stop attacking/dealing damage.
Will it not activate until you stop hitting the target? Or is it possible to get it off within the window of delay between attacks? Might be as simple as simply turning the other way as you macro it. I'm thinking that it's like a JA delay. You stand there looking like a idiot not swinging until the delay is over :( Precisely. I'm pretty sure it's a default of 2 seconds but it might be just your weapon's attack delay with a minimum of 2 seconds.
I've not paid 'that' much attention to it since often I'm flipping gear so often I blink and miss the attack animations anyway so I've never really gotten a good feel for how long it really is but I'm sure someone knows for certain.
Edit:
This is the same reason dnc doesn't use its flourishes and steps a lot right? Yes. The delay hurts their dot.
By Artemicion 2012-01-20 16:21:29
Ragnarok.Sekundes said: »I'm not quite sure I understand what they mean by the window activation for Healing Breath IV where you need to stop attacking/dealing damage.
Will it not activate until you stop hitting the target? Or is it possible to get it off within the window of delay between attacks? Might be as simple as simply turning the other way as you macro it. When you stop to cast a spell or use the JA it pauses your attack rounds. This delay is true of any job. If you boost every 15 seconds on mnk you'll screw your damage over. This is an example of this.
You'll also be macroing in various wyvern hp gear for it so not only do you lower your damage a little each time you cast or use the ja but if your attack round goes off in that gear then you loose a lot of damage and the haste for the next attack round.
I see, I thought it was a secondary condition of sorts.
But yeah, spamming JAs really screws over your DPS since it's a stacked delay on top of your weapon as well. Haste takes time to proc indeed :(
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By Siren.Kalilla 2012-01-20 16:25:54
I thought the delay was 1 sec after any ja, no?
By Artemicion 2012-01-20 16:32:20
I can understand constant JA use hurting a dual wielding or single handed weapon of relatively low delay, especially when things like dual wield are put into the factor, but how severe would it affect those with higher delay weapons? Especially the heavy spear types since we're speaking about Dragoon here.
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By Siren.Kalilla 2012-01-20 16:36:53
Damage is not increased, the JP version of the post says "With the lowered recast, [Dragoon's] overall damage output will increase."
He just edited his post:
Camate said: Just wanted to note that I edited my post above for clarity.
It's not that each Jump was made more powerful, but the overall damage output of dragoon.
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By Siren.Kalilla 2012-01-20 16:37:56
I can understand constant JA use hurting a dual wielding or single handed weapon of relatively low delay, especially when things like dual wield are put into the factor, but how severe would it affect those with higher delay weapons? Especially the heavy spear types since we're speaking about Dragoon here. Idk, but wouldn't it be the same overall % of dmg lost?
Like say a dnc lost 15% dmg over time, I would think a 1 handed melee would also loose out on 15%.
By volkom 2012-01-20 16:40:14
drg so OP
drg/sam
sit on 100 tp,
meditate, ws, ws, spirit jump, ws, soul jump, sekanoki ws, ws
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By Phoenix.Dramatica 2012-01-20 16:41:11
Hardly overpowered, it's just slightly catching up.
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By Siren.Kalilla 2012-01-20 16:53:59
I can understand constant JA use hurting a dual wielding or single handed weapon of relatively low delay, especially when things like dual wield are put into the factor, but how severe would it affect those with higher delay weapons? Especially the heavy spear types since we're speaking about Dragoon here. Idk, but wouldn't it be the same overall % of dmg lost?
Like say a dnc lost 15% dmg over time, I would think a 1 handed melee would also loose out on 15%. Nvm, just did a quick thing in excel and I guess not.
Redid it, think this is better:
Fast weapon hits every second, Slow weapon hits every other second.
Fast Weapon: 5 swings then 2 sec delay.
Slow Weapon: 2.5 swings then 2 sec delay.
Came out to be~~~~
Fast Weapon: 27% loss
Slow Weapon: 23% loss
So... I'm not sure >.>
I had 1 more swing on the slow weapon then the fast during the last round, if i took that away it would both be 27%.
So, I'm not doing it right I guess >.> or I was right the first time. Either way idk ; ;
By Ophannus 2012-01-21 13:25:49
Quote: drg so OP
drg/sam
sit on 100 tp,
meditate, ws, ws, spirit jump, ws, soul jump, sekanoki ws, ws
Considering I have excellent gear for DRG and have temps and food and my Stardivers/Drakesbanes do maybe 700-1700 on things like Pil while SAM does 2800 Shoha and COR does 1700-2.7k Last Stands I don't think DRG is overpowered. Last night was doing some Kalasutrax and my WS almost never broke 400-650 even when stances were in MDT(Unless Naraka mobs have 50% resistence to piercing like Skeletons do). Pretty sad none the less when a COR outdamages a damage dealer job on the reg.
On trash mobs I excel and do 2-3k+ WS on things but on hardcore T6 VNM I'm lucky to break 800, even with 1200+ attack from food/stalwarts/bard and Augmented Angon and Dia III.
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By Bismarck.Elanabelle 2012-01-21 23:56:19
These adjustments definitely make DRG sexier.
I suppose we'll still hear "lolDRG" though ... at least until the Ukko's Fury nerf settles in.
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Sylph.Kimble
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By Sylph.Kimble 2012-01-22 00:00:54
Bismarck.Elanabelle said: »These adjustments definitely make DRG sexier.
I suppose we'll still hear "lolDRG" though ... at least until the Ukko's Fury nerf settles in.
Uh.... well I don't support the lolDRG crap, even after the nerd, WAR will still be the best DD. It doesnt make other jobs stronger.
Bismarck.Recaldy
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By Bismarck.Recaldy 2012-01-22 00:10:59
If people would stop overpriceing currencies. ><;
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By Bismarck.Elanabelle 2012-01-22 08:25:03
Bismarck.Elanabelle said: »These adjustments definitely make DRG sexier.
I suppose we'll still hear "lolDRG" though ... at least until the Ukko's Fury nerf settles in.
Uh.... well I don't support the lolDRG crap, even after the nerd, WAR will still be the best DD. It doesnt make other jobs stronger.
True, nerfing one job doesn't make others stronger.
However, you're bright enough to know that, by comparison, when one job's abilities/strengths are reduced, the "playing field" is made more level/even. Combine the reduction in WAR effectiveness with this boost to DRG effectiveness, and I'd say you should withhold your smugness until the changes are implemented, because it's entirely possible that DRG could end-up "on par" with WAR in some situations.
For the record, I play neither WAR nor DRG, so I don't have a "horse in the race" to bias my opinion here.
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Ragnarok.Sekundes
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By Ragnarok.Sekundes 2012-01-22 08:56:28
The absolute top dd position was pretty close between them based on previous calculations right? I don't know if the current math and comparisons are still similar enough to what they were but back a while ago a claim was made that a Ryuu drg and a Ukon war were basically on par.
Now I think this is somewhat variable based on what you're fighting but how accurate is this now? Has there been any recent recalculations based on what we know now?
Lakshmi.Aanalaty
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By Lakshmi.Aanalaty 2012-01-22 10:28:59
/shrug ive won every parse ive done lately by miles as drg (that i wasnt dead for most of the fight). You guys must suck at drg!
/trollface
<3
Fenrir.Rohauce
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By Fenrir.Rohauce 2012-01-22 11:01:05
I'm so lucky I invested in the Defense down Polearm ages ago XD
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By Shiva.Durtiesweat 2012-01-24 18:27:49
Either give our drg some kind of regen effect or shorten call dragon ja. Can we have that?
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By Siren.Kalilla 2012-01-25 19:57:34
Update on topic today:
01-25-2012 06:42 PM | Camate | Community Rep | |
| Howdy!
I have some comments about dragoon adjustments in regards to some feedback we have received.
Wyverns
In response to the issue of feeling weaker when a wyvern is defeated, we will look into increasing the overall endurance of wyverns. There was also an idea to shorten the recast timer for “Call Wyvern” since wyverns are defeated relatively frequently, but we decided that it would be better if players tried to keep their wyverns alive as long as possible.
Thus, our main objective is to adjust wyverns so that they are not easily defeated in relation to their 20 minute recast time. This will involve adjustments to endurance, healing methods and other tweaks to keep wyverns alive.
- Healing methods
We have previously mentioned that we will shorten the recast time for Spirit Link, but we are also looking into some other adjustments. In order to further increase the survival rate of wyverns, we are looking into doubling the healing amount of Spirit Link and adding a regen effect. We have previously stated that we are considering recovery items for wyverns, but we will re-evaluate this idea after the adjustments to Spirit Link.
- Leveling wyverns
The spec for wyverns leveling up from repeating battles is valid in situations where there are many battles, but is not valid for NM battles and zones where EXP cannot be gained. This may be a modest adjustment, but we are looking into adding the effect “Wyvern levels up with a certain probability” to Empathy.
- AoE damage
Regarding the issue of wyverns not being able to approach monsters because they are instantly knocked out from AoE attacks, the same can be said for other pets and player characters. This issue is not resolved by simply adjusting characters and pets. Instead, it would be necessary to adjust the damage dealt by AoE attacks. We are currently looking into adjusting certain AoE attacks in Voidwatch.
- Breath weakness in Voidwatch
We acknowledge that it is difficult to proc weakness due to the fact that it is not possible to select which breath is used. However, we will not make a job adjustment to add abilities just so that it becomes easier to proc weakness. Rather, we look into adjustments to make content more enjoyable.
Also we are not looking into allowing players to select which breath is used. This would go against the concept of pets. Wyverns simply aid player characters in battle, so it should not be possible for players to freely control all aspects of wyverns.
- Cure Breath
Cure Breath only cures status ailments that affect the character’s ability to battle in the front-line, which is why we did not include silence or mute. It would be convenient if Cure Breath can cure a wider variety of status ailments as an AoE spell, but we decided on the current specs considering its balance with other jobs’ status ailment curing spells and waltzes.
Jump
Regarding Jump and High Jump, we decided to restrict the adjustments to increasing damage dealt, so we will only be shortening the recast timer for now. (We are scrapping the idea of allowing High Jump to lower hate for the party member closest to the player from behind.)
We want to avoid players only using Spirit Jump and Soul Jump because they have a wyvern. Rather, we would like players to choose between “Jump and High Jump” or “Soul Jump and Spirit Jump” based on the circumstances.
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Caitsith.Eriina
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By Caitsith.Eriina 2012-01-26 00:34:10
Update on topic today:
01-25-2012 06:42 PM | Camate | Community Rep | |
|
Cure Breath
Cure Breath only cures status ailments that affect the character’s ability to battle in the front-line, which is why we did not include silence or mute. | |
This attitude toward front line jobs is antiquated and irresponsible. NIN PLD and BLU are all commonly accepted front line jobs wich rely heavily on magic use to play effectively. The DRG HIMSELF must rely on magic to play as /Mage in order to even have access to status ailment cure breaths. Back line front line is not an acceptable excuse for not adding silena breath. Please add silena breath.
Quetzalcoatl.Brayenn
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By Quetzalcoatl.Brayenn 2012-01-26 00:48:44
Update on topic today:
01-25-2012 06:42 PM | Camate | Community Rep | |
|
Cure Breath
Cure Breath only cures status ailments that affect the character’s ability to battle in the front-line, which is why we did not include silence or mute. | |
This attitude toward front line jobs is antiquated and irresponsible. NIN PLD and BLU are all commonly accepted front line jobs wich rely heavily on magic use to play effectively. The DRG HIMSELF must rely on magic to play as /Mage in order to even have access to status ailment cure breaths. Back line front line is not an acceptable excuse for not adding silena breath. Please add silena breath.
echo drops? in either case the real issue i see is needing to sub mage job to actually gain these status removal breaths(or did i miss that change?) as it stands subbing mage seems like an isolated situation these days with restoring breath JA
By Ophannus 2012-01-26 07:43:16
Update observations.
Job Ability Timers
Jump/Spirit Jump: With merits, recast= 50 seconds.
High/Soul Jump: With merits, recast= 100 seconds(1min, 40 seconds)
Spirit Link: With no merits, recast=90 seconds(1min, 20 seconds)
Jump Range
It's hard to gauge without distance plugin but if I had to guesstimate, range on High Jump, Soul Jump and Super Jump have increased from 10' to 15'. Jump and Spirit Jump have remained unchanged.
Skill Caps
(Assuming 15 HP merits, 4 Parrying merits and 4 Evasion merits.)
HP(Hume):1643~>1708
Evasion Skill: 376~>406
Parrying Skill: 381~>396
Healing Breath IV Tests.
Healing Breath III(Before Update)
WyvernTP:0%
Head:Wyrm Armet+2
Body:Wyvern Mail
Hands:Ostreger Mitts
Ear:Lancer's Earring
Neck:Lancer's Torque
Back:Lancer's Pelerine
Waist:Glassblower's Belt
Legs: Drachen Brais+1
Feet:Wyrm Greaves+2
Total: 748
With Deep Breathing: 1228
Healing Breath IV
WyvernTP:0%
Head:Wyrm Armet+2
Body:Wyvern Mail
Hands:Ostreger Mitts
Ear:Lancer's Earring
Neck:Lancer's Torque
Back:Lancer's Pelerine
Waist:Glassblower's Belt
Legs: Drachen Brais+1
Feet:Wyrm Greaves+2
Total:887
With Deep Breathing: 1472
Wyvern EXP Bonus: 1095
Wyvern EXP Bonus+Deep Breathing:1831
(The animation is very short and disappointingly less dramatic and a bit underwhelming compared to HBIII, it's like a quick and super faint sparkle effect that's hardly noticable)
With 300% Wyvern TP can probably get about 1200 HBIV without Deep Breathing and well over 2,000 with 300% Wyvern TP.
Siren.Ihm
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By Siren.Ihm 2012-01-26 07:51:13
Could you test naked HB3 and 4 please, no gear at all, and I'll try and calculate the modifier. The formula for 3 is
Code FLOOR(0.1757*(Drachen Brais Bonus + Wyvern XP Bonus + 1)*(Helm Bonus + Wyvern TP Bonus + Deep Breathing Bonus + 1)*(Wyv. HP + Wyv +HP gear)+42)
as I'm sure you know, the modifier being the 0.1757 part, at a guess its raised to somewhere nearer to .2, but calculating it is slightly more annoying when gear is involved.
I don't have access to the test server otherwise I'd get the numbers myself.
By Ophannus 2012-01-26 11:27:57
Naked HBIV = 365. Looks like the modifier is now 0.2391. So that makes it somehwere between 61/256 and 62/256 but it doesn't come out cleanly. HB III was 45/256.
Interestingly they removed the charging animation from the Wyverns outside of battle. It no longer crunches over with orange lines of energy feeding in to it anymore it just remains flying/attacking for a sec or two. This is the case for both HB triggered with spells and with Restoring Breath. There's still a short delay to allow gear to be macroed in however.
Inside battle the charge animation is present.
Spirit Surge is still 60 seconds btw.
Siren.Ihm
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By Siren.Ihm 2012-01-26 12:30:09
Naked HBIV = 365. Looks like the modifier is now 0.2391. So that makes it somehwere between 61/256 and 62/256 but it doesn't come out cleanly. HB III was 45/256.
Interestingly they removed the charging animation from the Wyverns outside of battle. It no longer crunches over with orange lines of energy feeding in to it anymore it just remains flying/attacking for a sec or two. This is the case for both HB triggered with spells and with Restoring Breath. There's still a short delay to allow gear to be macroed in however.
Inside battle the charge animation is present.
Spirit Surge is still 60 seconds btw.
Thats a pretty fantastic increase in HB potency, I'm happy XD. Pity the gear delay still exists, annoying in those more laggy situations.
I thought Surge was being made 90 though O.o. Hmm...
By Ophannus 2012-01-26 15:25:59
They left it at 60 seconds since they're making it stack with equipment and magic haste(which is dumb since Last Resort does the same thing but is 5min recast and 3 min duration)
Also I think right now the animation for HBIV is either bugged or not implemented or not created yet, it looks identical to HB1 or at least a lot like it.
Also don't assume the modifier is the same for HBIV as it is for HBIII with the subtracting 45 and such from HP*.17
Siren.Ihm
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By Siren.Ihm 2012-01-26 15:43:01
They left it at 60 seconds since they're making it stack with equipment and magic haste(which is dumb since Last Resort does the same thing but is 5min recast and 3 min duration)
Also I think right now the animation for HBIV is either bugged or not implemented or not created yet, it looks identical to HB1 or at least a lot like it.
Also don't assume the modifier is the same for HBIV as it is for HBIII with the subtracting 45 and such from HP*.17
I don't get what you mean in that last bit >.>?
I worked the modifier as the same number as you, 0.2391.
Btw, last time I checked Wyvern at 99 has 1351 HP, if you wondered...
Lucky Dragoon gets the first update of the new year!
01-03-2012 02:27 PM | Camate | Community Rep | |
| As 2012 is the year of the dragon, it would be appropriate to disclose some information I have regarding dragoon adjustments.
*Currently these features are in-development and testing and are subject to change.
Wyvern Adjustments
- Addition of Healing Breath IV (Lv80~)
- Additional status ailment cures for Remove Breath depending on level
- Curse/Bane (Lv60~)
- Disease/Plague (Lv80~)
- Petrification (Lv99~)
Ability Adjustments
- Jump
- Reduce recast time from 90 seconds → 60 seconds
- High Jump
- Reduce recast time from 180 seconds → 120 seconds
- Increase the maximum range
- Reduce the enmity of the closest party member behind you
- Super Jump
- Increase the maximum range
- Reduce the enmity of the closest party member behind you
- Spirit Jump
- Reduce recast time from 90 seconds → 60 seconds
- Soul Jump
- Reduce recast time from 180 seconds → 120 seconds
Along with the reduced recast times for each ability, we will be simultaneously adjusting dragoon’s group 1 merit points for “Jump Recast” and “High Jump Recast.”
- Jump Recast 3 seconds → 2 seconds
- High Jump Recast 6 seconds → 4 seconds
Spirit Surge Adjustment
- Increase effect duration from 60 seconds → 90 seconds
As long as there are no major development/testing problems, we are planning to introduce these changes on the test server middle or late January. | |
01-11-2012 06:07 PM | Camate | Community Rep | |
| Hey everyone
I bring some more news about dragoon adjustments. These are some responses to questions/requests that have been seen on the Japanese forum.
Quote: Are there any plans to adjust the haste category for Spirit Surge? Haste is split into two categories, magical and equipment. Spirit Surge currently falls into the magical category, but in order for this to be changed so it is treated neither as magical nor equipment, it’s necessary to edit the programming itself and this takes some time to do.
We weren’t able to inform you the other day at the same time as the other adjustments, but we’ve completed the work to make it possible to make Spirit Surge’s haste effect be in its own category similar to Hasso and we would like to implement this on the test server along with the Jump/Breath adjustments.
Due to this adjustment the number of attack rounds in a given time frame will increase, so we are planning to keep the effect duration of Spirit Surge at 60 seconds.
Quote: Curse/Bane (Lv60~)
Will this Cursna Breath have any effect on Doom? Similar to the effect of the white magic spell Cursna, it will have a chance to cure Death (though there is a chance it will miss).
Quote: High jump
If you are going to add stats to High Jump, you should remove the shared recast timer with Soul Jump. Soul Jump and Spirit Jump’s usage interval were set on the basis that they share recast timers.
Since we have reached the limit system wise for recast timers, it will not be possible to split any more. We have been exploring other possibilities, but a short term solution is rather difficult and we apologize that we haven’t finalized anything as of yet.
Quote: Remove Breath
What about the order of use for status cures? Will it be possible to use multiple times? Can we choose? In the case that you are inflicted with multiple status ailments, Remove Breath will cure only one of them. The status ailments cured will be selected based on level, but there is still room to look into priority, so please let us know your feedback. | |
01-13-2012 01:57 PM | Camate | Community Rep | |
| I’m sure you’re all wondering what this whole “recast timer limitations” thing is all about.
For a main job, the current maximum number of abilities with recast timers is 12. (Adding on a support job brings this up to a total of 24.)
Dragoon has pretty much reached the limit of the allocated 12 recast timers set for a main job.
In order to add jumps to dragoon, which already had a large amount of abilities, we based the stats on the fact that the recasts would be shared, since we had no choice but to create shared recast timers. Had we actually eliminated the recast timer limitation problem and created unique recast timers for Spirit Jump and Soul Jump, I believe that their recast timers would be longer.
Next, in regards to priority of status ailment cures from Remove Breath, the below order was suggested:
Paralyze>>>>>>>>>>>>>>>>>>>>>>>>Curse/Death > Disease/Plague>Petrify >>> Blind>Poison
If there are no problems with this the development team will be looking into this direction. Let us know if you prefer something different.
The development team is also looking into reducing the recast timer of Spirit Link as well as introducing items that will allow you to cure your Wyvern. | |
01-17-2012 04:11 PM | Camate | Community Rep | |
| Greetings
Just wanted to give a bit more information in regards to recast timers and some other feedback we have been seeing.
Maximum recast timer slots
The maximum number of recast timers is currently set at 12 recast timers, but we do have plans to increase this number in the future. However, this adjustment requires quite a bit of time and we appreciate your understanding in the meantime while this is worked on.
Interchanging abilities
Next, in regards to the request to remove existing abilities and split recast timers.
It wouldn’t be impossible to remove abilities, but the following must take place in order to make it happen:
Reevaluate parameters and numerical values
If adjusting the numbers is not enough, reevaluate the effects themselves
If the abilities are still unsatisfactory, consider removing abilities
As such, removing an ability would be a last resort (removing abilities has that large of an impact).
Angon
In regards to Angon, the development team is looking into adjustments so that the lowered defense effect stacks with other defense lowering effects.
Call Wyvern Recast Timer
After discussing your feedback for a lower recast timer on Call Wyvern, the development team mentioned that they do not have plans to lower this any further and will be making adjustments to this via abilities and usable items. | |
01-20-2012 06:37 AM | Gildrein | Community Rep | |
| [dev1070] Job Adjustments: Dragoon
Ability adjustments
- Spirit Surge
- The "Haste" effect granted by Spirit Surge will be stackable with similar effects granted by spells and equipment.
- Jump
- Recast time shortened from 90 to 60 seconds.
- High Jump
- Recast time shortened from 180 to 120 seconds.
- Expanded range.
- Will also remove enmity from the nearest party member behind the dragoon.
- Super Jump
- Expanded range.
- Will also remove enmity from the nearest party member behind the dragoon.
- Spirit Jump
- Recast time shortened from 90 to 60 seconds.
- Soul Jump
- Recast time shortened from 180 to 120 seconds.
- Spirit Link
- Recast time shortened from 180 to 90 seconds.
To maintain balance in light of the above recast time reductions, dragoon group one merit point enhancements will be adjusted as follows:
- Jump Recast: Shortens recast time by 2 seconds (previously 3 seconds).
- High Jump Recast: Shortens recast time by 4 seconds (previously 6 seconds).
- Spirit Link Recast : Shortens recast time by 3 seconds (previously 6 seconds).
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01-20-2012 02:55 PM | Camate | Community Rep | |
| Howdy!
Just wanted to pass along some insight into some of the changes that were made to the previously outlined dragoon adjustments.
Cure Breath Adjustments
We’ve decided to remove “Petrification (Lv 99)” from the list of possible status ailments that Cure Breath can remove.
At first, since there were comments asking to increase the status ailments that could be cured with Cure Breath, we were looking into improving the benefits to the party when white mage is your support job; however, at the same time we thought that there are almost no cases that you would not be petrified when the rest of your party was petrified.
After releasing the information and reflecting these changes on the test server, we received the same feedback on the forum and as a result made this decision.
We will be adjusting the priority order of the status ailments that Cure Breath cures at another time, so again, if you have request for this please let us know.
Dragoon Adjustments
With the shortened recasts on Jump/High Jump/Spirit Jump/Soul Jump, the damage was also increased. Also, with the addition of Heal Breath IV, there will be a good deal of healing power.
However, in the window to activate Heal Breath, you need to stop attacking (mainly auto-attack) and cannot deal damage. In other words, the more frequently you activate Heal Breath, the less damage you deal, so because of this we enhanced dragoons’s defenses. | |
01-25-2012 06:42 PM | Camate | Community Rep | |
| Howdy!
I have some comments about dragoon adjustments in regards to some feedback we have received.
Wyverns
In response to the issue of feeling weaker when a wyvern is defeated, we will look into increasing the overall endurance of wyverns. There was also an idea to shorten the recast timer for “Call Wyvern” since wyverns are defeated relatively frequently, but we decided that it would be better if players tried to keep their wyverns alive as long as possible.
Thus, our main objective is to adjust wyverns so that they are not easily defeated in relation to their 20 minute recast time. This will involve adjustments to endurance, healing methods and other tweaks to keep wyverns alive.
- Healing methods
We have previously mentioned that we will shorten the recast time for Spirit Link, but we are also looking into some other adjustments. In order to further increase the survival rate of wyverns, we are looking into doubling the healing amount of Spirit Link and adding a regen effect. We have previously stated that we are considering recovery items for wyverns, but we will re-evaluate this idea after the adjustments to Spirit Link.
- Leveling wyverns
The spec for wyverns leveling up from repeating battles is valid in situations where there are many battles, but is not valid for NM battles and zones where EXP cannot be gained. This may be a modest adjustment, but we are looking into adding the effect “Wyvern levels up with a certain probability” to Empathy.
- AoE damage
Regarding the issue of wyverns not being able to approach monsters because they are instantly knocked out from AoE attacks, the same can be said for other pets and player characters. This issue is not resolved by simply adjusting characters and pets. Instead, it would be necessary to adjust the damage dealt by AoE attacks. We are currently looking into adjusting certain AoE attacks in Voidwatch.
- Breath weakness in Voidwatch
We acknowledge that it is difficult to proc weakness due to the fact that it is not possible to select which breath is used. However, we will not make a job adjustment to add abilities just so that it becomes easier to proc weakness. Rather, we look into adjustments to make content more enjoyable.
Also we are not looking into allowing players to select which breath is used. This would go against the concept of pets. Wyverns simply aid player characters in battle, so it should not be possible for players to freely control all aspects of wyverns.
- Cure Breath
Cure Breath only cures status ailments that affect the character’s ability to battle in the front-line, which is why we did not include silence or mute. It would be convenient if Cure Breath can cure a wider variety of status ailments as an AoE spell, but we decided on the current specs considering its balance with other jobs’ status ailment curing spells and waltzes.
Jump
Regarding Jump and High Jump, we decided to restrict the adjustments to increasing damage dealt, so we will only be shortening the recast timer for now. (We are scrapping the idea of allowing High Jump to lower hate for the party member closest to the player from behind.)
We want to avoid players only using Spirit Jump and Soul Jump because they have a wyvern. Rather, we would like players to choose between “Jump and High Jump” or “Soul Jump and Spirit Jump” based on the circumstances.
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02-03-2012 05:04 AM | Gildrein | Community Rep | |
| [dev1070] Job Adjustments: Dragoon
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02-13-2012 07:12 PM | Camate | Community Rep | |
| Greetings!
Apologies that this announcement is being made post-version update.
In regards to the effect that will reduce the enmity of the closest party member behind you, which was planned for this version update, we have received a lot of comments stating that it is not very convenient and we have decided to push this back. We would like to receive a bit more feedback from both dragoons as well as players who use other jobs.
Similar to the above, we would also like to hear the opinions of more players on the topic of priority for Cure Breath.
Originally, the status ailment that would be healed was selected based on the order of the level it was learned. As we are thinking of adjusting the priority of this, if there are any particular status effects which you would like to be prioritized for healing, please share your thoughts.
Paralyzed
Curse & Doom
Disease & Plague
Blind
Poison
Example of a post
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1. Paralyzed
2. Disease & Plague
3. Curse & Doom
4. Blind
5. Poison
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