so Hat+1 only gives 1or2MP/tick instead of what should be 3?
well then I'll shut up
Boy Fujito sure likes his new Facebook on the forum doesn't he?
Good to hear the acknowledgement that they have been delayed in replying about the new SPs and are going to respond soon. Those abilities are going to have a major impact on future battles.
Blue/Black.. Yes Matsui! Liking it.
I figured the costume belts would come from Meebles; They're effectively identical to the Yagudo/Orc/Quadav belts, so it would have made sense (Plus the items being added at the same time as Meebles-Batallia).
Looks like the enmity changes post is online. Cant wait to see the translation :D
Someone light the Slycer signal.
Holy wall of text... If I find something particularly important I'll post it before I finish the translation because this is gonna take a bit....
Need to post this now because I find this very interesting. More to come, stay tuned.
At any rate, the whole post is great, but check this out....
First, for each level there is a set value for enmity-calculation defined as "standard damage."
*This value is about the same as the DMG value for the reference data of weapon creation (a sword with 240 attack delay).
For hostility given at the time of dealing "d" damage:
Time-volatile enmity: (240 * d)/"standard damage"
Damage-volatile enmity: (80 * d)/"standard damage"
(Standard damage is obtained based on the level of the monster)
In other words, if you are dealing "standard damage" once every 4 seconds, the time-volatile enmity would repeatedly decay from 240 to 0. Additionally, the damage-volatile hostility is calculated as 1/3 of the time-volatile hostility (25% of the total hostility).
My belief is that current damage dealing power is so much higher than the reference values in the original design, that we must correct these conditions which cause volatile hostility to cap so easily by reviewing the "standard damage" values.
Forgot to note that earlier in the post he defined 60 enmity as the amount that decays in 1 second.
Following up what may be the most significant news to come down from the devs in years.
Balanced enmity? In my FFXI?
Matches Kaeko's figures pretty precisely: [ CE Modifier ] = 80 / { floor( 31 * [ Level ] / 50 ) + 6 }
The end result though is that while confirmation is nice, this is all information we already knew. He's too vague on the specifics to infer much on what is being planned.
What can be considered "Standard Damage" in today's world? are we talking a fully buffed dd in legion/odin2/adl, your average group setup for Meeble Burrows? or your everyday run of the mil bst/dnc in dynamis trying to make their Guttler?
It says right in his post. Standard damage is approximately equal to the damage rating of a 240 delay sword for that level. In other words, VASTLY lower than the amount of damage you deal in 4 seconds (hence the almost instant hate cap in high buffed situations). Depending on the enemy it's probably something like 65~70 for high level NMs.
As far as him being vague, I don't really think his post was vague at all. He says pretty much outright that they aren't changing the enmity cap because the cap isn't the problem. The problem, he says, is that enmity generation occurs far too rapidly to be controlled because the "standard damage" values are set too low, so the first order of business is going back to fix those standard damage values.
In my opinion, he's right, too. Increasing (or removing) the hate cap won't change the fact that people dealing damage will generate enmity faster than any PLD will.
In any case, we can't expect this situation to be fixed in one fell swoop. It's most definitely going to be an iterative process likely over a few updates (he refers to his plans here as the "first step").
Edit: As a quick example of the ridiculousness, take a 3000 damage weapon skill. Assuming standard damage of 65, a 3000 damage weapon skill generates 11077 time-volatile enmity (which is probably over the cap anyway, but he didn't say exactly what the cap was). For that time-volatile enmity to completely decay, you'd have to stand there idle for over 3 minutes without doing anything. You'd also have to take twice your maximum HP in damage for the damage-volatile enmity that same WS generated to decay.
Right, and I don't disagree that changing the the formula for damage-based enmity would be more efficient than changing the caps. The problem is that how the formula is right now is completely out of whack with how it should have been; the proficiency of DDs goes up sharply around 75, and then again at 85 to an almost exponential level for certain jobs not even to mention how everyone and their grandmother is packing MREs these days. At the same time if you look at the graph of the enmity(damage) function, it's nearly flat (very slight negative slope) after 50. This isn't something you can change just by nudging values, an entirely new formula is needed, which encompasses both CE and VE.
An order of magnitude increase in the "standard damage" term would cause white damage and most weapon skill damage to decay over time rather quickly. Fully buffed, all-out DDs would take minutes, rather than seconds, to cap hate. Do this while keeping enmity-generating abilities (from PLD, etc.) constant, and you'd create a situation where damage would almost never pull hate off a PLD. It really just depends on how far they're willing to go with changing that "standard damage" term.