Balancing is Half the Battle (11/19/2010)
One area of focus for the November 24 version update is battle balancing.
From The Lodestone: 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.
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Read on for details!
- 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.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.
- Accuracy
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.
- Featherfoot
- Gladiator
- Luminous Spire
- MP cost reduced from 20 to 10.
- Luminous Spire
- 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.
- Foresight
- Archer
- Trifurcate
- MP cost reduced from 30 to 15.
- Trifurcate
- Lancer
- Speed Surge, Life Surge
- Active duration increased from 120 to 180 seconds.
- Speed Surge, Life Surge
- Conjurer
- Cure, Cure II, Cure III
- Emnity generation adjusted.
- Cure, Cure II, Cure III
- Thaumaturge
- Scourge
- Amount of damage dealt increased.
- Sacrifice, Sacrifice II, Sacrifice III
- Emnity generation adjusted.
- Amount of HP healed increased.
- Scourge
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