Nice to see you around here again, FDC. Going by your suggestions, I'm not sure how closely you've been following our changes, but they are mostly summarised here.
The following are selective responses to your suggestions.
Short Edge's proc is already at 50%, so it is serving its role very well. WP is dropped to 9 to compensate for its nasty synergy with spellguns, Draw Out, and so forth.
Indeed, it is seldom used. We are introducing Genji Helm (Strengthen: Wind, Earth) to help remedy both this and Heaven's Cloud.
Unfortunately, spellguns are never used under "normal conditions." If players can boost spellgun damage to 1HKO territory, they invariably will. In response, we're making spellguns cast Nether spells, which are weaker and cannot be boosted with Pilgrimage.
Mythril and Ultimus bows' WP are being dropped, so Silver Bow will become better by comparison. Silver Bow's proc rate could indeed be increased, but I don't think it'll need a WP boost at the same time.
Bloody Harp's WP is actually going down to 10.
I'm hesitant about this change. Flare is too powerful for a 50% proc rate. For example, on a semi-optimised setup (40-70 BrFa, 15 MA, MAtkUP), Flare will hit for 283~396 damage. This practically makes the book 1HKO 50% of the time.
This sounds kind of broken. Creating a way to get around M-EV has never been a concern of mine because magic is (a) powerful, (b) can be used from 5~6 tiles away, and (c) usually targets multiple units at once. There are already a few ways of getting around M-EV:
The best strategy, however, is to simply mix physical offense with magic offense.
First of all, many of us agree that Tons are weak at the moment. For this reason, we are buffing them (just not back to 1.37 levels as you propose at the end of the quote). The three Tons are being variegated: Suiton ignores reflect and evasion but receives a damage nerf, Meiton does not trigger reaction abilities, and Fuuton receives a damage buff.
Tons are not comparable to Black Magic and Punch Art. Black Magic and Punch Art require 70 faith and brave, respectively, so their users weaken themselves to damage of like types. On the other hand, Tons require low faith, so their users are typically impervious to magic. In other words, it's safer to use Tons than Black Magic or Punch Art.
Yep. We all do. It's losing is Don't Act proc and having its MP cost increased for a start. Merging it with Hokouton hasn't been considered. Would it retain Hokouton's AoE?
Tsumazuku is being replaced with something much more useful: a ranged AoE skill that cancels both Haste and Regen.
The following are selective responses to your suggestions.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
Ninjato--Change:
A) Short Edge (33% Oil, 10 WP because the key to using this sword is the oil proc, which is unusual among weapons, and serves the strategic role as anti-elemental)
Short Edge's proc is already at 50%, so it is serving its role very well. WP is dropped to 9 to compensate for its nasty synergy with spellguns, Draw Out, and so forth.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
D) Kikuichimoji...
Indeed, it is seldom used. We are introducing Genji Helm (Strengthen: Wind, Earth) to help remedy both this and Heaven's Cloud.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
Guns--Change:
A) Spellguns all need to have 4 range, not 6. They are clearly the strongest guns, on par with the damage output of Gastrofitis after overwhelm and kaiser plate (so they should have the same range), but under normal circumstances, they don't do 300+ damage without Pilgrimage, so no damage changes are necessary. Reducing their damage or changing their effects simply takes away the wonderful synergy that makes gun teams so useful. Reducing their range, however, makes it easier for mages (who move after gunners) and longbow users to outrange and defeat gunners. It will also make Stone Gun see more use again.
Unfortunately, spellguns are never used under "normal conditions." If players can boost spellgun damage to 1HKO territory, they invariably will. In response, we're making spellguns cast Nether spells, which are weaker and cannot be boosted with Pilgrimage.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
Longbow--Change:
A) Silver Bow should be 15 WP, +2 MA, 40% Proc: Holy because as it stands, it's not being used effectively. Three reasons are archer's bad MA and low proc rate, overshadowing by mythril bow and perseus bow (with southern cross), and the weakness of the proc compared to other longbows. I think my fix addresses all of these and gives mages a real reason to consider EQ: Longbow.
B) Conversely, Mythril Bow needs to drop to 14 WP. It's a little too dominant right now.
Mythril and Ultimus bows' WP are being dropped, so Silver Bow will become better by comparison. Silver Bow's proc rate could indeed be increased, but I don't think it'll need a WP boost at the same time.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
Harps--Change:
A) Make the Blood Harp 11 WP because the drain effect is worth at least 2 WP (which compares favorably with 12 WP + 33% Status).
Bloody Harp's WP is actually going down to 10.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
D) Papyrus Plate has 8 WP, 50% Flare. In short, a magical equivalent of the climhazzard knives everyone's grown to love or hate.
I'm hesitant about this change. Flare is too powerful for a 50% proc rate. For example, on a semi-optimised setup (40-70 BrFa, 15 MA, MAtkUP), Flare will hit for 283~396 damage. This practically makes the book 1HKO 50% of the time.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
C) Genji Gauntlet must be changed because a charging mage has 0 effective MEV and a draw out user or geomancer would clearly prefer the Magic Gauntlet, Red Shoes, or Diamond Armlet. It should be +1 MA, ignore enemy MEV because as someone pointed out, MEV is no longer as trivial as it was in S6 and a magic team that's being totally blocked by Aegis Shields + Abandon needs an equipment response. This is also because I have no idea which support abilities FFM can still freely hack.
This sounds kind of broken. Creating a way to get around M-EV has never been a concern of mine because magic is (a) powerful, (b) can be used from 5~6 tiles away, and (c) usually targets multiple units at once. There are already a few ways of getting around M-EV:
- Inflict Don't Act (with Talk Skill or a weapon)
- Break the shield or steal the accessory
- Use a spell that ignores M-EV (e.g. certain summons, Flare)
The best strategy, however, is to simply mix physical offense with magic offense.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
C) I may be biased here but you all overnerfed -ton last time. ...[T]here's a fundamental imbalance between a wizard (with higher base MA to a squire's PA or a monk's effective PA since he can't use hats) than a physical job ... Furthermore, ninjitsu doesn't even have AoE, so there's even less rationale for justifying MEV. Instead of insuring "parity" between -ton and Nether Spells (when the classes and spells themselves are just too different), the correct comparisons should be with physical equivalents like Wave Fist, Cover Fire, and Earth Slash ... Hence, a system restore is in order:
-ton: Y = 11, DEFUP, unevade, Reflect (15 MP)
First of all, many of us agree that Tons are weak at the moment. For this reason, we are buffing them (just not back to 1.37 levels as you propose at the end of the quote). The three Tons are being variegated: Suiton ignores reflect and evasion but receives a damage nerf, Meiton does not trigger reaction abilities, and Fuuton receives a damage buff.
Tons are not comparable to Black Magic and Punch Art. Black Magic and Punch Art require 70 faith and brave, respectively, so their users weaken themselves to damage of like types. On the other hand, Tons require low faith, so their users are typically impervious to magic. In other words, it's safer to use Tons than Black Magic or Punch Art.
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
D) I think Kagesougi right now is still pretty overpowered.
Yep. We all do. It's losing is Don't Act proc and having its MP cost increased for a start. Merging it with Hokouton hasn't been considered. Would it retain Hokouton's AoE?
Quote from: formerdeathcorps on July 26, 2013, 05:59:06 am
F) Similarly, Tsumakuzu does not need to conflict with Bullrush by also nulling haste. INstead, it could easily be merged with Hokouton into an unevadable skill (1 Range, 1 AoE, 2 Vertical, 3 Directions, 12 MP, unevade, weapon damage)
Tsumazuku is being replaced with something much more useful: a ranged AoE skill that cancels both Haste and Regen.