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We've made changes to base stats in the following 4 classes:

Archer: -1 Defense, +1 Luck
Mage: -1 Defense, +1 Luck
Mercenary: -1 Defense, +1 Pow
Knight: -1 Skill, +1 Pow
Curate: -1 Skill, +1 Pow, massive changes in promotion bonuses (they now get mostly if not all their promo gains into HP/Pow/Speed/Lck)
Rune Knights: They can now have -5% Lck and +5% Def growths, allowing them to generally perform bulky builds better.
Shadow Knights and Sky Knights: They have had their stat spreads swapped. Additionally, after the swap, Shadow Knights had their growths altered so they can perform bulky builds better.
Salamancer: Their promotion gains were changed to +4 HP +1 Pow +1 Skl +0 Speed +0 Def +0 Res +4 Lck so that they can reach 27+ Luck.
Dracomancer: Their promotion bonuses are now +4 HP +1 Pow +1 Skl +1 Speed +0 Def +0 Res +3 Lck for the same reason as above.
Monks and promotions: They have been completely reworked and have completely new base stats, growths and promotion gains. They can, of course, still perform everything they were able to perform until now (which is basically Pow+Spd+Lck, really) and TONS more. You're probably better off opening the stat calculator and trying out what builds you can come up with for yourself.
Soldiers and promotions: They have also been reworked, their stat changes compared to what they were before are -2/-5% Def, +5% Res, +1 Pow, +1 Speed. Promo bonuses were slightly reworked for all branches as well.
Halberdiers and Infantries: They have also lost 1 Con. They can fit onto more teams now.
Solar Knights: -1 Skl, +1 Pow. Their promotion bonuses do not get changed, as Pow basically compensates for itself. You will still be able to have the exact same builds, just you need to shuffle your Skl and Pow a bit. This is to improve their longevity in unpromotes. This is also so that Solar Knights aren't basically deadweight in low-level matches.

We also changed the promotion bonuses so that current promoted builds of these respective classes (not named Curate, Soldier, Wyv Mages, and Monk) aren't affected by the new changes. These are made to breathe new life to these classes in unpromote play, and give them improvements and/or some kind of niche for use in unpromote play. As an example of the changes, Insight builds can now be made without screwing over the unit's survivability one way or another. And in Knight's case, they can cap Pow with Tactful nature, which allows them to be used more in teams with lower Con spreads (as they are now able to be shoved by Bulky curates). Other changes have also been made, which have either been denoted above, or in a post below.

Some of these were simple changes (Merc, Knight, Archer, Mage, Curate) , while some of these were drastic overhauls. (Wyv Mage, Soldier, Monk)

Other changes that need to be made:
-Revert Knight's promotion bonus changes so overcapping doesn't happen.
-Fix Guard->General's promotion bonuses so they don't overcap.
-Fix all Footman promotion's promotion bonuses so they don't overcap.

Other changes being discussed:
-Cavalier and Scout improvements. Cavaliers need to be made bulkier without having a heavy drawback, and in the case of Scouts, a bulky version of Sword/Bow promotion doesn't exist, so that needs to happen.
-Peg Knight and Peg Archer improvements. They've very underused and underwhelming in unpromotes; especially Peg Knights.

Hope you enjoy your new build possibilities!
What sad demise shall befall these units...
This is honestly for the better. There's not enough Skill/Luck builds and this steers the unpromote meta to a new direction. You will be able to have hitmasters now, which is huge and mostly unseen in unpromotes.

Wyvern Mages, Curates (especially in promotes), Monks, and Soldiers will also be seeing much-needed improvements. In fact, Curates are already done.

Curate: -1 Skill, +1 Pow, massive changes in promotion bonuses (they now get mostly if not all their promo gains into HP/Pow/Speed/Lck)
(10-06-2016, 09:10 PM)Falaflame Wrote: [ -> ]This is honestly for the better. There's not enough Skill/Luck builds and this steers the unpromote meta to a new direction. You will be able to have hitmasters now, which is huge and mostly unseen in unpromotes.

Wyvern Mages, Curates (especially in promotes), Monks, and Soldiers will also be seeing much-needed improvements. In fact, Curates are already done.

Curate: -1 Skill, +1 Pow, massive changes in promotion bonuses (they now get mostly if not all their promo gains into HP/Pow/Speed/Lck)

Yeah I was just joking. But a qs i do have is why the peg mages dont get any promo boosts (e.g Gale Kn to Flare Knight. When things get staves they dont get any boosts so thats fine), they could also get the +15% crit avoid like wvy mages, or is it cause 35spd is op?
Last thing is this http://forums.feplanet.net/thread-1045.html in case you dont see it
thanks
We have now also tackled Soldiers, Monks and all Wyvern Mages.
Rune Knights now have -5% Lck and +5% Def growths, allowing them to generally perform bulky builds better.
Salamancer's promotion gains were changed to +4 HP +1 Pow +1 Skl +0 Speed +Def +0 Res +4 Lck so that they can reach 27+ Luck.
Dracomancer's promotion bonuses are now +4 HP +1 Pow +1 Skl +1 Speed +0 Def +0 Res +3 Lck for the same reason as above.
Monks and promotions have been completely reworked and have completely new base stats, growths and promotion gains. They can, of course, still perform everything they were able to perform until now (which is basically Pow+Spd+Lck, really) and TONS more. You're probably better off opening the stat calculator and trying out what builds you can come up with for yourself.
Soldiers and promotions have also been reworked, their stat changes compared to what they were before are -2/-5% Def, +5% Res, +1 Pow, +1 Speed. Promo bonuses were slightly reworked for all branches as well, and Halberdiers and Infantries have also lost 1 Con.
Quote:But a qs i do have is why the peg mages dont get any promo boosts (e.g Gale Kn to Flare Knight. When things get staves they dont get any boosts so thats fine)

Because they get a hold of another weapon type.

Quote:they could also get the +15% crit avoid like wvy mages, or is it cause 35spd is op?

+15 crit avoid is negligable on a class that usually has very high evasion (and in most cases very high luck), and if you meant crit, having a 15 crit class on top of a unit with 35 speed and access to things like Shaver/Starlight/Ruin and be able to double literally every class in the game is just asking for trouble. I think a 2nd weapon type or a staff is good enough considering they already have 35 speed.

Quote:Last thing is this http://forums.feplanet.net/thread-1045.html in case you dont see it
thanks

Pretty sure that problem will go away after that battle is finished, as it usually affects only readied units in a Lv20 battle and units currently in a Lv20 battle. After those battles end, they will act as normal.


(10-08-2016, 12:50 AM)MMM Wrote: [ -> ]We have now also tackled Soldiers, Monks and all Wyvern Mages.
Rune Knights now have -5% Lck and +5% Def growths, allowing them to generally perform bulky builds better.
Salamancer's promotion gains were changed to +4 HP +1 Pow +1 Skl +0 Speed +Def +0 Res +4 Lck so that they can reach 27+ Luck.
Dracomancer's promotion bonuses are now +4 HP +1 Pow +1 Skl +1 Speed +0 Def +0 Res +3 Lck for the same reason as above.
Monks and promotions have been completely reworked and have completely new base stats, growths and promotion gains. They can, of course, still perform everything they were able to perform until now (which is basically Pow+Spd+Lck, really) and TONS more. You're probably better off opening the stat calculator and trying out what builds you can come up with for yourself.
Soldiers and promotions have also been reworked, their stat changes compared to what they were before are -2/-5% Def, +5% Res, +1 Pow, +1 Speed. Promo bonuses were slightly reworked for all branches as well, and Halberdiers and Infantries have also lost 1 Con.

You also forgot to denote the changes for Sky Kns and Shadow Kns, which had their stat spreads switched, and in Shadow Kn's case, had their bases altered to perform bulky builds better after they got their stats changed.

Either way i pasted the notes into the first post.
A small update has been applied. You will need to change your stats if you use both unpromoted and promoted versions of Solars, but you should be able to still use the exact same builds you were using for Solar; just shuffle your Pow and Skill bases around so Pow doesn't overcap.

Quote:Solar Knights: -1 Skl, +1 Pow. Their promotion bonuses do not get changed, as Pow basically compensates for itself. You will still be able to have the exact same builds, just you need to shuffle your Skl and Pow a bit. This is to improve their longevity in unpromotes. This is also so that Solar Knights aren't basically deadweight in low-level matches.

Other changes that need to be made:
-Revert Knight's promotion bonus changes so overcapping doesn't happen.
-Fix Guard->General's promotion bonuses so they don't overcap.
-Fix all Footman promotion's promotion bonuses so they don't overcap.

Other changes being discussed:
-Cavalier and Scout improvements. Cavaliers need to be made bulkier without having a heavy drawback, and in the case of Scouts, a bulky version of Sword/Bow promotion doesn't exist, so that needs to happen.
-Peg Knight and Peg Archer improvements. They've very underused and underwhelming in unpromotes; especially Peg Knights.