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Throwing out random ideas:
C-, B- and S-rank toy buffs (so they're used more)
Magic nerf (right now they get full power 1~2 range)
B-rank Crit Tomes (not as strong as killers but to make wrath mages possible)
Remove Mt differences between different weapons? (All weapons get lance/bow, all magics get anima)
Maybe change bow toys to longbow variants?

I'll edit this post with new ideas, etc.


(11-12-2015, 12:08 AM)Speedy - IX Wrote: [ -> ]"Kiddie Physic" will also be available soon~ as a preaproved item

STATUS STAFF FORMULA UPDATE
Off. = (Pow * 2) + (Skl *4) + Srank
Def. = (Res * 3 ) + Def + Lck + (Distance * 3)

(12-03-2015, 01:20 AM)Speedy - IX Wrote: [ -> ]"Killer Tomes" :Shaver, Starlight and Ruin have been added to FETO.
"Kiddie Physic": Libro has been added to FETO
"Status Staves": Silence, Seal and Sleep are no longer obtainable in regular gameplay due to their overpowered nature. Venin, Blind and Freeze staves have been added to FETO.

Keep us posted on how things turn out~
If crit tomes are added, weaker than killers in power and crit, because of course 1-2 range. The B rank toy is just trash, S rank toy seems good, maybe one less wt or 5 more acc in opinion.
Since I'm too lazy to do unquoting or making my own reply xP

(11-08-2015, 05:00 PM)Nolan Kryptonite Wrote: [ -> ]C-, B- and S-rank toy buffs (so they're used more)
+1 power for C-rank toys and +2 for B-rank toys wouldn't hurt imo, also raise crit rates of toys in general so that it makes sense to use something like a Sharp Kard
Edit: And accuracy could be raised too. Seriously how did I not think of that a minute ago before I posted? +5 or maybe 10 accuracy would be neat, but without the additional power


Magic nerf (right now they get full power 1~2 range)
Yeah but not too much, something like -1 pow -5% acc on each weapon should do the trick

B-rank Crit Tomes (not as strong as killers but to make wrath mages possible)
Not sure about this one. Sharp C-ranks get 9% less crit than Killers. How weak would you want magic crit tomes to be?

Maybe change bow toys to longbow variants?
lol right
Tomes in general would be weaker, but if tomes weren't weakened I guess the anima variant would have to be 8 Mt, 82 Hit, 25 Crit. Maybe 9 Mt...

The longbow "toy"s would be weaker than "the" Longbow. The big thing is making bows unique rather than superior than melee weapons in every category but horse/armor slayers. And hitting them with the nerf bat.
(11-08-2015, 05:26 PM)Nolan Kryptonite Wrote: [ -> ]Tomes in general would be weaker, but if tomes weren't weakened I guess the anima variant would have to be 8 Mt, 82 Hit, 25 Crit. Maybe 9 Mt...

The longbow "toy"s would be weaker than "the" Longbow. The big thing is making bows unique rather than superior than melee weapons in every category but horse/armor slayers. And hitting them with the nerf bat.

Oh I thought those were gonna be additional toys. If they replace the 1-2 range toys then that would certainly count as... unique, to be honest.

That magic crit tome is weaker than Sharp Elfire as it stands so I'm assuming you're counting on some sort of magic nerf. If tomes go something like -1 mt -5% hit -5% crit on all weapons then you could possibly keep the Anima crit tome as it is... possibly 5% less crit, although I feel like I'm screwing up my maths atm because I don't have all the numbers in front of me >_<
It is weaker, but it would have more Crit. :/

-5 Hit and it's as accurate as the S rank one, +5 Crit and it's as critty as a Killer, 9 Mt could be a possibility (just as strong as Sharp Elfire), only 2 less Mt than the S rank one though. Killers have 10 Mt btw, and the same hit. :/
I don't know if we need item BALANCE rather than say just some new stuff to use, changing status staves, making fortune buyable and some more stuff...."kiddie physic and upgrades were pre-approved" a while ago so~
(11-08-2015, 09:22 PM)Speedy - IX Wrote: [ -> ]I don't know if we need item BALANCE rather than say just some new stuff to use, changing status staves, making fortune buyable and some more stuff...."kiddie physic and upgrades were pre-approved" a while ago so~

Buyable ["kiddie"] Physics, too. I can no longer list the amount of occasions where I regretted not having a Physic and it's not funny.
Max lv Treasures

Very Rare -> Uncommon
Reavers
Uncommon -> Common
Seige, Lolngbow, UnitSlayers, Physic, Killers, S Ranks
Remove
Parity, Arcs, Twins


On a side note, Poison/Blind/Freeze as status staves (1-3 range, S Rank which extends range to 4)?
(11-11-2015, 11:52 PM)Speedy - IX Wrote: [ -> ]Max lv Treasures

Very Rare -> Uncommon
Reavers
Uncommon -> Common
Seige, Lolngbow, UnitSlayers, Physic, Killers, S Ranks
Remove
Parity, Arcs, Twins

I approve.

On a side note, Poison/Blind/Freeze as status staves (1-3 range, S Rank which extends range to 4)?

I'd try that.
(11-08-2015, 09:22 PM)Speedy - IX Wrote: [ -> ]I don't know if we need item BALANCE rather than say just some new stuff to use, changing status staves, making fortune buyable and some more stuff...."kiddie physic and upgrades were pre-approved" a while ago so~

This will also be available soon~ as a preaproved item

STATUS STAFF FORMULA UPDATE
Off. = (Pow x 3) + (Skl *2) + Srank
Def. = (Res x 4) + Def + Lck + (Distance * 3)
Party and Arc/Twins are nice now and then...

And Pow does not need another buff :O
(11-12-2015, 11:16 AM)Nolan Kryptonite Wrote: [ -> ]Party and Arc/Twins are nice now and then...

Keep in mind that was just for max level treasure, you can still get them at lower levels or unpromotes. For my part I don't wanna get those at promote level, I wanna get S-ranks, preferably loads of them, so I think that is a good idea.
Can you post numbers now opposed to numbers back then?

ie 52 hp 30 pow 17 skl 18 spd 26 def 26 res 18 lck druids against each other
Examples of the status staves acc can be seen here in this test battle: http://feto.feplanet.net/battle/136401
is this using new formula, or old?

if using new formula, can you give me a rough estimate of the % with the old formula?
The old formula also had status staves with actual acc ranging from 10-20. So right off the bat it's 20% lower so every staff doesn't have 90acc regardless of res. referencing the battle now, I've knocked POW's influence down by 1/6th (then by a 5th) and (it currently has 2/5) now skl has 3/5 on acc influence to be more fair to peg mages.
y/n for flat 30% of status hitting like ohko moves in pokemon?
(11-14-2015, 09:42 PM)Nolan Kryptonite Wrote: [ -> ]y/n for flat 30% of status hitting like ohko moves in pokemon?

N

Not enough replies lol...

(11-11-2015, 11:52 PM)Speedy - IX Wrote: [ -> ]Max lv Treasures

Very Rare -> Uncommon
Reavers
Uncommon -> Common
Seige, Lolngbow, UnitSlayers, Physic, Killers, S Ranks
Remove
Parity, Arcs, Twins
(11-08-2015, 05:26 PM)Nolan Kryptonite Wrote: [ -> ]Tomes in general would be weaker, but if tomes weren't weakened I guess the anima variant would have to be 8 Mt, 82 Hit, 25 Crit. Maybe 9 Mt...

The longbow "toy"s would be weaker than "the" Longbow. The big thing is making bows unique rather than superior than melee weapons in every category but horse/armor slayers. And hitting them with the nerf bat.

Well, you know, in the actual games bows can't attack at range 1 outside of very specific circumstances in a few of the games. We could always reintroduce the awesome idea known as weapon identity.

See FE6's weapon balance for a good example.
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