For some time now we've been working on a new formula for the dodging and removal of AP/MP.
Here are the main principles we'd like to respect with our new formula:
- With equal wisdom, the probability of dodging a loss of AP/MP should be 1/2.
- During a PvP fight, a character with equal wisdom to his adversary should not be able to take more than 50% of their AP.
- The game's larger monsters (Bosses, mainly) shouldn't be able to have more than 50% of their AP removed (when faced with an adversary suited to the bosses level) without a specific tactic being used, based on a reduction in their dodging rate which happens over a number of turns.
- Spells which reduce a small amount of AP/MP should still be effective.
- Classes which have a limited capacity for AP/MP reduction shouldn't be penalized by a formula that's too restrictive.
- Builds based completely on AP/MP reduction should still be effective in PvM and PvP.
- investing in wisdom should remain profitable and attractive for both reduction and dodging [of AP/MP]
- the formula should remain relatively simple to calculate in your head so that the viability of a loss of AP/MP can be quickly estimated without the need to spend 3 years studying for a degree in mathematics.
In most cases, we feel that removing all of the AP/MP or even more than 75% of the AP/MP of an adversary isn't normal.
Removing just one AP/MP from an adversary is sufficient to completely destabilize a tactic.
The massive reduction of MP seems problematic to us, some classes can move using AP and all classes can attempt some defensive/offensive actions even when they're unable to move.
However, a massive reduction of AP/MP remains a tactic that we feel brings diversity to the game.
We don't want to make this tactic less effective, but we feel at the moment it's too easy to remove large amounts of AP/MP without constraint.
After our preliminary tests, the following formula appears to meet our needs:
Probability to make someone loose a AP/MP = Da / Dt * Pr / 2
With:
* Da: dodge of the attacker
* Dt: dodge of the target
* Pr: percentage of AP/MP that the target still has
The resulting probability is limited to a 10% minimum and a 90% maximum.
%resistance to a loss of AP/MP is handled like bonuses from wisdom
(a decrease of 50% corresponds to having 200 wisdom less)
Each attempt at dodging a loss is calculated separately, if a spell causes 3 AP to be removed, three dodging attempts will be calculated.
This formula means that each consecutive attempt to remove AP/MP from a target will be more difficult.
It also gives characters that aren't able to dodge AP/MP loss a progressively better chance of doing so.
It also means wisdom is still important in dodging.
This progressively better chance of dodging AP/MP loss allows us to keep a formula that's very effective for the removal of a moderate amount of AP/MP but forces those players who wish to base their entire game on AP/MP loss to have a large amount of wisdom and to weaken as much as possible the base probability of their adversary dodging AP/MP loss.
We're conscious of the fact that tactics based on removing AP are only effective on some monsters when a large amount of AP is removed.
An important factor is that monsters don't have a large enough variety of spells (compared to players) for us to be able to change their behavior when faced with a moderate loss of AP/MP.
Technical constraints relating to AI stop us from developing monsters with more than 4 spells (we make exceptions for certain larger monsters). We don't want to expand the range of spells of each monster.
However, we will try to take into consideration this tactic as early as possible in the conception of future monsters, to allow us to provide you with challenges where AP reduction is less effective.
Balancing of Xelor Spells
Xelors are the most effective class at removing AP and we want to change this aspect of the game.
We appreciate the diversity of specific builds (notably those builds exclusively designed for removing AP).
We feel that at the present time, Xelors are far too effective at removing AP - equally well in PvM as they are in PvP
The majority of classes have almost no viable alternative when faced with the massive AP loss caused by a Xelor in PvP.
With the new formula that we're currently testing, this problem isn't entirely settled, since the formula remains very permissive, and places a large importance on the wisdom of the attacker and the target.
We'd like Xelors to keep the possibility, in certain conditions, of taking a large amount of AP from their adversaries.
We've decided to tackle this problem by offering an alternative to the other classes to allow them to protect themselves to a certain extent from the massive loss of AP caused by a Xelor.
We plan to impose a minimum range of 3 squares on the majority of the AP reducing spells of Xelors (Time Theft, Slow Down, Hourglass and Frostbite)
It is amongst other things this minimum range that will offer the Xelor's adversaries the opportunity of dodging some of the loss of AP.
In concrete terms, at long range (more than 10), a Xelor will not be able to effectively use all of his AP reducing spells, which means the massive loss of AP from distance will be limited.
At short range, the Xelor will be incapable of using the majority of its AP reducing spells without being forced to distance itself at least 3 squares from its adversary.
At mid-range (3-8 squares) the Xelor will be able to use all of his AP reducing spells.
For the time being we've chosen this approach because the Xelor has two teleportation spells, one of which (Flight) has a very small AP cost, which will allow the Xelor to get away from a target that's too close without too much difficulty, before being able to more easily reduce the AP of its target.
By doing this, we're giving the other classes a chance to learn how to adapt to the range and positioning of a Xelor to give them an alternative tactic in PvP.
Here are the changes we plan to test shortly:
- Slow Down - minimum range of 3 squares
- Frostbite - minimum range of 3 squares, maximum range of 6 squares
-Time Theft - minimum range of 3 squares, range non-modifiable, maximum range of 3, 4, 5, 6, 7 or 8 squares depending on the level of the spell
-Hourglass - minimum range of 3 squares, usage limited to once per target per turn (no longer once per turn, so it can now be used on multiple targets in the same turn)
-Xelor's Dial: maximum range of the summon modifiable to 1, 2, 3, 4, 5, 6 squares according to the level of the spell. The dial's spell goes from 4 to 6 range.
(Spell points will be given back.)
After our internal testing, these changes are, for the moment, conclusive. Xelors can, with difficulty, remove large amounts of AP/MP over the first few turns, but can still remove massive amounts of AP thanks to their spells that remove resistance to AP loss, if they employ (over an average of 4 turns) a tactic based on removing the AP and resistance to loss of AP of their target.
We know that these tests aren't enough to determine if these changes are correctly balanced and viable for the other classes.
These changes will be available on the test server in the weeks to come. We will closely follow your thoughts before refining these changes.
Thanks to Jiri for the translation