Battle System Adjustments (08/14/2007)

The August version update will bring revisions to the use of two-handed weapons, as well as a number of modifications to several jobs.

In this edition of Topics, we would like to elaborate on the changes that will be made to the two-handed weapon system. Job changes will be described in length in a future Topics article.

  • Two-handed weapons

Up until now, there have been instances in which the attack frequency and speed generated by dual wielding would greatly surpass those of two-handed weapons. We have since examined this issue from every conceivable angle, and as a result have decided to reconsider the frequency and delay calculation methods for two-handed weapons.

This month's version update will see the introduction of a new type of gear called "grips," which players can equip in their offhand weapon slot when using a two-handed weapon. We are also planning to apply changes to associated weapon skills as well.

  • Attacking with two-handed weapons

The new modifications will be set up so that a character's attribute scores will enhance attack benefits to a greater extent when wielding a two-handed weapon than when using a single-handed weapon. Further, when attacking high-level opponents or enemies with high defense, two-handed weapons will deal more damage than they have in the past.

  • A word on grips

While not designed to bring about radical improvements, grips are a new lineup of items which can be used in tandem with two-handed weapons as a means of wielding them more effectively. They accomplish this by enhancing a weapon's benefits while compensating for shortcomings. Grips will not be limited to offensive weapons, as some will be tailored to mages and their indispensable staves.
Different grips will allow players to adapt to specific situations depending on the type of two-handed weapon they are using, as well as the type of enemy they are fighting. Players should be advised, however, that changing grips mid-combat will result in a loss of TP. Therefore, no grip's benefits will be restricted to the execution of weapon skills.

 



  • Rethinking weapon skills
The majority of two-handed weapon skills already stand to see a vast improvement based on the changes described above. However, we will also be retooling the characteristics of several particular weapon skills in order to enhance their usability.

 

Comments

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Mages grip
# Aug 14 2007 at 11:06 AM Rating: Decent
Quote:
Staff, well mages do not melee as much as well
as PLD or MNK with them so not much on the melee side.
I will wait and see...


Quote:
Grips will not be limited to offensive weapons, as some will be
tailored to mages and their indispensable staves.


I'd like to see this, maybe more Enhances: {Fast Cast} lol.
or +INT, +MND, +MP, you get the point :D

Edited to try and fix quite thingy...

Edited, Aug 14th 2007 2:06pm by Enivyst

Edited, Aug 14th 2007 2:06pm by Enivyst
Get a grip...
# Aug 14 2007 at 10:03 AM Rating: Decent
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569 posts
LOL, sorry couldnt help myself.

SAMs are TP machines, so it doesnt much affect them imo. Where I do see this helping out are DRK, WAR, and DRG who use two-handed weapons more often. PLD, meh great sword aint really their cup of tea they are sword shield users. Staff, well mages do not melee as much as well as PLD or MNK with them so not much on the melee side. I will wait and see...
finally
# Aug 14 2007 at 9:46 AM Rating: Decent
Well this just made Sam's that much more powerfull, lol, Imagine how fast they can Build TP now!... If only they would give us PUP's some help.... hey SE low lvl Haste Gear would be nice! lol....
finally
# Aug 16 2007 at 11:15 AM Rating: Default
Lowering delay lowers TP gain per hit.
I need to enter a subject
# Aug 14 2007 at 9:40 AM Rating: Decent
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129 posts
i wonder if this is gonna be a shot in the arm for the alchemists. My first thought was leather/cc would make these, but thinking of all the status-adding weapons alchemy typically is in charge of, I'm wondering if they won't get the nod.
Doubtful
# Aug 14 2007 at 9:24 AM Rating: Decent
**
634 posts
Doubtful, in the higher levels MNK H2H is pretty fast. Though to be honest I'm not sure how PUP fairs delay wise. I plan to level it at some point, but haven't yet so I dunno.

peace,
CR
I'll be
# Aug 14 2007 at 8:45 AM Rating: Decent
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181 posts
Well in a thread I made an *** of myself saying they won't add these til WoTG, I was wrong. Have fun with them all you two handers.

I wonder if they will change how h2h works now though...
finally
# Aug 14 2007 at 8:25 AM Rating: Decent
wonder if this would put sams, drks, and drgs on par or close to wars.
finally
# Aug 14 2007 at 3:38 PM Rating: Decent
**
448 posts
Funny, my DRG/SAM already does more dmg than 90% of the war/nins, i'll accept anything though for more dmg.
finally
# Aug 14 2007 at 1:06 PM Rating: Decent
ffdarknight wrote:
wonder if this would put sams, drks, and drgs on par or close to wars.




LMFAO.........You made me laugh with this! >.>
finally
# Aug 14 2007 at 9:12 AM Rating: Decent
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241 posts
so is h2h still considered 2h weapons?
finally
# Aug 14 2007 at 9:40 AM Rating: Decent
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421 posts
H2H have thier own class when it comes to things like this. It would be nice to see the stronger weapons come on par with others.
finally
# Aug 14 2007 at 9:21 AM Rating: Decent
Worst. Title. Ever!
*****
17,302 posts
No, you'd look pretty silly holding one glove or knuckle with two hands.
____________________________
Can't sleep, clown will eat me.
finally
# Aug 14 2007 at 1:12 PM Rating: Good
lmao
finally
# Aug 14 2007 at 10:36 AM Rating: Decent
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62 posts
well it would be two gloves and two knuckles as long as it only take up one spot any job should be able to equip it and only needs to be considered a two handed weapon...and since a mnk cant equip a shield and weapon or another weapon this should fit the bill IMO....we will see I am more curious if they will make grips for mages that dont need to melee that can help effect like spell strengths and or casting times.....this should benefit many jobs not just the slow swinging but strong 2 handed attackers
finally
# Aug 14 2007 at 1:57 PM Rating: Good
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936 posts
If you would have paid more attention you would have seen that SE wrote:
Grips will not be limited to offensive weapons, as some will be tailored to mages and their indispensable staves.
finally
# Aug 14 2007 at 12:31 PM Rating: Good
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67 posts
Considering that a Monk subbing Samurai does not gain the benefit of using Hasso or Seigan, which are buffs that effect only two-handed-weapon-users, I highly doubt a Monk will be able to equip any sort grip.

Besides, a Monk doesn't really have much difficulty keeping up in the damage compartment.
finally
# Aug 16 2007 at 2:35 AM Rating: Decent
Amaroqwlf wrote:
Considering that a Monk subbing Samurai does not gain the benefit of using Hasso or Seigan, which are buffs that effect only two-handed-weapon-users, I highly doubt a Monk will be able to equip any sort grip.

Besides, a Monk doesn't really have much difficulty keeping up in the damage compartment.




maby this will make staff viable for mnk i know mnk's who have staff skill for ***** and giggles and its realy actualy good especialy with the proper staff in there hands but it still doesn't come close to there h2h abilities
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