June 02, 2012, 15:10:57 |
#1
Dev & Play Tester Q&A: The new spell exp system (Source: Nox)
Q&A: Feedback #12 Hi everyone,
Today we will have a special edition of our usual Q&A sessions, this time focusing on the new Spell Experience System which was recently announced.
As some of you may already be aware, Ankama has recently asked four expert players from the French community to become official Play Testers at their office with the goal to provide live testing feedback on game designs and class balancing efforts. Since then, they have started work on the new Spell system mentioned prior and here are some of their commentaries you may find of value. They are not Ankama or Square Enix employees, but instead volunteer players who have been embedded closely with the team in order to directly the global communities gameplay concerns.
The information below was provided by the following individuals: Zeorus ( Game Designer) , Eskarina (French Community Manager) , Freyrr (Play Tester) , Kowac (Play Tester) , and Grou (Play Tester) .
With all that said, let's get to it, shall we? *cracks knuckles*
Questions & Answers
Zeorus (Game Designer):
Eskarina (French Community Manager):
Freyrr (Play Tester):
Kowac (Play Tester):
Grou (Play Tester)
Conclusion
You may not find all the answers to your current questions regarding the new spell experience system , but rest assured that we are forwarding them to the Development team for review. Expect more information in the future.
This ends this special "Q&A: Feedback #12" session, we are looking forward to the next one, so keep your questions and feedback coming!
This post has been edited by Resonate - June 02, 2012, 15:16:44.
Today we will have a special edition of our usual Q&A sessions, this time focusing on the new Spell Experience System which was recently announced.
As some of you may already be aware, Ankama has recently asked four expert players from the French community to become official Play Testers at their office with the goal to provide live testing feedback on game designs and class balancing efforts. Since then, they have started work on the new Spell system mentioned prior and here are some of their commentaries you may find of value. They are not Ankama or Square Enix employees, but instead volunteer players who have been embedded closely with the team in order to directly the global communities gameplay concerns.
The information below was provided by the following individuals: Zeorus ( Game Designer) , Eskarina (French Community Manager) , Freyrr (Play Tester) , Kowac (Play Tester) , and Grou (Play Tester) .
With all that said, let's get to it, shall we? *cracks knuckles*
Questions & Answers
Zeorus (Game Designer):
- "The increase of Elemental Spell power is strictly linear (level 1 to level 2 will earn the same power as from level 99 to level 100). However, the increase of experience will obviously not be the same."
- "In terms of profitability, it is more interesting to have 20 levels in a spell instead of just 1 in another, and that's the choice you'll have to make: single-spell/element to max out damage or multi-spell/element to gain versatility? You'll now be free to choose what you want."
Eskarina (French Community Manager):
- "In regards to Spell Scrolls, no matter what happens, you will automatically get tokens. The value will be the same as whether the scroll has already been used or still in your inventory (which will be removed once the new system is up)."
Freyrr (Play Tester):
- "Imagine that you are a level 105 Earth Iop with Shacker at level 100, Impact at level 90, and Devastate , but you would like to unlearn Devastate in favor of Iop's Wrath , instead. To do so, you will need to drag the Devastate spell into the dedicated interface and the spells that you use in your next fights will then take experience from Devastate and will provide your Iop's Wrath with the experience that Devastate once had (given you utilized your Iop's Wrath spell). Doing so from single branch to double branch will also potentially give you a bigger amount of experience."
- "The respec transference system is only useful once you have 'capped' the spell experience and cannot learn any new spells"
- "The single-element user will be more specialized and effective within their branch, but on the contrary, a multi-branch users will be more versatile to the situation at hand as they will have more spells to utilize and more elementary masteries in their favor.
- "Players will have to make choices, and I think this is a good thing, because it will differentiate players who have put careful thought behind their builds from those who don't. Before, it was mainly the mass of generated experience that made the difference."
- "The new system was our first big assignment as Play Testers – although it was truly the work of the Developers. Our next focus for us is on the classes themselves; we've already started the review process on Sadidas, but alas this is not the subject of the topic at hand."
- "It would be nice to have a final overview (level 200) to give a sense of choice direction, but in all cases, it is possible to re-specialize once you reach max level, allowing you not to worry so much! Logically, at character level 200, it is quite possible to have 3 Fire spells at level 100 and 2 Earth spells at level 100 (or an Earth spell at level 100 along with an Air spell at level 100, if you're picky)."
- "As far as what your current characters will get when the system is implemented, you will have 30% of experience, but if you put the experience in the same branch, whatever exceeds 1/3 of the total amount of experience will be reduced by 50%, so basically you will have 10% + 20% / 2 = 20%. Likewise if you put half in one branch and half in another branch, it will then be 30% total experience with 15% in each branch. Spending 10% in the same branch will exceed 1/3 of the total experience, so the remaining 5% will be divided by 2 which ultimately will be (10% + 5% / 2) + (10 + 5% / 2) = 12.5% + 12.5% = 25%. That's how you can go from 30% total experience to 20% total experience in single and 25% in dual element. However, you can very well have 24% + in a branch compared to another, but at the end you are the one deciding how you want to distribute your experience."
- "The items giving spell level bonus will remain, and I even feel comfortable saying that they will play a big role in your future builds. Rather than leveling up 2 level to 100 spells, it will surely be much more cost effective to have three spells at level 85 and +5 spell levels from items, putting the three spells at 90, but I leave this theory to the theorycrafters to have fun. Although… note that the +2 spell level runes will have an increased value..."
- "The new system makes it easier for players to use several elements, but does not prevent the use of a single element, either."
- "In the update, there will be a reset of all spells for all characters, regardless of level. This will include a spell reset AND specialties/stats. Once the Content Update is deployed, out comes the possibility of re-specializing the spells once max experience level is reached – but it is not instantaneous. The respec will only be available every time you reach your max level. So it's 105 today, it will soon be 110, and in the very long term it will be 200."
- "I will explain further why the transference respec is not accessible before reaching max level: The respec allows one to transfer experience of a spell to another by fighting. Once the max level of spell experience is reached, the same way that you get experience on a spell before the max level will be used to transfer experience away. Why is it unnecessary to remove experience from a spell when we have not reached the maximum spell experience? Say you're level 50, you have your experience in the Air branch, but for some reason you want to use the Fire branch more. Why spend time to remove the xp from the Air branch since you can level up the Fire branch spells by fighting creatures to level it quickly enough the classic way."
- "The respec is really only useful if you have reached your maximum spell experience and want to add experience on a spell and less on another; it is basically fine-tuning. It is useless to refine as long as you can still earn experience, and finally leveling up the spells that you want to play at this point."
- " Spell Scrolls will be replaced by tokens that you will whether or not they have been used, but what will count will be the completion of the achievement."
Kowac (Play Tester):
- "The re-balancing of classes has already begun but it's so vast that you will have to wait a little while for the review to be completed."
- "I would like to share with you the calculation of the elemental mastery: you first start by sorting out your spells per level and then follow this calculation: (“Spell 1” x 0.1 + “Spell 2” x 0.6 + “Spell 3 * 0.7 + “Spell 4” x 0.3 + “Spell 5” x 0.3) if I'm not mistaken, of course. Those coefficients are 0.1, 0.6, 0.7, 0.3, and 0.3 per spell level by sorting them from highest to lowest."
- "I would like to also give an example regarding the transfer of spell experience: let's say that I am level 100 and I have 2 Fire spells at level 100 (single branch). I decided to level up an Air spell at the expense of a Fire spell. As long as my Air branch is less than 1/3 of my total spell experience, my Fire spell is going to give the Air spell double experience. I'll then go from 2 fire spells at level 100 to one level 100 Fire spell, another at about level 77 and an Air spell at level 100.Now I redo the same thing in reverse: the experience of my Air spell level 100 will be this time divided by 2 by transferring it to a Fire spell, because my Fire branch represents more than a third of my total spell experience. So the experience of my Air spell will simply make my Fire spell go from level 77 to level 100, and I find myself with the result that I had at the beginning."
- "In fact it is this system of experience ratios 'below 1/3' and 'above 1/3' that makes the multi-element potential (if has a perfect sharing of spell experience). Have 50% more total experience than the player using single element (or a total of six spells instead of 4). In fact a perfectly balanced multi element player should have 1/3 of its spell xp in each branch, reaching the maximal potential of spell experience."
- "The thing to understand is that at level 72 you will move from a system with experience per level and a fixed gain rate of experience (about 10% of the character's experience) to a linear gain rate until reaching level 100 spell, as well as an adaptive ratio for you to always be able to level up your spells as you level your own character up."
- "A spell which has its experience transferred cannot lose more than one level per fight so you always have complete control, minus reaching the condition level of the transfer."
- "Whether you are single or multi-element, it will not affect the system: it is the percentage of the overall amount of experience you have in your branch that is taken into account. The transfer while leveling is to change the experience distribution that is done within the branches, which is done also in combat when you gain experience. Using one branch only is different, the ratios will be between the spells, that's when the transfer of experience can also help your new spell to level."
Grou (Play Tester)
- "To give you an idea of when one speaks about x spell level 100, you should know that: a level 100 spell in terms of xp = 3 level 70 spells, or also a level 100 spell in terms of xp = 1 level 70 spell + 1 level 85 spell. These values are approximate and are only given so that so you can get an idea of your possibilities."
- "At level 100 it will be possible to have: 2 spells level 100 in a branch or 1 spell level 100 in each branch. At level 200, it will be possible to have: 4 spell level 100 in a branch or 2 spells level 100 in each branch.
- Example 1 (three elements): FIRE: 84/54/54/54/54, AIR: 100/49/0/0/0, EARTH: 62/62/62/62/62
- Example 2 (single element): FIRE: 95/80/63/63/63, AIR: 0/0/0/0/0, EARTH: 0/0/0/0/0
- Example 3 (single element): FIRE: 0/0/0/0/0, AIR: 74/74/74/74/74, EARTH: 0/0/0/0/0
- Example 4 (single element): FIRE: 0/0/0/0/0, AIR: 0/0/0/0/0, EARTH: 100/100/57/0/0
- Example 5 (single element with a bit of experience in the other branch): FIRE: 30/30/30/30/30, AIR: 100/100/43/0/0, EARTH: 30/30/30/30/30
- Example 6 (dual element distributed 33% and 66%): FIRE: 90/70/58/58/58, AIR: 62/62/62/62/62, EARTH: 0/0/0/0/0
- Example (dual element) FIRE: 0/0/0/0/0, AIR: 100/82/0/0/0, EARTH: 84/54/54/54/47."
- "The character experience curve is not affected. The spell experience curve has been modified: before you would need 24 million (roughly) to level a spell to level 100, so close to half (10 million) to get a spell from level 90 to level 100. Now it takes more than 14 million. And the curve is "smooth", meaning the last 10 Levels do not require half of the total experience of the spell. (note: level 70 = 5,000,000, level 85 = 5,000,000 and level 100 = 14 millions). Here are some examples regarding this subject:
- A player who plays three elements (33% of experience in each of their branches) will have: FIRE: 15,000,000 XP, EARTH: 15,000,000 XP, AIR: 15,000,000 XP.
- If he plays more with the Fire branch and not at all Air branch: FIRE: 22,500,000 XP, EARTH: 15,000,000 XP, AIR: 0 XP. So basically the "magic" formula is when a branch has more than one third of total experience, each experience point is then divided by 2.
- So if a player plays throughout the leveling of his character level 98 with 1 Air spell and 1 Earth spell, he will then have: FIRE: 28,800,000 XP, EARTH: 600 000 XP, AIR: 600 000 XP.
- Least but not last, a player that has used level 100 Fire spells for all combats: FIRE: 30,000,000 XP, EARTH: 0 XP and AIR: 0 XP. And the player who will cast 30 spells out of each element in combat is going to have 15 million xp in each of their branches."
- "It is not possible to trick the system but it is possible to "lose" experience by how we are using our spells. To overcome this, if you "lose" experience during a fight you can recover it quickly via a bonus on upcoming fights. So you always stay very close to the maximum experience you can get at your level. So you can never screw up your character."
Conclusion
You may not find all the answers to your current questions regarding the new spell experience system , but rest assured that we are forwarding them to the Development team for review. Expect more information in the future.
This ends this special "Q&A: Feedback #12" session, we are looking forward to the next one, so keep your questions and feedback coming!
This post has been edited by Resonate - June 02, 2012, 15:16:44.
Reason for edit : Re-format

