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Revamping Food and Medicine (02/10/2012)

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  • Revamping Food and Medicine (02/10/2012)




    [dev1242] Revamping Food and Medicine

    [dev1242] Revamping Food and Medicine
    * The following changes are scheduled for the 1.21 patch release.
    * Features are under development and subject to change or postponement.
    • Patch 1.21 will include a revamping of food and medicine.
      In this overhaul, the role of food and medicine will be clarified and new items added. Reassessment of food and medicine effects corresponding to battle, which has been ongoing since patch 1.18, and balancing between ingredient acquisition levels and synthesis levels will be carried out as well.
      • Differentiating food and medicine
        Food and medicine items that buff the character by enhancing physical stats, such as attack power and strength, will be differentiated as follows:

        Enhancing Food Items Enhancing Medicine Items
        Basic Concept Easy-to-use items with weak, but long-lasting, effects. Items that confer strong effects that are felt immediately but last only a short time. To be used in crucial situations.
        Effect Weak Strong
        Duration Long Short
        Reuse Delay Very short Long
        A single reuse delay applies to all medicines
        Food and medicine items with enhancing effects can be used in conjunction with each other. For example, if a character is under the enhancing effects of a food item, takes a medicine item that also confers enhancing effects, and then immediately launches a triple combo, the character can deliver very heavy damage to the foe.

        ・Comparison of enhancing items

        Food Medicine
        Item Name Effect Item Name Effect
        Marmot steak Physical attack +13% (maximum 15)
        Strength +7%
        (maximum 3)
        EXP bonus +3%
        Potion of Strength Strength +22%
        (maximum 20)
        Physical attack +26%
        (maximum 45)
        Jerked beef Physical attack +7%
        (maximum 51)
        Piety +3%
        (maximum 7)
        EXP bonus +3%
        Mega-potion of Strength Strength +14%
        (maximum 40)
        Physical attack +18%
        (maximum 125)
        * Item effects are still under development and are subject to change.
      • Revamping food
        Food item specs will be adjusted as follows:
        • Food items will boost parameters not by fixed values, but by percentages. However, enhancements will be capped at a maximum value. (Also, some items will continue to provide a fixed-value boost.)
          (Example)
          A player character has a physical attack of 400. The character eats a food item that provides a +10% boost, and his physical attack increases to 440.
          Food items for lower level characters provide bigger percentage boosts but are capped at a lower maximum. Food items for higher level characters have low percentage boosts but higher caps. Percentage boost, fixed cap, and duration are enhanced in HQ food items.
        • All food items provide experience point bonuses.
        • Neither elemental nor physical attributes have any impact on the effect bonuses provided by food.
        • The effect of eating ingredient items (such as raw meat and fish, fruits, and other unprocessed foods) will be changed. Eating such items will only grant an experience point bonus.
        • Using Item Help will display the actual effects of the item (enhanced parameters, duration, reuse delay, and so on).
        • In order to better match the synthesis level, ingredient acquisition level, and the character level where the effects are greatest, each category of food items will be equally redistributed within each level range.
        • Food recipes will be changed as follows:
          • Synthesis of low-level items will produce a large number of finished items. As the level increases, the number of items will decrease.
          • The synthesis level will be adjusted to better match ingredient acquisition levels and the character level at which effects are optimal.
          • Some recipes will be changed.
            Where there are multiple recipes in the same category and level range, they will be differentiated as follows, and ingredients will be trimmed from some recipes.
            • Food items that require many ingredients but have powerful effects.
            • Food items that require few ingredients but have weaker effects.

          • New items and recipes will be added.
            New items and related recipes will be added to categories that have very few items, such as mushroom and egg dishes.

        • Graphics will be added when using food items.

      • Revamping medicine
        Medicine items will be changed as follows:
        • Medicine items will boost parameters not by fixed values, but by percentages. However, the enhancements will be capped at a maximum value.
        • High-end recovery items, with large recovery effects, will be added.
        • Recovery items will no longer be usable on other characters.
        • The reuse delay spec will be changed. All medicine items will be subject to the same reuse delay counter, with more powerful medicines imposing longer delays. When a player tries to use medicine while a delay is still in effect, an error message will be displayed together with the time remaining in the delay.
        • Medicine recipes will be changed as follows:
          • Synthesis of low-level items will produce a large number of finished items. As the level increases, the number of items will decrease.
          • The synthesis level will be adjusted to better match ingredient acquisition levels and the character level at which effects are optimal. Synthesis levels for ailment recovery items will be adjusted to match the levels of monsters that have the abilitiy to inflict those ailments.
          • Intermediate materials will be removed, and only basic ingredient items will be needed to synthesize finished products.
          • New items and recipes will be added.
            New strengthening items and related recipes will be added that boost physical attributes and attack strength for short periods of time. As with recovery items, these new items will grant percentage boosts with fixed caps.






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    sigpic


    "BLAH BLAH BLAH TIDAL WAVE!!!"

  • #2
    Re: Revamping Food and Medicine (02/10/2012)

    this is good! no more + 5 att power on high level food....
    75: Sam, Nin, Blm, Thf, Pld, Cor, Rdm
    RANK 10 Bastok
    CoP: Done
    ZM: Done
    ToA: Done
    Assault rank: Captain
    Campaign Medal: Medals
    Wotg: Complete the quests already and I'll start

    Originally posted by Etra
    This thread brought to you by Malacite's lack of understanding.

    Comment


    • #3
      Re: Revamping Food and Medicine (02/10/2012)

      .... When is the game going to come out for PS3? It seems like its getting better and better, yet I can't play it yet.

      Comment


      • #4
        Re: Revamping Food and Medicine (02/10/2012)

        Around the time 2.0 is ready. There will be a PS3 beta just before the official launch of 2.0
        sigpic


        "BLAH BLAH BLAH TIDAL WAVE!!!"

        Comment


        • #5
          Re: Revamping Food and Medicine (02/10/2012)

          This is the part where I mention I've never ingested any food and/or medicine. <_<


          /n00bzor
          sigpic
          "In this world, the one who has the most fun is the winner!" C.B.
          Prishe's Knight 2004-Forever.

          その目だれの目。

          Comment


          • #6
            Re: Revamping Food and Medicine (02/10/2012)

            Originally posted by Malacite View Post
            Around the time 2.0 is ready. There will be a PS3 beta just before the official launch of 2.0
            Ugh... And when is that? lol

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            • #7
              Re: Revamping Food and Medicine (02/10/2012)

              Originally posted by Takelli View Post
              Ugh... And when is that? lol
              much much later, mew! Don't worry, the more time PC version gets improvements , additions and updates, the better the PS3 launch will be, mew!

              Remember they still have to recreate the world and stuff, so maybe more classes will be added by the summer, and lots of other updates and polishes! =^^=

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              • #8
                Re: Revamping Food and Medicine (02/10/2012)

                And as expected all war and magic (or whatever thery are called hgere <_<; ) jobs are pretty fun to play with the first 10 levels... except Conjurer.

                Why does WHM always have to suck so much? >_<

                I couldn't stomach leveling the job past lvl 3 (Even though CNJ has some of the RDM-ish spells I've always used. (T-T ) ) while all the others went from 1 to 6 pretty fast at the same camp. Gotta love job changing without the need of a mog house. XD



                PS > THM with Rampart and Cure is a freaking killing machine. So I'm back to leveling THM (LNC is lvl 12 right now) for the time being.

                ---------- Post added at 07:20 PM ---------- Previous post was at 07:15 PM ----------

                PPS > Gotta love the music in this game, and now that I can actually run it with everything maxed out (ambient occlusion and AA still turned off of course) I can see how far it has advanced since the roflTanaka days.

                PPPS > Also, Gridania FTW.
                sigpic
                "In this world, the one who has the most fun is the winner!" C.B.
                Prishe's Knight 2004-Forever.

                その目だれの目。

                Comment


                • #9
                  Re: Revamping Food and Medicine (02/10/2012)

                  I love the music as well, but I can't play it on my computer. The lag gets to me. I'm using an I3, but I got horrible lag, as well as 2 gigs of ram...

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