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Changes to individual weapons in 2.11

By #[Izmar] - ADMIN - March 27, 2013, 23:45:00

While the restrictions on the number of weapon strikes per turn is intended to generally balance the function of weapons vs. spells, we are also including additional balancing measures on individual weapons. In this devblog, we’ll explore that process. Let's take a look...
Getting the most bash for your buck
 
Before we start getting into details, here’s a general ranking of the types of weapons in terms of their damage per AP used. (Note: this section is based on having only one target in the weapon’s area of effect)

  1. At the top of the ranks: Swords. Swords are the weapons that do the most damage per AP cost, because they are the least flexible type of weapon – high AP costs and the smallest possible area of effect.
  2. Second place goes to daggers, which have an advantage over swords due to their low AP cost, but they also have the same small area of effect.
  3. Tied for third, we have axes and shovels: due to their new attack areas, they have more flexibility than swords and daggers – shovels have a new two-cell AOE and axes can attack diagonally, but they are still relatively high damage with quite short range.
  4. Hammers and staves are next, these weapons have a very good ability to hit multiple targets at once.
  5. Wands have more modest damage, even before the change to weapon rules, they were generally used to support spell-users. They do allow for ranged damage, which is not a trait that all classes have.
  6. Bows are in the same category as wands, their lower damage is justified by their superior range.

The new weapon ranges for axes and shovels.

We want to ensure that weapons within the same level range generally inflict the same amount of damage per AP used, modified by the following criteria:
  • Type of weapon: See the list above - a wand won't do as much damage as a sword.
  • The weapon's stat bonuses: weapons that have the best stat bonuses will tend to inflict less damage
  • Mono versus multi-elemental weapons: A weapon with multi-elemental damage may have higher base damage than a weapon with a single element, because it is easier to boost a single element by focusing on a single stat.
  • Weapon prerequisites: weapons with heavy prerequisites generally inflict more damage than weapons with prerequisites that are easier to reach.
  • Additional effects: HP steals, AP steals, additional range and other exotic effects are also taken into account and may reduce a weapon's damage.

What will change:
  • We will only change the direct damage of a few weapons for technical reasons. Instead of damage, we instead will make our balancing changes to the following weapon attributes:
  • The AP cot of the weapon
  • Critical hit rate
  • Critical hit damage
  • Number of possible uses per turn
  • The range and line of sight requirement (for bows and wands)
  • Prerequisites needed to equip the weapon (including level)

Because we changed only these parameters, we did have to make some compromises to reassess the power of certain weapons. Some were too weak, others too strong. And of course, it's important to ensure that each weapon is still interesting when compared to other weapons of its level. Basically, we want to make every weapon sufficiently distinctive from its similarly-leveled brothers while make sure that none of them are overpowered.
And in the end, no less than 690 weapons have been overhauled!

In the "very-high level" category (150 to 200), 19 weapons have been changed.

We felt that some weapons had become "essential" to an extent that they dwarfed all others, to the point where using weapons other than these few are popularly considered to be useless. We decided to balance them out, keeping in mind that the goal is to give each weapon a distinctive appeal so you can make choices on which weapon to used based on features like range, flexibility, area of effect, and additional effects - not just damage. And no weapon should be the optimal choice for all situations.
It was this logic that led us to increase the AP cost of some weapons, some of which were changed to 6 AP (particularly the Peccary Blade and Giger's Nightmare Blade): These weapons were widely used, and always had damage that was too high for their AP cost. Now these weapons are still able to put up big damage numbers, but they suffer the disadvantage of lacking maneuverability.

For other weapons, it was their critical hit damage was that reduced, particularly among daggers. Without this change, daggers would surpass all other weapons in terms of the amount of damage they could have caused in a single round. We've made sure that these weapons retain competitive damage output and they still have low AP costs, which gives them an interesting flexibility.

We've added stricter prerequisites to other weapons. For example, the Stormcloud staff will now require you to have at least 300 strength to equip it, and the Youyettes will require that you have less than 6 PM. It seemed more sensible to add these prerequisites than adjusting these weapons other features, especially as this is not the first time that both of them have had to be reworked. Their power is still formidable, but you will need to make more sacrifices to equip them.
We had to make some special exceptions for the Cursed Scythe and Sword of the Blord Warrior, due to the removal of critical failures and the inclusion of a single Weapon skill that boosts all weapons (including tools like scythes), which would quickly make both of these weapons a superior choice. Therefore, the Scythe has changed to a 6 AP weapon, and its critical hit rate has been lowered to 1/50. Its critical hit damage bonus has also been reduced to +5.
The Sword is now a mighty 7AP to swing, but it retains its +10 critical hit damage bonus. Its critical hit rate has also changed to 1/50.

Almost every lower-level (1 - 150) weapon has been adjusted.

Critical hit chances have been broadly changed to compensate for the removal of the critical failure mechanic. Levels 120 to 150, most weapons' critical hit rates will be between 1/15 and 1/40. Lower than that, the critical hit rate range is between 1/5 and 1/30 (with a few exceptions, including some weapons with a 1/2 CH rate). We hope that this will allow everyone to have a reasonable critical hit rate while making a minimal sacrifice in compensation.

For similar reasons, we've also reduced the AP cost of many weapons in this level range. Our goal was to compensate for the difficulty of having lower AP at these levels and avoid having a weapon attack be the only possible action during a character's turn (since a character's max AP tends to be lower at these levels), while keeping the average damage per AP ratio consistent.
The bonus critical hit damages are generally well adjusted to the new CH rates and AP costs. Some weapons have had their CH bonus damage revised upward or downwards, depending on the weapon.

We have removed certain types of prerequisites - this includes all class prerequisites and certain requirements that we felt were too restrictive (for example, the Intelligence <1 requirement on the Stalk Sword).
The class restrictions were there to prevent certain classes from getting around their intended weaknesses (typically Sacriers using bows). These weapons have been balanced where necessary, so every class can enjoy them.

Healing weapons have retained their ability to be used twice a turn, given their very randomized effects. We did not restrict these weapons because they can allow all classes that can afford to play with a modicum of intelligence the chance to act as secondary (or even primary) healers for their team.

One weapon in particular has been changed, the Kyrst O'ball is now level 72. This is because there were several other staves with similar characteristic in the same range, but the Kryst O'Ball was far above the rest, due to its critical hit bonus damage. The different versions of the Excellent Kings' Staff is now 3AP, giving you an alternative to the Kryst O'Ball before you have the level to equip it.

And finally on weapons below level 40, we did not enforce retroactive changes (only weapons in this category that are dropped or crafted after 2.11 will have the new stats), because weapons in this level range are relatively easy to obtain. Some have had their weapon damage, or their element or stat bonuses modified. These changes are intended to provide players with a wider choice of competitive weapons even at very low levels, without forcing beginners to use the maging system.

To Recap:
  • 19 High Level weapons have been balanced to offer a wider choice of competitive weapons
  • Weapons below 150 have had their critical hit rate drastically increased (over 600 weapons in all)
  • All class restrictions have been removed
  • Non-retroactive changes have been made to some weapons under level 40. Only weapons dropped or crafted after 2.11 will change.
Many thanks to [Briss] for writing this article!
 http://www.dofus.com/en/devblog/posts/changes-individual-weapons-2-11
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Reactions 203
Score : 49

any more future develops to ruin the game, you plan to release new monsters and then limit how we can kill them, you first nerf the spells now you nerf the weapons any more nerf plans or plans to make bosses alot harder to kill maybe even make it so the bosses can kill us if we move or take our turn, ankama say they balance the game but who are they balancing it for pvp or pvm is its pvp based then just make a seperate dofus server for it and leave the pvm part alone.

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Score : 2

nice....8/10

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Score : 13426

Well damn...
No intel player will be able to equip a stormcloud without making serious sacrifices. 300 strength is a little high no? The amount of stats sacrificed for me to obtain 200 strength from gear (101 scrolled not everyone can do that either) Would mean sacrificing 200 vit + whatever trophy/dofus bonus I would be putting down to use it.
This may not be uncalled for, but it certainly seems like Ankama is taking this a bit too far
Ankama: King of overcompensation with regards to balance

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Score : 3

I'm confused... did players really want battles to take LONGER??

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Score : 1240

yer im an int cra..and i will also lose my storm cloud...took the game for ever to introducea decent int weapon now they are taking it away...well tnx ankama,ive seen many change in 7yrs of playing all i can say this one is the worst...this game will never be balanced,its why we choose a certain char!!! and always someone is smarter to know how to play and manipulate,and tactics...well GL what more can i say sad

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Score : 713

Well that was a waste of 4mk, useless stormcloud now, Bad enough i couldn't swing it twice, now i wont even be able to wear it. GG Ankama, getting worse with every single devblog.

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Score : 40

I'm very confused...

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Score : 1431

I was really looking forward to use the Blord sword on my Omni eca, but 7 ap? No, that wont ever happen now... Fair enough that they them to be balanced, but they way they are going now they are just making them as completely USELESS as before. Nothing will change with Blord sword/scyte... Nobody is gonna use them.

Shitty stats but 6 ap, or still shitty (but less shitty) stats but 7 ap? No, it's just repelling.

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Score : 4085

I'm curious about the few healing weapons that have a cost lower than 4 ap. Are those modified down to twice a turn too or is it still gonna be like 3 or something?

Also, I really don't see how everyone's bagging on this so bad. So what if some weapons are harder to get than others? That's the point, every game has them e_e

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Score : 647

Now this is Dofus as I remember it from the good old days. Back when weapons were so awful no one used them. Ahh, the memories. tongue

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Score : 5645

I'm excited to see how this will change PvP and reinforce class roles.

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Score : 71
terrorcat|2013-03-28 02:09:53
Now this is Dofus as I remember it from the good old days. Back when weapons were so awful no one used them. Ahh, the memories. tongue
not the same as the old days. we now have a ap limited mp limit range limit and a cast limit also a reduction of damage. before spells were powerful and weapons weak. nows spells weak weapons weak. so... yeah also monsters have more hp. and i dont think 15% hp reduction is enough compensation.
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Score : 11408
Disgustus|2013-03-28 02:15:33
I'm excited to see how this will change PvP and reinforce class roles.
Now you know as well as I do that Ankama doesn't care anything about PvP. These changes were all to help PvM players perform more strategically. rolleyes 
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Score : 726
Alyss-Sin|2013-03-28 02:55:59
Disgustus|2013-03-28 02:15:33
I'm excited to see how this will change PvP and reinforce class roles.
Now you know as well as I do that Ankama doesn't care anything about PvP. These changes were all to help PvM players perform more strategically. rolleyes
ROFL, I too want to see, beta tomorrow, can't wait to test the changes.
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Score : 4085

Seriously, since CF's are gonna be removed, can someone please tell me what the replacement debuff for Magus will be?? Please? anyone? x_o

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Score : 1403
HatedOne|2013-03-28 03:22:43
Seriously, since CF's are gonna be removed, can someone please tell me what the replacement debuff for Magus will be?? Please? anyone? x_o
Ankama will gladly tell you in the changelog. tongue 
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Score : 664

I am worried my +dmg build is going to be rendered useless now.
I liked being able to hit 10 times each turn. Hopefully the change log comes out soon. I need to know how this affects my build! :{

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Score : 2132

Basically if your build used weapons don't think it will survive. If your weapon simply complimented your build then you might be better off. All those support weapons will come in handy, but I think now I'm gonna try to rock daggers on my characters as the damage is supposed to be "equal" for all weapon types in terms of ap costs. If 2 daggers can hit the same as 1 sword which costs 2x the ap then I'll use daggers. They have no crit fail and in situations where 1 sword would overkill and 1 dagger can just finish off a target that second hit or saved ap can be used to do something else.

~KAN~

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Score : 989
VitaeII|2013-03-28 03:46:16
I am worried my +dmg build is going to be rendered useless now.
I liked being able to hit 10 times each turn. Hopefully the change log comes out soon. I need to know how this affects my build! :{
If you relied solely on weapons to do your damage, then yes you will not be having a good time with this update.

I don't see how you would be hitting 10 times per turn though; exaggeration and dramatizing won't make you more credible.

Quote (DoonKan @ 2013-03-28 04:02:02)Basically if your build used weapons don't think it will survive. If your weapon simply complimented your build then you might be better off. All those support weapons will come in handy, but I think now I'm gonna try to rock daggers on my characters as the damage is supposed to be "equal" for all weapon types in terms of ap costs. If 2 daggers can hit the same as 1 sword which costs 2x the ap then I'll use daggers. They have no crit fail and in situations where 1 sword would overkill and 1 dagger can just finish off a target that second hit or saved ap can be used to do something else.

~KAN~

Izmar's post said that Swords do the most damage per AP, with Daggers in second place for that. If a sword costs 7 ap, based upon her description it should hit harder than two dagger swings, but I wonder if they took into account +damage bonus. In either case, I'm sticking with my daggers because I like them.
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