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 Fate / Another III UFW Ver 1.1

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Fate Another Developer

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Age : 30
Location : Laramie

PostSubject: Fate / Another III UFW Ver 1.1   Fri Jun 24, 2016 3:00 pm

July 1st, 2016
Fate / Another UFW Ver 1.1

Balance Changes

  • Archer Extra (Robin)
    - Yew Bow's damage has been changed to the following: 700/800/900/1000/1100-> 800/850/900/950/1000
    - Yew Bow's additional damage from intelligence has been reduced from 8 to 7
    - Bonus damage on Yew Bow from Attribute: Sacramentum of Druid has been increased from 150 to 200
    - Area of effect on combo has been reduced from 1000->600
    - Attribute: Sherwood Forest's required stat points has been lowered from 16 to 12

  • Caster Extra (Alice)
    - Frenzied March Hare

    • Damage has been reduced from 30x20/35x20/40x20/45x20/50x20 to 15x20/20x20/25x20/30x20/35x20
    • Missile distance has been reduced from 1200->1000
    • Hitbox (width) has been reduced from 350->150
    • Damage interval has been increased from 0.2->0.3
    • Cast time has been from 0.2 seconds to 0.1 second

    - The Plains of Winter

    • Spell no longer adds additional damage on bounces

    - White Queen's Enigma

    • Debuff duration is now fixed to 5 seconds in all levels
    • Stun duration has been increased from 1.2/1.4/1.6/1.8/2.0 seconds to 1.3/1.6/1.9/2.2/2.5 seconds
    • The spell now disables seals without attribute (3 seconds)
    • Attribute: The King of Black and White Checkerboard increases seal disable duration from 3 seconds to 5 seconds
    • Attribute: The King of Black and White Checkerboard's damage amplifier was reduced from 50% to 30%

    - Attribute: The King of Black and White Checkerboard's required stat points has been decreased from 17 to 14

  • Lancer Extra (Karna)
    - Brahmastra: O Brahma, Cover the Earth

    • Frontal range has been reduced from 600/700/800/900/1000 to 600/650/700/750/800
    • Range increment has been reduced from 500 to 300 upon learning Attribute: Improved Brahmastra
    • Damage increment has been reduced from 500 to 200 upon learning Attribute: Improved Brahmastra

    - Brahmastra Kundala: O Brahma, Curse Me

    • Cast range has been reduced from 1300 to 1100
    • Projectile range has been reduced from 1250 to 1050
    • Damage has been reduced from 500/650/800/950/1100 to 500/600/700/800/900
    • Damage increment has been reduced from 200 to 100 upon learning Attribute: Improved Brahmastra

    - Vasavi Shakti: O Sun, Abide to Death

    • Attribute: Improved Vasavi Shakti no longer gives range bonus to Vasavi Shakti: O Sun, Abide to Death
    • Attribute: Improved Vasavi Shakti raises AOE damage dealt to enemies outside 300 AOE from 30% to 60%

    - Attribute: Improved Brahmastra's required stat points has been reduced from 15 to 13
    - Attribute: Prana Burst's burn damage on Brahmastra (W), Brahmastra Kundala (E), Vasavi Shakti (R) has been reduced from Intelligence * 5 to 100 + Intelligence * 2
    - Attribute: Prana Burst's burn damage AOE on Kavacha and Kundala (Q) has been reduced from 800 to 400
    - Attribute: Uncrowned Arms Mastership no longer grants 20% chance to perform double attack

  • Caster 4th (Gilles De Rais)
    - Territory

    • Territory's maximum mana has been reduced from 1000 to 800
    • Duration of Blood Cloud from Territory Explosion has been reduced from 5 seconds to 4 seconds upon learning Attribute: Upgrade Territory Creation
    • Ability: Summon Tentacles of Destruction has been removed

    - Birth Demon

    • Number of demon summoned has been reduced from 4/5/6/7/8 to 3/4/5/6/7

    - Demonic Creature of the Ocean Depths

    • Melee range has been reduced from 1200 to 900
    • Melee damage has been reduced from 200/250/300/350/400 to 100/125/150/175/200
    • Tentacle Impale's damage has been reduced from 410/520/630/740/850 to 300/400/500/600/700
    • Tentacle Impale's range has been reduced from 1500 to 1100
    • Shackling Tentacle's range has been reduced from 900/1050/1200/1350/1500 to 700/800/900/1000/1100
    • Noxious Blast's damage over time has been reduced from 30/45/60/75/90 to 15/30/45/60/75 per second

    - Prelati's Spellbook

    • Selfish's penalty AOE has been reduced from 1500/1350/1200/1050/900 to 1300/1200/1100/1000/900

    - Passive: Mental Pollution has been removed

  • Berserker Extra (Lu bu)

    - [Combo] Gate Halberd Shot's damage has been reduced from 2500 + (Level of Fallible Bow * 100) + Maximum mana to 1800 + (Level of Fallible Bow * 100) + Maximum mana (Damage is after learning attribute)

  • Saber Extra (Gawain)
    - [Combo] Sunspot Explosion's AOE has been reduced from 500/1200/1800 to 500/900/1500

  • Archer 5th
    - [Combo] Damage of Broken Phantasms at the end of Arrow Rain has been reduced from 750 to 375 each
    - Hrunting's damage has been reduced from 250 + (100 * Level of Broken Phantasm) + Remaining mana of Archer to 100 + (100 * Level of Broken Phantasm) + Remaining mana of Archer

Bug Fixes

- Fixed tooltip error on Dragon skillet (Increases The Plains of Winter's damage by 250, not 100 as the tooltip claims. The Fate / Another Wiki also have this wrong.)
- Fixed bunch of tooltip errors on Karna's abilities (Suffice to say, almost all of his tooltip values are wrong)
- Fixed damage scaling issue on Prelati's Spellbook: Emberstorm

Miscellaneous Changes

- Map has been partially translated (95% of triggers, 20% of objects)

Download Links


Sound Pack ?pcsc8b36lt83l8c

Last edited by l46kok on Fri Jul 01, 2016 4:31 pm; edited 39 times in total
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Fate Another Developer

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PostSubject: Re: Fate / Another III UFW Ver 1.1   Sat Jun 25, 2016 12:49 am

Balance Rationales

Archer Extra (Robin)

For combo AOE, the change was supposed to take place last version. We accordingly made the change now.

The attribute cost of Sherwood Forest has been lowered quite a bit, as the major benefit of AOE increase on E has been removed. So we adjusted the stat point requirement accordingly.

Robin's Yew Bow suffers from a strange issue. It is "almost" useless in the early game but quickly scales to be one of the most devastating sniping skill in the game. We performed some calculations and found out that the recent version of Fate / Another III 3.0I actually balanced this skill very well, so we're replicating the changes here. In short, Yew Bow's early game damage has been boosted while the late game damage has been reduced.

Caster Extra (Alice)

Alice was a particularly difficult servant for us to rebalance. Let's go over her problems first.

Alice's Frenzied March Hare (Q) and Plains of Winter (W) skill are notorious for being exceptionally cost effective with mana costs of 100 and 200 mana respectively. With Q's long range, large hitbox and high damage over time value, it serves as arguably the best harassment skill in the game. Similarly, we feel that W's damage output is too high for a 200 mana skill. On top of that, the spell bounces off enemies with amplified damage on each bounce. In summary, this is problematic because Alice essentially does not take much risk to do high amount of damage to multiple opponents.

However, the bigger problem lied in the total amount of damage applicable with her White Queen's Enigma skill (E). A simple test demonstrated that a single blink C-E-few melee hits-W-Q combo deals well over 7000 damage on a single target. This damage is enough to kill targets even with A scroll on for most circumstances. This has to be changed.

Unfortunately, the difficulty in balancing Alice comes from the fact that her damage mostly relies on Q and W. Simply reducing the damage on these skills is prone to make her useless, so we decided to take a unique approach. Her Q's damage, range and hitbox has been reduced to make Q act as more like a skillshot. The damage increase on bounce for W has been removed, as the damage increase is non-intuitive anyways. The damage increase on E upon learning the relavant attribute has been reduced as well. In exchange, we added seal lockdown on E by default (duration increased with attribute) and increased the stun duration on it as well. This allows her to DPS a target with fairly good damage, but also increases her teamfight capability.

Lancer Extra (Karna)

It's not hard to argue why Karna needs to be nerfed, but what needs to be nerfed is open for discussion.

Most of the range on his skills are from 1000 to 1600, enabling him to punish opponents from a very safe distance. If only his R skill had a long range, we wouldn't have too much of an issue but even his W and E ranges are at 1500 and 1300 respectively.  To get a better picture of this enormous range, 1500 is exactly half the distance of Archer's Broken Phantasm. Note that 1500 is also significantly farther than Lancer (5th)'s R range, which is 1000.

Karna's overall damage output poses more of a problem. Karna's 200 mana skill (W) does 900 damage at max level with attribute. With the burn damage added at max intelligence, it deals 1740 damage in total. This high damage easily surpasses the performance of many W skills available in the game, and even some of the E skills. Similarly for Karna's E, it can do 2140 damage with the burn added.

It should be apparent that the damage output on W and E needs to be adjusted. Hence, we have accordingly reduced the damage on both W and E and reduced the damage scaling on burn damage from first attribute. But because the burn damage of Intelligence * 2 no longer scales well, we have also decided to add 100 base damage to it.

One of the reasons that forced most Karna players to level W and E first is not only because W,E was extremely potent but also the damage reduction on R outside 300 AOE was too penalizing. To compensate for the large nerfs on W,E, we have also decided to raise the damage penalty outside 300 AOE from 30% to 60% upon learning attribute. This aims to grant Karna players a viable build for R in early game.

Karna's melee is also extremely potent in the late game. At this point though, we do not believe it is bad enough to warrant a heavy nerf, so we decided to remove the double attack from the 5th attribute for now.

Caster 4th (Gilles de Rais)

Commonly known as Zero Caster, he is a fairly difficult hero to play with spellbook, territory and demonic creature available at his command. When played in the right hands however, he can single handedly destroy the enemy team with little to no counter play available.

Zero caster has it all: Burst, DOT and Survivability. The first change we're making is toning down his survivability by removing Mental Pollution. Introducing this passive ability was a mistake and I'm personally responsible for this. Mental Pollution essentially makes him invulnerable to any assassination attempts and nullifies essential gameplays such as blink C. Simply adjusting the cooldown on this spell will not fundamentally rectify this issue, so we have decided to remove it completely. Because the bulk of survivability relied on Mental Pollution, we're compensating this removal by reducing the penalty AOE on Selfish, although it is our opinion that the penalty AOE needed to be toned down anyway because 1500 is as large as UBW field.

Then to address his core issue, Zero Caster's early game advantage is simply too large. Territory's teleportation mechanic allows Zero Caster to land a large AOE damage to enemy team with ease. Considering the ease of use and having little to no availability in stats in the early game, we feel the reward Territory Explosion gives is too much. We aim to fix this problem by two steps: first, the maximum mana of Territory has been toned down. This of course, reduces the burst damage but it also addresses the fact that Zero Caster often has to sit in the base to get his territory mana up for a long time. This change should make him enter the combat relatively sooner. Second, Territory Explosion's DOT duration upon learning Attribute: Upgrade Territory has been also reduced. There is the fact that DOT lasting approximately 8 to 14 seconds (depending on how long the enemy stands in the cloud) is too punishing but the more important aspect of this change is that a long lasting DOT on enemies often give a false impression that the spell is overpowered, regardless of damage.

Zero Caster's Demonic Creature of the Ocean Depths is ever more potent than previous versions. Again, the damage dealt on his melee and tentacle impale is too much considering the typically available damage output in early game from most servants, so we've toned down the damage a bit. His exceptionally long range also makes it very difficult for enemies to approach hence, the range was reduced as well.

While we believe his Corpse Explosion damage is a tad bit too high, it is also our belief that any gameplays that requires a player to be vulnerable should be as rewarding as reasonably possible. Because we have removed Mental Pollution, this should make Zero Caster easier to punish in team fights so we've decided to not modify his burst damage available from Corpse Explosion. Only thing we're changing is number of demons spawned from Birth Demon.

Lastly, summon Tentacles of Destruction is removed from Territory. We can't even guess why this ability was added to the territory in the first place. Its upgrade has also been removed accordingly (The upgrade was also bugged and didn't work anyway).

Berserker Extra (Lu Bu)

We think Lu Bu is at the edge of being "slightly too strong", but as of now, we don't have a major problem with him. Only adjustment we are making is with his combo, as it currently does around 4500-5000 damage at late game, which allows him to kill even enemies with A scroll active.

Saber Extra (Gawain)

In case if it isn't apparent why the combo AOE needs reducing, this picture should explain it all:

Archer 5th

We've discovered something truly... disturbing to say the least regarding Archer's combo damage.

Before I left the position of official developer of Fate / Another II, Archer's combo damage from Broken Phantasm was 375 * 5 (1875 total). Note that this version of broken phantasms from combo does not have AOE damage.

When I was going through the trigger for current version's combo, something really odd struck me. After inserting some test code, I discovered that my suspicion was correct after all.

Basically, the current version of combo shoots 5 Broken Phantasms that deal 750 damage each (3750). You can see that the damage was doubled here. But there's another issue: the broken phantasms now have 500 AOE to them that deals half damage of the main shot 375. You can clearly see the AOE damage being applied above.

So in essence, not only are you guaranteed 3750 damage at the minimum, if you have more than 2 people present in UBW, you are bound to deal a lot more damage (500 AOE is nothing to scoff at). Our estimation gives that the damage will range anywhere between 3750 to 13125 depending on number of players present in the field. This madness has to stop. This is why we're halving the damage caused from broken phantasms of combo.
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