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 Fate / Another III UFW Ver 2.4

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l46kok
Fate Another Developer


Posts : 1673
Join date : 2009-08-01
Age : 28
Location : Laramie

PostSubject: Fate / Another III UFW Ver 2.4   Wed Aug 17, 2016 7:14 am

August 22nd, 2016
Fate / Another UFW Ver 2.4




Servant Remakes

  • Assassin (5th)

    • Cost of Attributes have been adjusted to the following

      • Eye of the Mind: 8->7
      • Ganryu - Shore Willow: 17->12
      • Eye of Serenity: 16->13
      • Quick Draw: 13->9
      • Monohoshi Zao: 11->17


    • Using Gate Keeper adds 10/15/20/25/30 armor while the spell is active
    • Damage of Wind Blade has been reduced from 400/500/600/700/800 to 350/425/500/575/650
    • Damage of Tsubamegaeshi has been reduced from 700/900/1100/1300/1500 to 800/900/1000/1100/1200
    • Heart of Harmony's bonus damage proc chance has been reduced from 20% to 10%
    • Tsubamegaeshi's after-cast pause time has been reduced from 0.50 to 0.30 second
    • Damage of Quick Draw has been changed from 700 + 10 * agility to 700 + 3 * attack damage
    • Attribute - Ganryu - Shore Willow's AOE damage will be dealt based on where Assassin is facing (Units behind Assassin will no longer be affected by AOE damage)
    • Attribute - Improved Eye of the Mind's critical damage increment has been reduced from 3x to 2.75x
    • Attribute - Monohoshi Zao's effect has been changed to the following

      • Passively adds 0.3 * attack damage to first two slashes and 1 * attack damage to final slash of Tsubamegaeshi. Grants 25% damage reduction while casting Tsubamegaeshi if Gatekeeper effect is on. Casting Heart of Harmony prior to using Tsubamegaeshi will allow Assassin to proc Heart of Harmony's bonus damage on next melee attack.





Balance Changes

  • Caster (4th)

    • Corpse Explosion's damage has been reduced from 70/85/100/115/130 to 70/80/90/100/110
    • Attribute - Contagion's damage increment on Corpse Explosion has been reduced from 50 to 40



Bug Fixes

  • Fixed an issue with Assassin (5th)'s Heart of Harmony dealing 70 proc damage regardless of the spell's level


Miscellaneous Changes


  • Map has been partially translated (100% of triggers, 65% of objects). List of translated servants are below:

    • Saber (5th) -> 100%
    • Archer (5th) -> 100%
    • Lancer (5th) -> 100%
    • Assassin (5th) -> 100%
    • Berserker (5th) -> 100%
    • Saber Alter -> 100%
    • Lancer (4th, Zero Lancer) -> 100%
    • Berserker (4th, Lancelot) -> 100%
    • Caster (4th, Zero Caster) -> 100%
    • Archer (Extra, Robin) -> 95%
    • Lancer (Extra, Karna) -> 100%
    • Caster (Extra, Alice) -> 90%
    • Archer (4th) -> 100%
    • Rider (5th) -> 100%
    • Berserker (Extra, Lu Bu) -> 100%
    • Rider (4th) -> 90%
    • True Assassin -> 80%
    • Assassin (Extra) -> 95%




Download Links

Map
https://www.dropbox.com/s/54egqgw17gkoxut/Fate%20Another%203%20UFW%20Ver%202.4.w3x?dl=0

Sound Pack
http://www.mediafire.com/?pcsc8b36lt83l8c


Last edited by l46kok on Sun Sep 11, 2016 8:24 am; edited 7 times in total
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l46kok
Fate Another Developer


Posts : 1673
Join date : 2009-08-01
Age : 28
Location : Laramie

PostSubject: Re: Fate / Another III UFW Ver 2.4   Mon Aug 22, 2016 6:53 pm

Patch Rationale

Given how players are becoming more adept with Zero caster and dishing out tons of damages (this was verified statistically based on data from http://ufwfate.net/), we felt that corpse explosion's damage needed to be reduced a bit more. This is the final nerf we're doing to Zero Caster for a while. We promise.

We're attempting a very large change in Assassin (5th) because 1) Anti-Magic Potion is soulbound now , 2) Assassin falls off quickly towards late game. and 3) Assassin's strength is generally too strong in mid game (especially between 10-20 minute marker). The part regarding Anti-Magic Potion soulbinding was briefly discussed here but to recap, certain servants like Assassin (5th) has a crucial dependency on Anti-Magic Potion for a comparable performance. As the game reaches towards late game, most servants start stacking strength so Assassin has a hard time staying in game to dish out the damage needed (1500 true damage won't do much against 2.8k and above HP servants) to stay in the game. The only thing offsetting this discrepancy was the fact that Anti-Magic Potions could be given to a capable Assassin players, but since this is no longer an option, we felt that we needed to come up with a way for Assassin players to not fall off towards late game.

The first thing we're doing is reducing the Wind Blade and Tsubamegaeshi base damage so that he's not as destructive as he should be in mid game. We're compensating this damage reduction by adding a damage scaler based on attack damage. Because his combo's strength strictly relies on attack damage, this was the most logical choice to add as a damage scaler. Second, we're also adding new mechanics to Tsubamegaeshi, one of them being that you take less damage while you are casting the spell, since this is when Assassin is most vulnerable and the other enabling Assassin to deal extra melee damage after casting Tsubamegaeshi. This not only gives players an incentive to level Heart of Harmony (yes, THAT spell nobody ever bothers leveling), but also introduce an intricate mechanic where an Assassin player can deal a nice bonus physical damage to compensate for the lack of damage towards late game. We've also made the after pause time of Tsubamegaeshi shorter to make his new mechanics feel a lot smoother.

Truthfully, there hasn't been a major change in Assassin's game playstyle ever since the birth of this game, so we're not entirely sure how this will affect his gameplay. We're anticipating that it might take 2-3 patches to really get his gameplay as stable as we want it to be.
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