Hello, everyone. This is Kumon from enish.
Thank you for sharing your feedback and participating in the surveys regarding the balance adjustments.
Since announcing the adjustment plan, we've received many valuable insights during the feedback period and the recent live AMA session. Your ideas and observations—some that hit the nail on the head and others that highlighted overlooked areas—have been greatly appreciated.
After considering all this feedback, the development and operations teams have finalized the direction for the balance adjustments.
To make the review process and final decisions clearer, we will present both the initial adjustment proposal and the finalized results. However, due to the sheer volume of information for #3, only the final results will be displayed.
- Initial proposal release: Thursday, October 17, 2024Done
- Feedback collection period: Thursday, October 17, 2024 - Friday, October 25, 2024Done
- Final proposal release: Tuesday, October 29, 2024
- Balance adjustments implementation: Mid-to-late November 2024
#1. Overpowered Skills with Excessive Impact
We received many opinions on this item, both for and against its implementation, as well as on individual items. The team had many discussions and exchanged opinions. It is difficult to reach a conclusion that everyone can agree on, but we ask for your understanding as a result of our consideration of the current and future situation.
Current State and Adjustment Plan for Each Skill
#1-1 Nana Izumi’s Unique Skill: "Toward the Deadly Place" + Equipment Sub-Parameter: "Thirst blow"
Current Status:
This skill unleashes a powerful, wide-range lightning attack after using Nana’s unique skill. Combined
with "Thirst blow" (which boosts regular attacks), this results in extreme damage. The damage output can
reach up to 300 power when boosted by "Thirst" and other factors.
The wide-area lightning attack that triggers after using the unique skill is incredibly powerful. This additional effect is treated as a regular attack, and when combined with "Thirst blow" (hereafter referred to as "Thirst"), which enhances regular attacks, it creates what can be described as an "overpowered" combination.
In terms of power value, even without "Thirst," the regular attack combined with the additional effect reaches 105. With a ★6 rank and an enhanced critical rate, adding a single "Thirst" can push the power value beyond 300.
Adjustment Proposal:
- Adjust the additional effect so that "Thirst" does not apply (this applies to both Nana and Halloween Miko).
- From Lv1 to Lv5, the range is too narrow and the power is too weak, so we will strengthen it.
[Final Adjustments]
- Adjust Additional Effects:
Modify so that "Thirst" does not apply to additional effects (affecting not only Nana but also Halloween Miko and similar characters). - Enhance Levels 1-5:
Expand the skill range and increase damage output for levels 1-5, as the current range is too narrow and the power is too low. - Reduce the Range of Nana's Unique Skill's Additional Effects:
Reduce the area of effect for the additional effects of Nana's unique skill.Added
I struggled with this adjustment quite a bit. An alternative approach was to allow "Thirst" to apply but reduce its effectiveness. However, that would require lowering even the strongest version of "Thirst" (Gold) to around 20-30%, which would simply diminish its overall value rather than balance it.
I understand there may be mixed opinions regardless of the adjustment direction, but please allow us to proceed with the decision to make "Thirst" not apply to additional effects.
#1-2 Yuki Banjo's Unique Skill "Rigid Shield: Absolute Barrier" + Common Skill "Hyper Reflect"
Current Status:
When "Rigid Shield: Absolute Barrier" is active, the user becomes
invincible, and when combined with "Hyper Reflect," they can reflect damage even though they take no
damage. This results in an overwhelmingly powerful state.
Adjustment Proposal:
- Modify the skill to only reflect the amount of damage actually taken.
- When invincible, no damage is received, and therefore, no reflection will occur.
[Final Adjustments]
- As proposed
#1-3 Common Skill: "Ice Needle"
Current Status:
The evolved "++" version of Ice Needle has a power of 6.5x5 hits, which equals 32.5 in total. It has a
short cooldown and low MP cost, making it very easy to use. Additionally, it comes with a piercing effect,
further enhancing its already strong performance.
Adjustment Proposal:
- Slight adjustment to lower the power from 6.5 to 5.
- Review the balance of similar skills in other elements and apply buffs where necessary.
[Final Adjustments]
- Slightly adjust the power from 6.5 to 5.
- Slightly increase the cooldown.Added
- No further buffs to other skills.Fixed
The usability of Ice Needle has been slightly nerfed. As for the decision not to adjust other skills, please refer to section #3 for further details.
#1-4 Stun Success Rate & Stun Lock Issues
Current Status:
When a target is in a stunned state, it is possible to repeatedly
overwrite the stun, creating a "stun lock" situation.
Adjustment Proposal:
- Increase the impact of evasion on reducing the skill success rate.
[Final Adjustments]
- Increase the impact of skill success rate reduction due to evasion (#2-3).
- Prevent overwriting of status effects like stun.Added
With the adjustments in #2-3, the chance to evade stuns will increase. Additionally, we will address the commonly raised issue of preventing status effects from being overwritten.
#1-5 Instant Death from Freeze
Current Status:
When a player’s skill causes a target to enter a frozen state, any subsequent attack has a high
probability of triggering an instant death effect.
Adjustment Proposal:
- Adjust the frozen state effect so that, instead of causing instant death, it increases the chance of critical damage.
[Final Adjustments]
- Change to percentage damage instead of instant death and unfreeze when percentage damage occurs.Fixed
There were some requests to retain the instant death effect against monsters. However, having different skill behavior for monsters and players could reduce clarity. As a result, we’ve decided to implement percentage-based damage that delivers a noticeable impact, instead of instant death. The freeze effect will be removed once the damage is triggered.
#1-6 Knockback
Current Status:
The stun duration after a knockback is too long, making it possible
to "trap" players using certain skills.
Adjustment Proposal:
- Reduce the stun duration after knockback to prevent trapping scenarios.
[Final Adjustments]
- As proposed
#2. Parameter Influence Formula Adjustments
As for the adjustments related to formulas, the majority of players agreed with the proposed changes. Based on the feedback, we have made adjustments specifically to the damage formula, while other formulas remain as originally planned.
#2-1 Damage Formula (Adjustment for Defense Buffs/Defense-ignoring Attacks)
Current Status:
The current damage calculation formula is as follows: if the attack
power exceeds the defense power, the defense has no effect:
If Attack Power >= Defense: Damage = Attack Power
If Defense > Attack Power: Damage
= (Attack Power^2) / Defense
In battles against similarly leveled or weaker opponents, it’s rare for defense to be higher than attack power, rendering defense debuffs or defense-ignoring effects ineffective.
Adjustment Proposal:
- Modify the damage formula so that defense always has an impact unless the attack power is at least double the defense:
If Attack Power >= Defense * 2: Damage = Attack Power
If Defense > Attack Power: Damage = Attack Power * (0.82 * √(Attack Power/Defense) - 0.16)
- Adjust monster HP as needed to maintain balance.
*The further to the right, the higher the defense compared to attack power.
*Damage level of 100 = Attack power directly translates to damage output.
[Final Adjustments]
- Based on Asigura-san’s suggestion, we have changed the formula to ensure that the defense effect remains relevant regardless of the difference between attack and defense:
Damage = (Attack Power)^2 / (k × Defense Power + Attack Power) (where k = 0.7) Fixed
Thanks to the suggestion of setting k to 0.7, the revised formula closely aligns with the proposed adjustment on the right side of the graph while maintaining the effectiveness of the defense parameter on the left side, resulting in a well-balanced formula.
Each Parameter
#2-2 Evasion Rate in PvP
Current Status:
The evasion rate in PvP is calculated using the following formula:
Evasion Rate = Base Evasion Rate + Buffs/Debuffs
Buffs and debuffs include all effects from passive skills and other relevant factors. The "Base Evasion Rate" works as follows, and the impact of additional buffs/debuffs on evasion is also calculated based on this formula.
Currently, the evasion values for most Master DOLLs are in the tens of thousands, and if sub-slots are fully filled, the numbers can roughly double. As these values continue to grow, it may take a long time to reach the maximum cap of 30%. In the current state, even slight changes in these values don’t result in noticeable improvements, making it difficult to feel the effects of any incremental increases.
Adjustment Proposal:
We will increase the impact on lower combat power ranges.
[Final Adjustments]
- As proposed
#2-3 Skill Success Rate (Hit x Evasion)
Current Status:
The skill success rate is calculated using the following formula:
Skill Success Rate = (Skill's Set Success Rate + Base Hit Rate + Buff/Debuff Modifiers) * (1 - Target's Resistance).
Additionally, the adjustment based on the comparison between hit and evasion works similarly to the damage formula. When hit exceeds evasion, the base hit rate is applied as is, which significantly reduces the influence of evasion:
Hit ≥ Evasion: Base Hit = Hit
Evasion > Hit: Base Hit = Hit² / Evasion
There are two main issues with the current system:
- Increasing evasion only reduces the rate at which hit improves, but it cannot lower the original hit rate (i.e., it doesn't reduce hit below its base level).
- Since the evasion system follows a formula similar to the damage formula, the effect of evasion is minimal unless it exceeds the opponent's hit, making it hard for evasion to take effect.
Adjustment Proposal:
- The adjustment based on the comparison between hit and evasion will no longer be additive, but multiplicative, to have a more significant effect:
Skill Success Rate = (Skill's Set Success Rate * (1 + Hit/Evasion Comparison Adjustment) + Buff/Debuff Modifiers) * (1 - Target's Resistance)
- The hit/evasion comparison adjustment will be allowed to have both positive and negative effects:
Hit/Evasion Ratio Adjustment = 1.2 * (atan((Hit/Evasion - 1) / 0.5) / π + 1/2) - 0.6.
[Final Adjustments]
- As proposed
#2-4 Cooldown Time (Agility)
Current Status:
Critical hit chance is calculated using the following formula:
Cooldown Time = Skill Cooldown * Agility Modifier * (1 - Buff/Debuff Adjustments)
The Agility Movement Speed Modifier is structured as follows.
Similar to evasion, players in lower power brackets may not experience noticeable changes in cooldown times.
Adjustment Proposal:
- We will increase the impact of agility in lower power brackets.
[Final Adjustments]
- As proposed
#2-5 Movement Speed (Agility)
Current Status:
The increase in movement speed due to agility is calculated using the following formula:
Movement Speed = Base DOLL Movement Speed * (1 + Agility Movement Speed Modifier + Buffs/Debuffs)
The "Agility Movement Speed Modifier" is as follows:
Similar to evasion, the effect of agility on movement speed is not noticeably felt unless the agility value becomes significantly high.
Adjustment Proposal:
- We will increase the impact for lower power levels.
[Final Adjustments]
- As proposed
Adjusting Skill Balance and Enhancing Type-Specific Traits
We have significantly revised our approach to this section based on player feedback.
- We will not implement an overall power boost at this time (based on feedback that it is premature and that formulas should be adjusted first).
- Improvements will be made to the usability of buff, debuff, heal, and tank-related skills.
- Unique skills will undergo a comprehensive review, with increases to power and range where necessary.
- Additional adjustments will be made to specific skills deemed in need of improvement, even if not covered by the above changes.
The possibility of a general power boost will be considered based on future developments.
Individual Adjustment DetailsMultiple Revisions
Since many changes no longer align with the previous table, the numbering has been removed. Red indicates a nerf, while all other adjustments indicate buffs.
Skill Name | Type | Attributes | Adjustments |
---|---|---|---|
Tension Up | Physical | None | Effect Power UP MP Cost Reduction Area Range UP (at Evo+) |
Power Mist | Physical | None | Effect Duration UP Effect Power UP Range UP Area Range UP UP |
Gigant Iceberg | Physical | Water | Adjusted Freeze Effect Debuff Area Range UP (at Evo+) |
Kamaitachi | Physical | Wind | Cooldown Increase |
Rapid Wind | Physical | None | Effect Duration UP Effect Power UP Area Range UP (at Evo+) |
Wide Deployment | Physical | None | Effect Duration UP Effect Power UP Area Range UP (at Evo+) |
Mental Focus | Physical | None | Effect Duration UP Effect Power UP Area Range UP (at Evo+) |
Grand Shield | Physical | None | Effect Duration UP Effect Power UP Range UP Area Range UP |
Divine Rock: Genbu Hexagonal Crystal | Physical | Earth | Buff Range UP (at Evo+) |
Iron Crush | Physical | None | Area Range UP Buff Effect Power UP (at Evo+) |
Here Here | Physical | None | Hate Gaining Effect Added Buff Duration UP |
Stun Rush | Physical | None | Area Range UP |
Demon, Come Here | Physical | None | Area Range UP Effect Duration UP Effect Power UP (at Evo+) |
Shield Veil | Physical | None | Area Range UP Range UP |
Hyper Reflect | Physical | None | Reflect Count UP |
Stand Firm | Physical | None | Area Range UP Removed Count Limit |
Rigid Shield: Absolute Barrier | Physical | None | Area Range UP (at Evo+) |
Ice Needle | Magic | Water | Cooldown Increase Slight Damage Down |
Inspiration | Magic | None | Area Range UP Effect Duration UP Effect Power UP |
Water Pillar | Magic | Water | Removed Freeze Effect |
Absolute Zero | Magic | Water | Adjusted Freeze Effect |
Jet Storm | Magic | Wind | Area Range UP |
Lullaby Breeze | Magic | Wind | Area Range UP |
Blind Garden | Magic | Wind | Area Range UP Cooldown Reduction Blind Infliction Rate UP |
Hawkeye | Magic | None (Revised on 10/30) |
Area Range UP Effect Duration UP |
Over Soil | Magic | Earth | Area Range UP Effect Duration UP Adjusted Effect Content |
Stone Wall | Magic | None | Fixed Issue with Ranged Attacks Penetrating |
Heal | Magic | None | Extended Healing Hit Detection Range UP Area Range UP |
Cure Barrier | Magic | None | Adjusted Effect Content Extended Healing Hit Detection Range UP Area Range UP |
Healing Wind | Magic | None | Extended Healing Hit Detection Range UP Area Range UP |
Recovery Up | Magic | None | Effect Duration UP |
Quick Heal | Magic | None | Extended Healing Hit Detection Range UP Area Range UP |
Celestial Heal | Magic | None | Area Range UP (at Evo+) |
Marionette Dream | Physical | Thunder | Cooldown Reduction Area Range UP Buff Infliction Area Range UP (at Evo+) |
Monochrome Spin | Magic | Wind | Area Range UP |
Tea Time Tempest | Physical | Water | Area Range UP |
Prince on White Horse's Heal | Magic | None | Area Range UP Effect Duration UP (at Evo+) |
Real Skill from Yi Er San | Physical | None | Area Range UP Changed to Fire Attribute AddStockable (at Evo++) |
Ablation Laser | Magic | Fire | Area Range UP |
Successful Mission | Magic | None | Area Range UP |
Genius Girl is Here! | Magic | None | Area Range UP Range UP |
Zero Intermission | Physical | Water | Area Range UP |
Blazing Big Scoop | Magic | Fire | Removed Cast Time |
Show the Vitality of Life | Magic | None | Area Range UP |
Dive Survive | Physical | Wind | Excluded from "Thirst blow" Additional Attack |
Toward the Deadly Place | Physical | None | Excluded from "Thirst blow" Additional Attack Reduced Range of Additional Attack Power UP from Slv1 to Slv5 Power UP from Slv1 to Slv5 |
You Humble Ones, Lie on the Ground | Physical | None | Area Range UP |
Mes Penetrate | Physical | None | Area Range UP Removed Cast Time |
Poisonous Work | Physical | Wind | Area Range UP |
Natsuiro Silk Revive | Magic | Water | Reduced Cast Time Effect Duration UP Area Range UP |
Witch's Crimson Rouge | Physical | Fire | Excluded from "Thirst blow" Additional Attack |
Common unique skills | - | - | Overall Power UP |
Fierce Flame Dragon Summon | Magic | Fire | Summoning Skill Enhancement (Details Under Review) Revised on 10/30 |
Summon Golem | Magic | Earth | Summoning Skill Enhancement (Details Under Review) Revised on 10/30 |
We’ve made some reasonable enhancements to "Real Skill from Yi Er San." While some players felt that Len Ruoxi shouldn’t be made stronger, I can’t help but want her to hold her own like everyone else—a sentiment that might resemble a parent’s love. Of course, I understand if there are differing opinions about whether that’s the right approach.
(10/30 addition)
Adjustments to individual skills, especially the power-based changes, which were not included in the current
version,
will be made in stages after the completion of this adjustment, while keeping an eye on the overall balance.
Please be assured that this is not the end of the process.
Our goal with these balance adjustments, as well as the feedback collection and final proposal presentations, is to ensure you all enjoy the game.
If you have suggestions for further improvements, we’re always open to hearing them. Please share your
feedback via the form below:
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The recent AMA with the voice actors was a lot of fun—I'm hoping we can do it again!
Thank you for your continued support of Last Memories.
Executive Producer
Yoshiyuki Kumon