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  1. #1
    Player
    LeoLupinos's Avatar
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    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90

    Damage Number Bloat and Boss Enrage

    Damage Number Bloat

    When they announced for ShB that they were revising the damage calculations, mentioning that big number are starting to be a problem, I seriously thought that they were going to introduce Defense as a new stat, to reduce the damage received by a %.

    So now, I suggest the addition of Enemy Defense Stat.
    This would make the Damage to be a set number desired for us to seek for every new boss.

    Let's say BLM Fire IV do 1,000 damage with the boss current Defense as the current minimum ilvl. All other new bosses will get a higher Defense stat to keep BLM Fire IV doing 1,000 with the ilvl increase. Just a example. It sure need to have a damage progression from level 1 to a certain point, then stay with a desired one.

    Older monsters and bosses will have a less defense, and thus we will do proportionally more damage the less defense they have. Logically the same as it is now for Defense 0.

    With Defense being added, some Job could bring with it more identity for reducing the boss defense. Healers for example, this could be something to have fun with when there's nothing to do than spam 1 button.

    Which damage number should SE aim for endgame content in your opinion?

    Some players have brought a point of bad feeling about dealing the same damage? I still don't now for sure a solution, but I have thought overnight If they can balance this by only affecting Bosses and not monsters. So, with this, we will get the feeling that the bosses are getting stronger, and monsters weaker, instead that we are being just the same. And even so, Bosses can have different Defenses and Max HP to avoid this feeling of "the same formula".

    So, by suggesting that only bosses get high Defense atribute we can still feel progression dealing with monsters that have none to low Defense until the boss, and get to it having a feeling that the boss have a huge Defense value, or just medium Defense value.

    For example Yiazmat fight type. It may have huge Max HP and huge Defense. By breaking the core he would lose the defense and part of his HP, and we would be dealing increased damage. This is just a example if there were a defense atribute, I'm not suggesting to change the Yiazmat fight.

    Enrage suggestion scrapped.
    I just think that they could bring some unique identity enrages to lessen this feeling of homogenization.
    (2)
    Last edited by LeoLupinos; 01-10-2020 at 09:28 PM.

  2. #2
    Player
    Miracle_Diva's Avatar
    Join Date
    Jun 2017
    Posts
    451
    Character
    Burning Winter
    World
    Cerberus
    Main Class
    Sage Lv 100
    So instead of wipe, the party has 50% of the hp to fight before the next Enrage Heal. Boss HP Regen will extend the Fighting time for groups that are lacking DPS, while rewarding greatly for every little investment into Damage.
    Which means - throw corpses at the boss until he dies from age?
    I think wipe extends the fight good enough already.
    (5)

  3. #3
    Player
    Eli85's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    367
    Character
    Eldred Draconis
    World
    Leviathan
    Main Class
    Thaumaturge Lv 90
    You're trying to fix a problem that does not exist. Stop, please.
    (26)

  4. #4
    Player
    MariaArvana's Avatar
    Join Date
    Nov 2018
    Posts
    347
    Character
    Maria Rubrum
    World
    Gilgamesh
    Main Class
    Summoner Lv 80
    Quote Originally Posted by LeoLupinos View Post

    Boss Enrage Heal will define a point of the fight that is ideal to have a set Damage Per Second to beat the boss before it heals itself for say 50% and extend the fight time. So instead of wipe the party has more 50% of the hp to fight before the next Enrage Heal. This can bring some use for Classes that have more "progression based kit", like RDM, to have some use outside progression.
    Just...why? All you're accomplishing is just dragging out the fight and transforming it into a war of attrition. You're not rewarding skill. You're rewarding a team that can just keep chucking bodies at the boss till they win. A hard enrage has a very clear, outlined win condition, a team skill based check, a binary measure of win or failure. The game already greatly rewards every little investment in damage: it's called being able to suffer deaths &/or mechanical failure and not wipe to hard enrage later. Or being able to skip more & more of the end of the fight. Having a boss constantly undoing damage you do through regen or just force-extending the encounter long after the pull should have concluded and turning it into a "keep throwing ourselves at the boss till we win" scenario is just unfun.
    (7)

  5. #5
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Maybe you guys are right.
    I guess I'm just tired of every boss now having the same type of enrage. I just think that they could bring some unique identity enrages to lessen this feeling of homogenization. I will scratch that part of the first post.

    And I would appreciate if you approach the Defense Stat too. I feel it was the primary subject for me to feel posting it.
    (0)

  6. #6
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by LeoLupinos View Post
    Maybe you guys are right.
    I guess I'm just tired of every boss now having the same type of enrage. I just think that they could bring some unique identity enrages to lessen this feeling of homogenization. I will scratch that part of the first post.

    And I would appreciate if you approach the Defense Stat too. I feel it was the primary subject for me to feel posting it.
    They did. T2 enrage strat, look it up. It's exactly that which is why we don't have those anymore.
    (1)

  7. #7
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    There are at least short term dps checks too thrown into fights to be fair. Granted these usually take the form of 'kill adds before bar fills' but they're there. Sometimes they're more fun than that like O12 where you have to take down Omega M for his barrior to drop before Omega F finishes a big spell, but usually it's just the adds.

    As for the defense stat, I don't really see the benefit. Part of the fun of an RPG is seeing your numbers get bigger as you level up and get better gear. Maybe the numbers are getting crazy and they would need to do a stat squish like WoW has in the past to bring the numbers down, but using a defense stat so that your damage numbers in one tier are the same as they were during the prior patch would just feel kinda lame.
    (0)

  8. #8
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Valkyrie_Lenneth View Post
    They did. T2 enrage strat, look it up. It's exactly that which is why we don't have those anymore.
    Interesting. I feel they could add a vuln stack to it, should fix this T2 cheese.

    Quote Originally Posted by Bright-Flower View Post
    There are at least short term dps checks too thrown into fights to be fair. Granted these usually take the form of 'kill adds before bar fills' but they're there. Sometimes they're more fun than that like O12 where you have to take down Omega M for his barrior to drop before Omega F finishes a big spell, but usually it's just the adds.

    As for the defense stat, I don't really see the benefit. Part of the fun of an RPG is seeing your numbers get bigger as you level up and get better gear. Maybe the numbers are getting crazy and they would need to do a stat squish like WoW has in the past to bring the numbers down, but using a defense stat so that your damage numbers in one tier are the same as they were during the prior patch would just feel kinda lame.
    Maybe yes, maybe not.
    Something similar of Defense as a damage reduction we already had the experience was Eureka. There we had basically the same damage for the monster of the same level and we would be getting more damage with meaningful things, like magicite and logograms, while levels just basically got our damage tier up. There's something satisfying to come back at a boss where you had struggle to get some damage and deal damage nicely now that you got some ilvl.

    I think that by having a entire expansion of enemies with the same defense and only increasing the defense the next expansion (to kinda "reset" the damage numbers) is a good way to keep that feeling of progression.
    (0)
    Last edited by LeoLupinos; 01-10-2020 at 08:08 AM.

  9. #9
    Player
    MPK's Avatar
    Join Date
    Mar 2019
    Posts
    995
    Character
    Mirabelle Weaver
    World
    Cactuar
    Main Class
    Summoner Lv 90
    There's literally nothing wrong with the current enrage
    (4)

  10. #10
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    I'm of the mind that they shouldn't fix what isn't broken.
    (2)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

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