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  1. #1
    Player
    subteraneanbird's Avatar
    Join Date
    Mar 2014
    Posts
    362
    Character
    Kurara Mamegano
    World
    Malboro
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Amberion View Post
    There is only ranged and melee. Damage in this game can be described as generic. And arrow will do as much damage to a soft target, as it will a stone. Same for any other "type" of damage.

    As for balance... I don't count that as most important. Making them extremely balanced, removes anything unique in my opinion. And what you are left with, is a Black Mage killing fire elementals with fire. Which is kind of sad when it comes to a Final Fantasy game.
    Foe Requiem begs to differ. So does Disembowel, Dragon Kick, and Storm's Eye. You can't say damage types never matter when plenty of T2 wipes were and are still caused by killing the wrong nodes.
    (2)

  2. #2
    Player
    Aegis's Avatar
    Join Date
    Mar 2011
    Posts
    1,161
    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by subteraneanbird View Post
    Foe Requiem begs to differ. So does Disembowel, Dragon Kick, and Storm's Eye. You can't say damage types never matter when plenty of T2 wipes were and are still caused by killing the wrong nodes.
    We used to have weapons that were, say, 20% piercing 70% Slashing, 10% Blunt, iirc the Macahuitls, for example were Mostly Blunt and Piercing and Daggers were mostly piercing, while the rest of a Gladiator's arsenal were primarily Slashing.

    It's a shame that this was never really utilised. Might have made some situations where one weapon was better than another even if it wasn't a higher i-level. But alas, it's far too complicated for us.
    (0)

  3. #3
    Player
    subteraneanbird's Avatar
    Join Date
    Mar 2014
    Posts
    362
    Character
    Kurara Mamegano
    World
    Malboro
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Aegis View Post
    We used to have weapons that were, say, 20% piercing 70% Slashing, 10% Blunt, iirc the Macahuitls, for example were Mostly Blunt and Piercing and Daggers were mostly piercing, while the rest of a Gladiator's arsenal were primarily Slashing.

    It's a shame that this was never really utilised. Might have made some situations where one weapon was better than another even if it wasn't a higher i-level. But alas, it's far too complicated for us.
    That's kinda cute but it's not a mechanic that I feel meshes well with what this game is aiming for. Keep It Simple Stupid etc. But it's very Dark Souls so I appreciate it conceptually.
    (0)

  4. #4
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by subteraneanbird View Post
    Foe Requiem begs to differ. So does Disembowel, Dragon Kick, and Storm's Eye. You can't say damage types never matter when plenty of T2 wipes were and are still caused by killing the wrong nodes.
    I'm having a hard time putting this to words but all the damage type in this game so far seems to only start from 100%. Whatever damage you do will not change until you buff yourself up or the enemy buffs themselves up. AFAIK there are no classes that are naturally good against any type of mob. It basically feels like any resistance buff the enemy has only servers to our detriment and whatever resistance modifier we come up with (the ones you mentioned) only serve to categorize buffs so that only specific classes benefit from it (only paladins can benefit from another warrior, only monks can benefit from other monks, only bards and dragoons can benefit from a dragoon's disemb, etc). It just doesn't feel like a 'real' damage type system to me.

    Speaking of which, dragoon and monks both have a damage boost type, a damage taken increase type, two native dots so in some way, it does kinda feel like their mechanics are similar, even if their combo system and timers are different.
    (0)