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  1. #1
    Player
    Defmetal's Avatar
    Join Date
    Mar 2011
    Location
    Delete Lalafell
    Posts
    397
    Character
    Eadieni Valefor
    World
    Hyperion
    Main Class
    Paladin Lv 100

    Monster Defense Removal and Balancing

    Had one of those random discussions with people in the LS and wanted to get more feedback.

    When it comes to class balancing and combat, one of the issues being faced right now is that against NMs most all classes are dealing similar damage because of the monsters defense.

    A gladiator and marauder and lancer and pug all have somewhat similar damage in the grand scheme of things when fighting the Great Buffalo, as an example.

    Where the damage really differs is when mobs have no defense, IE attacking a level 1.
    Marauders will deal over 8000 dmg, gladiators tend to deal around 3000 and, something more to what you'd expect from a Sword vs a Great Axe.

    On NMs with high defense though, the Sword and GAxe damage is close together, at least close enough.


    Something I saw in Everquest II was the removal of all Defense from Enemies, but still allowing Negative Defenses (Weaknesses), and adjusting the HP of monsters to compensate for it.

    So, a mob with 2000 HP goes to 20,000 HP but has no defense so takes a lot more damage, as an example - but this leaves room for vastly different damage outputs from players, as well as increased effectiveness of abilities like Bloodbath.

    I was wondering if this kind of system would better work for FFXIV than the current one of having Positive Defense on enemies - instead flooring all defense and adding Negative defenses for weakness, allowing players to always deal their damage potential, but allowing moves dependent on Damage to become really useful.


    Notice: I didn't mean make the game easier - You adjust the mobs HP to compensate for it so the fights take the same amount of time, but instead of hitting for 60 damage you hit for 4000 allowing Bloodbath II to really be useful on fights against tougher enemies. (Not that it isn't useful now).





    tl;dr version:
    Remove defense, Add negative stats for mobs weak to something, increase HP accordingly, classes magically become more balanced - if you don't believe it parse against level 1s.
    Also note, leave defense for players.
    (5)

  2. #2
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Honestly I think it would be better if they just made the damage types (blunt, pierce, slash, etc...) matter more. It would mean some things are better against certain enemies than others (not new to FF or RPGs for that matter) and it would lend to class uniqueness.
    (6)

  3. #3
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Defmetal View Post
    against NMs most all classes are dealing similar damage because of the monsters defense.
    Not true. No idea what leads you to this Statement, but its def. not true.

    Quote Originally Posted by Defmetal View Post
    A gladiator and marauder and lancer and pug all have somewhat similar damage in the grand scheme of things when fighting the Great Buffalo, as an example.
    Not true. lol

    Quote Originally Posted by Defmetal View Post
    Where the damage really differs is when mobs have no defense, IE attacking a level 1.
    Eh?

    Quote Originally Posted by Defmetal View Post
    Marauders will deal over 8000 dmg, gladiators tend to deal around 3000 and, something more to what you'd expect from a Sword vs a Great Axe.
    Of course, because its a 49 Rank difference. <_<

    Quote Originally Posted by Defmetal View Post
    On NMs with high defense though, the Sword and GAxe damage is close together, at least close enough.
    No its not.

    Quote Originally Posted by Defmetal View Post
    Notice: I didn't mean make the game easier
    Yes you did, because you dont understand Damagecalculation at all.

    Btw: SE will adjust some things in the next Patches and Updates. Not to mention the Revamp of the whole Battle-system. So asking for Balancing right before that happend is not really understandable.

    Esp. if people come around the corner and just assume Stuff, and obviously dont know what they are talking about.
    (2)

  4. #4
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    I like it.

    +1
    (3)

  5. #5
    Player
    Renshi's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,538
    Character
    Renshi Hyatsuki
    World
    Phoenix
    Main Class
    Marauder Lv 70
    Yup, so you can just attack them mindlessly and winning fights with no skill required knowing their weaknesses and just point on them.

    No man, high damage and easy fights is not what people want. At least I believe... But I believe that's difficulty and good tactics that makes the battle full of fun.
    Monsters weaknesses will be a great thing to have, but it'd be cool if some bosses don't have any said weaknesses.
    As for me, raising HPs and lowering Defence = Lowering HPs and raising Defence. They take less damage but they have low HPs, and at the same time they take more damage with high HPs, which is basically the same.
    (0)

  6. #6
    Player
    Ferth's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    1,329
    Character
    Ferth Fontaine
    World
    Hyperion
    Main Class
    Thaumaturge Lv 70
    No offense, Nero... I'm sure you have experience to defend your statements... but unless you share some of that experience with us your arguments carry no weight...

    Just quoting a bunch of passages and just saying "nope, no, nuh-uh, you're wrong." is not arguing or debating... it's just being contrary.
    (3)

  7. #7
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Ferth View Post
    Just quoting a bunch of passages and just saying "nope, no, nuh-uh, you're wrong." is not arguing or debating... it's just being contrary.
    Would you try to argue with someone who is saying "Cows are pink and can fly"? Or would you just say "you are wrong"?
    (0)

  8. #8
    Player
    Gryzz's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    96
    Character
    Gryzz Odyss
    World
    Balmung
    Main Class
    Armorer Lv 51
    Quote Originally Posted by Arcell View Post
    Honestly I think it would be better if they just made the damage types (blunt, pierce, slash, etc...) matter more. It would mean some things are better against certain enemies than others (not new to FF or RPGs for that matter) and it would lend to class uniqueness.
    All Right!
    (0)

  9. #9
    Player
    Maxi_Irving's Avatar
    Join Date
    Mar 2011
    Posts
    98
    Character
    Maxi Celestus
    World
    Balmung
    Main Class
    Conjurer Lv 50
    All Defmetal wants is bigger numbers pretty much. I can somewhat agree to that. But hitting 8000 on a mob your level is a bit overdoing it imo.
    (1)

  10. #10
    Player
    SirEdeonX's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    701
    Character
    Edeon Vails
    World
    Shiva
    Main Class
    Archer Lv 60
    I've been thinking about this for a long time now.

    In all RPGs you begin by having ur attacks deal little damage, for like up to 100, and then in the end u deal 9999. But in this game, you deal constant 100 dmg, up until the damn ogre (except if you kill lv1 mobs).

    I think bigger numbers give you a sense of accomplishment, and that could be easily done by reducing the defense on enemies and increasing their HP like the OP said. It wouldn't be easier, or harder - just exactly the same. For example, our r45 boss the ogre, has 32k HP. And we're dealing around 200 dmg.
    We should feel a lot more powerful, and not like we're only tickling the ogre.
    (0)

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