Let's get right into it - we've seen many posts from readers relating to end-game content. When you go through development, how do you decide how to set the difficulty? For example, the amount of DPS required for each particular content.
Yoshida: When we make battle content, first we determine a minimum assumed item level required to clear. Then, we determine the total amount of party damage required to clear, taking a minimal amount of damage from tanks and healers into account during this calculation.
What do you mean by minimal?
Yoshida: Basically it's the damage from tank auto-attacks and the basic skill rotation used in order to maintain hate. We add this to the party damage needed. However, we often use zero in the calculation for damage required from healers. In other words, we only take into account the amount of damage necessary to perform as a tank or a healer and we don't take them into account as actively participating in attacking. For the clear assumption on DPS, we calculate the 100% value for the item level and we reduce that by 10 to 15 percent for the amount required to clear.
But it's often actually the case that healers do participate in attacking.
Yoshida:
Well, the calculations are based on the item level assumed during development.
Ah, and that's different from the minimum item level required to try the content.
Yoshida: Yes. So if you try to clear it at a lower item level, it will be necessary for tanks and healers to participate in attacking. The difference in skill levels for DPS players will be a factor. If you're below the 85 to 90 percent damage assumption, you'll have to fill in the gap with DPS from tanks and healers. If the DPS work together and think about total party damage, it may also help to break through.
So healers may need to participate in the attack if there wouldn't otherwise be enough. Well, even if there is, healers may also attack just to provide a margin [for error].
Yoshida: Yeah. Especially in Savage because it is difficult to deal damage while handling the mechanics I think there is some opportunity there.
It may be difficult to deal DPS close to the 100% result. By the way, we also got some posts asking if the members who worked on developing the battles had cleared the end-game content themselves during development.