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  1. #1
    Player
    LeoLupinos's Avatar
    Join Date
    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.