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  1. #1
    Player
    Asari5's Avatar
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    Aug 2020
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    1,192
    Character
    Na'mira Yarhu
    World
    Zodiark
    Main Class
    Dragoon Lv 100

    magical or physical?

    i play for a while now and while its not too important for me since i dont play tank in savage there is a question which bothers me from time to time. especially when i play DRK now and then.
    how can i determine the nature of the dmg? is it physical? magical? can i use magical mitigation for auto attacks? just for skills? only for some bosses? for all bosses? for trashmobs?
    (1)

  2. #2
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Asari5 View Post
    i play for a while now and while its not too important for me since i dont play tank in savage there is a question which bothers me from time to time. especially when i play DRK now and then.
    how can i determine the nature of the dmg? is it physical? magical? can i use magical mitigation for auto attacks? just for skills? only for some bosses? for all bosses? for trashmobs?
    Changes from attack to attack, enemy to enemy. Generally you can go off what they attack looks like to tell if its magic or physical but sometimes magic looking attacks are actually physical. You just need to learn whats what, you can't parry magical attacks so if you've seen yourself parry a move its certainly physical.
    (1)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  3. #3
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    If you look at the battle log you can see it there, if a boss "readies X attack" then is physical, if it's says "casting X attack" then is magical, it's really boring to do that and look at the big amount of data there for such specific thing but there is no other way to be 100% sure what thing is magical or physical.
    (4)

  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Yep, unfortunately SE designs mitigation for a specific damage type but doesn't actually want players to be easily able to determine what type of damage an enemy is doing /shrug
    (3)

  5. #5
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    Yep, unfortunately SE designs mitigation for a specific damage type but doesn't actually want players to be easily able to determine what type of damage an enemy is doing /shrug
    This is false, and was specifically addressed at a Q and A not too long ago as to why there is no "easy" means to determine damage type, specifically, damage numbers don't reflect magic or physical via different colour float text.
    It would add extra time onto development of patches, specifically a lot of back and forth between QA team and battle and UI teams.
    (0)

  6. #6
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,953
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by aodhan_ofinnegain View Post
    This is false, and was specifically addressed at a Q and A not too long ago as to why there is no "easy" means to determine damage type, specifically, damage numbers don't reflect magic or physical via different colour float text.
    It would add extra time onto development of patches, specifically a lot of back and forth between QA team and battle and UI teams.
    I saw that Q & A as well. Sure, they may not be able to easily add it now, seeing as how "temperamental" the ARR engine is it doesn't just seem plausible but very likely.

    But I simply raise the question, why didn't they think of that when they were making ARR? It had two specific types of damage and mitigation for specific types from the get-go.
    Someone in the room should've gone "so this ability we're adding reduces intelligence and therefore magic damage? But how will players know when to use it?" or "So these stats we have, block and parry, only work on physical attacks...how do players even know which attacks are physical?"


    It doesn't just end there, the game is simply severely lacking in clear information. How much % crit is for example 3000 critical hit? What is the critical damage modifier? How much % damage increase does 3200 Determination give? What's the proc chance on 2760 Direct Hit? It's all information that players have to visit 3rd party sites for when the game itself should already tell them.

    The same applies to stat intervals to a lesser extend, you often can't do anything about excess amounts of a substat that doesn't really do anything. Nowhere does the game tell you that a secondary stat actually only provides a benefit when it reaches the next interval.

    Let's take Tenacity as an example. Does the game ever tell you that if you have 2063 Tenacity (which translates to 5.1% passive mitigation) then every single point in Tenacity above this is completely useless until you reach the next interval, which is 2096 (5.2%)? So any amount of Tenacity between 2063 and 2096 is completely wasted because it does not actually increase anything, I highly doubt most players even know this is a thing.
    (5)
    Last edited by Absurdity; 01-04-2021 at 06:11 AM.

  7. #7
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Absurdity View Post
    I saw that Q & A as well. Sure, they may not be able to easily add it now, seeing as how "temperamental" the ARR engine is it doesn't just seem plausible but very likely.

    But I simply raise the question, why didn't they think of that when they were making ARR? It had two specific types of damage and mitigation for specific types from the get-go.
    Someone in the room should've gone "so this ability we're adding reduces intelligence and therefore magic damage? But how will players know when to use it?" or "So these stats we have, block and parry, only work on physical attacks...how do players even know which attacks are physical?"


    It doesn't just end there, the game is simply severely lacking in clear information. How much % crit is for example 3000 critical hit? What is the critical damage modifier? How much % damage increase does 3200 Determination give? What's the proc chance on 2760 Direct Hit? It's all information that players have to visit 3rd party sites for when the game itself should already tell them.

    The same applies to stat intervals to a lesser extend, you often can't do anything about excess amounts of a substat that doesn't really do anything. Nowhere does the game tell you that a secondary stat actually only provides a benefit when it reaches the next interval.

    Let's take Tenacity as an example. Does the game ever tell you that if you have 2063 Tenacity (which translates to 5.1% passive mitigation) then every single point in Tenacity above this is completely useless until you reach the next interval, which is 2096 (5.2%)? So any amount of Tenacity between 2063 and 2096 is completely wasted because it does not actually increase anything, I highly doubt most players even know this is a thing.
    I mean it was more than likely an oversight among the absolute s**t storm Tanaka left them. It's an easily forgettable addition, when you look at everything they manage to overhaul on a larger scale, but it's not even a matter of can't of restriction, but they don't want to, out of preventing delays to patch releases due to last minute changes. IIrc, an example was given in the Q&A also.

    While yes they could spend more resources adding a stats table display, but as you have pointed out we do have resources you can check for yourself, like balance discord or akhmorning website for the stat tables in mere seconds. Could they add it? sure, do they need to? not really when we already have the means to check ourselves.
    (0)
    Last edited by aodhan_ofinnegain; 01-04-2021 at 10:22 AM.

  8. #8
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    wasn't there a type of damage that was neither physical or magical in midas?
    (0)

  9. #9
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jukebox12 View Post
    wasn't there a type of damage that was neither physical or magical in midas?
    There is, sometimes referred to as darkness damage, essentially hp %age based damage, or damage that is set for an exact amount every time. Eden Prime is a recent example of the former, Ede's Gravity, in savage dealing 75% of party members HP. The only means to mitigate is HP shields such as Adloquim, Nocturnal shields, Divine Veil, Shake it Off, TBN, and Divine Benison.

    Following this, I believe J-Kick is darkness damage in TEA, which happens after Limit Cut transitioning into Phase 2 iirc, so may be the case for Midas' version of Brute Justice.

    Other example is WoL, where your HP is dropped to 1HP, this usually is followed by a requirement for healers to heal everyone to full hp.
    (0)
    Last edited by aodhan_ofinnegain; 01-04-2021 at 10:21 AM.

  10. #10
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by aodhan_ofinnegain View Post
    There is, sometimes referred to as darkness damage, essentially hp %age based damage, or damage that is set for an exact amount every time. Eden Prime is a recent example of the former, Ede's Gravity, in savage dealing 75% of party members HP. The only means to mitigate is HP shields such as Adloquim, Nocturnal shields, Divine Veil, Shake it Off, TBN, and Divine Benison.

    Following this, I believe J-Kick is darkness damage in TEA, which happens after Limit Cut transitioning into Phase 2 iirc, so may be the case for Midas' version of Brute Justice.

    Other example is WoL, where your HP is dropped to 1HP, this usually is followed by a requirement for healers to heal everyone to full hp.
    you forgot the old storm's path
    (0)

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