I will bounce another idea around. Instead of just a resistance toward a class in particular why not do portioning of HP that is resistance with diametrically opposing weaknesses. Ok before you say no...let me explain lol.
Example:
Mobs HP is 100k
Blunt (25% of mobs HP)
Magic (25% of mobs HP)
Slashing (25% of mobs HP)
Piecing (25% of mobs HP)
Magic Effect = Magic 100% Blunt 75% Piecing 75% Slashing 50%
Slashing Effect = Slashing 100% Blunt 75% Piercing 75% Magic 50%
Blunt Effect = Blunt 100% Magic 75% Slashing 75% Piercing 50%
Piercing Effect = Piercing 100% Magic 75% Slashing 75% Blunt 50%
Diametrically opposing damage types would still be able to do the fight but it would make it far more difficult. You could still stack if you want to avoid a certain aspect of the fight but will be less efficient than the classes meant to deal the damage to the Bosses portion of health.
Example:
1 War 5 Blm 1 Brd and 1 Whm party:
Magic Portion of HP = War 50% Blm & Whm 100% Brd 75%
Piercing Portion of HP = War 75% Blm & Whm 75% Brd 100%
Slashing Portion of HP = War 100% Blm & Whm 50% Brd 75%
Blunt Portion of HP = War 75% Blm & Whm 75% Brd 50%
The damage would gravitate toward the weakest portion of HP first so Blm attacks would go after the Magic Portion of HP first and Brd damage would go after the Piercing Portion of HP first etc.. Once the Blms get their 25k down though they would start to do less damage vs the two 75% groups (piercing and blunt) then finally have the most trouble with the 25k of Slashing Portion damage on the Boss which they would assist on since the War would have already been chipping away at it.
I would be for switching the percentages around a bit per boss but I can't see how nerfing or making specific content to thwart slacking would benefit anything. When you do things by nerfing and content it just leads to more stacking of another class.

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