



If it can hit casters it's usually magic damage because SE has to account for casters having higher magic defense. Addle and feint mitigate both now so it will work with either damage type.What do you mean you don't enjoy figuring out if your 10% mitigation actually does anything in a game with 10% damage variance? Such indie game just doesn't have the capacity to make a single entity cast more than a single AoE which means every mechanic creates half-a-dozen of additional entities hidden under the arena which all cast a part of that mechanic. And of course half the time debuffs are explicitly mirrored to such entities but sometimes they simply aren't. Any logic to this? Of course not. Oh, and of course we literally can't tell if the damage is magical or physical, the technology simply isn't there. Good stuff all around, you know.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560


That... is incorrect
Warden's Wrath is Physical
Slam Shut is Magical
They almost look the same
There are many other instances that the attack looks Magical but it is actually Physical and vice versa, SE likes to be very inconsistent with their damage types and I am stumped to why they have not added the best QoL in a game where you have to know what type you should be blocking and that QoL is Damage Info!




In Heavensward, it had become a trend that a lot of damage was magic and SE talked about how they kept making changes to whether content dealt magical or physical damage when balancing it. The only logical reason they could care about this so much is because of how casters have less health and less physical defense, and more magical defense. But in that time, all tanks didn't have Reprisal and not everyone had Feint or Addle. What we had were certain combos that could be repeated to mitigate physical or magic damage, but I don't know if it was really balanced around those being used.
Then in Shadowbringers, we got Dark Missionary and Heart of Light, aoe mitigation which only works against magic, but with the above context, I didn't think it was that much of a problem because of how SE likes magic damage.
What I have noticed in modern content, where we actually have abilities like Reprisal, Feint and Addle, is that they are necessary when the content is new to prevent wiping to a raid-wide, so perhaps they have stopped caring about the damage type in content where they expect proper and coordinated use of these abilities. But either way, all three of them mitigate both now, so it helps to know the damage type with Feint and Addle to optimize it but it's not entirely useless if you don't.
My concern with adding the damage type is that if it's too obvious what the damage type is, then it puts into question what the point of a damage type is. If you don't know what it is, then you have to explore and figure it out and I imagine that is the intention. If we are going to explore and figure it out for ourselves, then it should be reasonably obvious from the animation or the cast name whether it is physical or magical.There are many other instances that the attack looks Magical but it is actually Physical and vice versa, SE likes to be very inconsistent with their damage types and I am stumped to why they have not added the best QoL in a game where you have to know what type you should be blocking and that QoL is Damage Info!
I think there is a way in the battle log to determine it. If they "begin casting" and then "cast" an attack, it's magic. If they "ready" and then "use" an attack, it's physical.
It's because I am a tank and have Reprisal, which works on both.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560


During Shadowbringers it became a 50/50 guessing game and so people that were really into numbers had to do multiple tests to see if Dark Missionary and Heart of Light had any effect against Attack X and/or Attack Y.
The reason being is because people don't want to play the guessing game and the problem is that Feint and Addle were barely used at all because they weren't necessary, now that they reduce both types albeit only half effectively compared to each others counterparts but at least now it does "something", I see people using it more because it does that.What I have noticed in modern content, where we actually have abilities like Reprisal, Feint and Addle, is that they are necessary when the content is new to prevent wiping to a raid-wide, so perhaps they have stopped caring about the damage type in content where they expect proper and coordinated use of these abilities. But either way, all three of them mitigate both now, so it helps to know the damage type with Feint and Addle to optimize it but it's not entirely useless if you don't.
The problem is that Animation and Cast Names are very inconsistent, some monsters raid wides that makes them roar are Physical or Magical there is no way you can figure out which is which unless you do heavy experiments and just like my previous post, Eric's Warden's Wrath looks Magical but it is not, it's a Physical attack and then his Slam Shut which is also a raid wide and it looks slightly the same as Warden's Wrath is a Magical, so a DRK or a GNB that does not have this knowledge willl get punished due to the games inconsistencies and expectations that: "The player is supposed to figure that out themselves" having a main fundamental thing like mitigating damage for the entire party being a complete guessing game is very bad game design.My concern with adding the damage type is that if it's too obvious what the damage type is, then it puts into question what the point of a damage type is. If you don't know what it is, then you have to explore and figure it out and I imagine that is the intention. If we are going to explore and figure it out for ourselves, then it should be reasonably obvious from the animation or the cast name whether it is physical or magical.
They stopped following that philosophy at the end of StB the battle log telling you what the boss is doing is the most inaccurate way to determine what is Physical and what is Magical.
"The Ultima Weapon uses Homing Lasers."
Guess what, that is Magical
"The phoinix uses Experimental Fireplume"
Guess what, that is also Magical
"The phoinix readies Scorched Exaltation"
Want me to give you the answer to this type?
"The Terminus wrecker readies Meaningless Destruction"
This is a raid wide guess what Type this is
Last edited by OM3GA-Z3RO; 05-25-2022 at 12:42 AM.




It doesn't distinguish on player abilities either, just player GCDs. It doesn't seem like a strict attachment but it would be a start if it was.
Shining Cells and Slam Shut are arena transitions. Is there an example of a physical arena transition or can we assume all arena transitions are magic?
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
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