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?
Now about Enrage
I would like to add a different form of soft Enrage mechanic, for the sake of the jobs that are progression based, and suggest the addition of the followings:
Boss HP Regen will extend the Fighting time for groups that are lacking DPS, while rewarding greatly for every little investment into Damage, and also making impossible to complete the fight if the DPS is less or equal than the Regen Per Second.
Boss Enrage Heal will define a point of the fight that is ideal to have a set Damage Per Second to beat the boss before it heals itself for say 50% and extend the fight time. So instead of wipe the party has more 50% of the hp to fight before the next Enrage Heal. This can bring some use for Classes that have more "progression based kit", like RDM, to have some use outside progression.
Continue reading...
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?
Now about Enrage
I would like to add a different form of soft Enrage mechanic, for the sake of the jobs that are progression based, and suggest the addition of the followings:
Boss HP Regen will extend the Fighting time for groups that are lacking DPS, while rewarding greatly for every little investment into Damage, and also making impossible to complete the fight if the DPS is less or equal than the Regen Per Second.
Boss Enrage Heal will define a point of the fight that is ideal to have a set Damage Per Second to beat the boss before it heals itself for say 50% and extend the fight time. So instead of wipe the party has more 50% of the hp to fight before the next Enrage Heal. This can bring some use for Classes that have more "progression based kit", like RDM, to have some use outside progression.
Continue reading...