Health Damage Asymmetry: Difference between revisions

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== [[Role Playing Game]] ==
== [[Role Playing Game]] ==
* Nearly every single [[Eastern RPG|JRPG]] ever. This can be taken to extremes with optional bosses.
* Nearly every single [[Eastern RPG|JRPG]] ever. This can be taken to extremes with optional bosses.
** In ''[[Chrono Trigger (Video Game)|Chrono Trigger]]'', Magus as a villain has [[Six Hundred Sixty Six|666]][[Four Is Death|6]] HP<ref>Even ''after'' Lavos sucks away most of his powers</ref>, [[Redemption Demotion|but doesn't have more than 999 under player control.]]
** In ''[[Chrono Trigger]]'', Magus as a villain has [[Six Hundred Sixty Six|666]][[Four Is Death|6]] HP<ref>Even ''after'' Lavos sucks away most of his powers</ref>, [[Redemption Demotion|but doesn't have more than 999 under player control.]]
*** Of course, continuing to play the trope straight, he seldom does over 200 damage as an enemy, but routinely does thousands as a party member. This is also one of the few games in which Confused allies do pathetic damage to each other-- seldom more than 20 or so, even at high levels and with the best weapons.
*** Of course, continuing to play the trope straight, he seldom does over 200 damage as an enemy, but routinely does thousands as a party member. This is also one of the few games in which Confused allies do pathetic damage to each other-- seldom more than 20 or so, even at high levels and with the best weapons.
* The flash game ''Monsters' Den: Book of Dread'' plays this straight, but one might not notice it until the "end" boss(after that boss is endless play) {{spoiler|summons copies of you to his side. You can take them out in 1 or 2 swings if you've been playing right, but they're ''exact copies''. [[Oh Crap|So can they.]]}}
* The flash game ''Monsters' Den: Book of Dread'' plays this straight, but one might not notice it until the "end" boss(after that boss is endless play) {{spoiler|summons copies of you to his side. You can take them out in 1 or 2 swings if you've been playing right, but they're ''exact copies''. [[Oh Crap|So can they.]]}}
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** However, player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [[PvP]] until they introduced a defensive stat called resilence, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** However, player characters are allowed to deal a lot of damage compared to their health. This had led to issues in [[PvP]] until they introduced a defensive stat called resilence, which reduces damage taken from other players significantly. Woe to those who step into a battleground without wearing resilience equipment.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.
** Blizzard has had to address this issue a few times in general. In the first expansion, stamina was put on nearly every item in bigger chunks than the other stats, and for Cataclysm, health pools are planned to grow a lot again to combat this creeping up in nearly every gameplay aspect.
* ''[[Adventure Quest Worlds (Video Game)|Adventure Quest Worlds]]'' has recently done a move away from this trope in regards to boss fights. While player characters go over the 1,000 mark in terms of hit points and can do triple-digit damage to their enemies, the bosses do nasty damage in the triple digits (Wolfwing was doing about 300 damage with every hit), and will kill you quickly if you do not have a healer, a suitable plan or both.
* ''[[Adventure Quest Worlds]]'' has recently done a move away from this trope in regards to boss fights. While player characters go over the 1,000 mark in terms of hit points and can do triple-digit damage to their enemies, the bosses do nasty damage in the triple digits (Wolfwing was doing about 300 damage with every hit), and will kill you quickly if you do not have a healer, a suitable plan or both.
* The original ''[[Ever Quest]]'' completely inverted it. Monster health and damage both scaled much faster than those of players. This was intentionally to force people to group constantly after the first few levels. It also caused the difficulty to scale into the stratosphere at the end game.
* The original ''[[Ever Quest]]'' completely inverted it. Monster health and damage both scaled much faster than those of players. This was intentionally to force people to group constantly after the first few levels. It also caused the difficulty to scale into the stratosphere at the end game.
* ''[[Atlantica Online]]'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and thougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.
* ''[[Atlantica Online]]'' generally keeps everything on the same level, though monster health and damage depends on where they are. Only bosses are significantly stronger and thougher, to the point where most of the fight will be the players entire party against the boss alone. Even areas designed for groups of players house mobs about on par with the player's mercenaries, but you'll almost always face three parties of monsters at once.
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* [[Mon]] games in general tend to avert this for the same reason tactical RPGs do.
* [[Mon]] games in general tend to avert this for the same reason tactical RPGs do.
** The ''[[Monster Rancher]]'' series averts this trope even with the rare non-recruitable bosses. They have the same stat cap as any monsters you can raise.
** The ''[[Monster Rancher]]'' series averts this trope even with the rare non-recruitable bosses. They have the same stat cap as any monsters you can raise.
* Most RPGs based on existing role-playing systems, like ''[[Baldurs Gate]]'', ''[[Fallout]]'' and ''[[Planescape Torment]]''. Enemies tend to be made up of the same races and classes as you (ok, in ''Torment'', [[Fantasy Kitchen Sink|not so much]]) and follow the same HP, attack and damage rules. While bosses may have higher HP, that is because they are higher level -- on a [[New Game+]] you may have characters with equal levels to them who can match them blow for blow in HP and damage.
* Most RPGs based on existing role-playing systems, like ''[[Baldur's Gate]]'', ''[[Fallout]]'' and ''[[Planescape: Torment]]''. Enemies tend to be made up of the same races and classes as you (ok, in ''Torment'', [[Fantasy Kitchen Sink|not so much]]) and follow the same HP, attack and damage rules. While bosses may have higher HP, that is because they are higher level -- on a [[New Game+]] you may have characters with equal levels to them who can match them blow for blow in HP and damage.
* ''[[Shin Megami Tensei (Franchise)|Shin Megami Tensei]]'' largely averts this by having the enemy and your HP be on the same page. The randomly generated enemies will all have the same HP as you, and in many games, even the rare marks will never break the HP caps that your character normally has. This is only challenged when you come across enemies that are labelled as "bosses" but that generally is still limited to HP. The damage that is done is still the same for both sides because of the shared statistics. However, this does serve to throw a lot more problems at you in terms of boss fights. Since they damage that you deal is generally the same, boss attacks will hurt a lot MORE for you than for them. Even if your hits exceed 1000 damage, they not only can do the same to you, but for them it is a strong poke. For you it is a deathblow.
* ''[[Shin Megami Tensei]]'' largely averts this by having the enemy and your HP be on the same page. The randomly generated enemies will all have the same HP as you, and in many games, even the rare marks will never break the HP caps that your character normally has. This is only challenged when you come across enemies that are labelled as "bosses" but that generally is still limited to HP. The damage that is done is still the same for both sides because of the shared statistics. However, this does serve to throw a lot more problems at you in terms of boss fights. Since they damage that you deal is generally the same, boss attacks will hurt a lot MORE for you than for them. Even if your hits exceed 1000 damage, they not only can do the same to you, but for them it is a strong poke. For you it is a deathblow.
* The ''[[Valkyrie Profile]]'' series averts this, occasionally inverting it, with some enemies doing just as much, if not more, damage per round to you, while some bosses will [[There Is No Kill Like Overkill|hit you for several times your maximum HP]] ''per round'' while you have to whittle away at them.
* The ''[[Valkyrie Profile]]'' series averts this, occasionally inverting it, with some enemies doing just as much, if not more, damage per round to you, while some bosses will [[There Is No Kill Like Overkill|hit you for several times your maximum HP]] ''per round'' while you have to whittle away at them.
* By comparison to other games, ''[[Earthbound]]'' averts this, with most bosses being on the same level as you and your party. However, you still have the advantage, since your party has a rolling HP system; even if you take mortal damage, you still have a chance to fight and heal yourself before you fall.
* By comparison to other games, ''[[Earthbound]]'' averts this, with most bosses being on the same level as you and your party. However, you still have the advantage, since your party has a rolling HP system; even if you take mortal damage, you still have a chance to fight and heal yourself before you fall.
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