Health Damage Asymmetry: Difference between revisions

no edit summary
No edit summary
No edit summary
 
Line 64:
* ''[[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.
* ''[[Final Fantasy XI]]'' has monsters that have the HP as an equal level character (and sometimes significantly more). The game is a careful balancing act for the players in terms of maintaining attack and defense; if either is too low, you won't do enough damage and you'll take significantly more. Melee classes in particular, lacking any kind of special abilities on the same scale as magic-users, have to be especially mindful to be using appropriate equipment, so as to win the resulting war of attrition.
* ''[[City of Heroes]]'' mostly averted this: the class most popular for solo play, scrappers, had about 1800 hitpoints at the level cap and strong attacks hit for about 400 HP. Bosses, the strongest rank of generic enemy, had about 2500 hitpoints and strong attacks hit for about 600 HP. Hitpoints, attacks, and, most importantly, in-combat HP regeneration scaled with rank, so a minion (the weakest rank) did only minor damage to a scrapper and went down in about three blows, while a giant monster (the strongest rank, comparable to a raid boss in other [[Massively Multiplayer Online Role Playing Game|MMOs]]) could one-shot an unsupported scrapper and regenerate its massive HP reserve faster than a scrapper could damage it.
 
=== [[Role-Playing Game]] ===