【Warrior/战士】What happens if FFXIV Damage segmentation?当FF14伤害动画分段显示会怎么样?



This time I made a new video about warriors.And I also added some new ideas, for example: how should the damage animation be expressed during the burst window?

My solution is: since the damage numbers will have an animation of the upward process, the new numbers that appear must be below the old ones, and we stipulate that their upward speed is the same, so the new numbers must not exceed the height of the old ones. This allows you to distinguish between multiple Damages. See the 28 seconds in the video where Upheaval and Onslaught are inserted in Fell Cleave.

Also after making the video, I went to test the original expression of damage in the game. Found an interesting detail such as: damage number of normal skills have an upward process, but when DCH(Direct and crit hits) occurs, the number will only pop up and stop in place. In addition, if during the burst window, the new damage will force the old damage to move up a certain distance, and seems to be a maximum of three orders of position, while if the newly emerged damage more than three at same time will directly make the old numbers disappear. (For example, Dream Within a Dream’s three damages will directly overwrite any current damage because it directly occupies three positions.) In addition, DCH does not follow this rule, they have a fixed position of their own.

From the above 3 points we can find that since the warrior’s burst window need to insert 2 ability skills and they will both DCH, so they will stack on top of each other, they are very difficult to be distinguished.

And during other jobs’ burst window, you use a lot of abilities – Instead of cluttering the screen with numbers they will move upwards, each new number replacing the previous one at the centre

So if the damage is segmented, we can also abide by this rule by giving each damage a baseline position and then start floating upwards and doing the appropriate damage animation in the process based on the character movement and VFX. When a new damage appears, move the old one up one notch position to avoid confusion.
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这次我做了一个关于战士的新视频。而且我还加入了一些新的思考,比如:在爆发期中,伤害数字动画应该如何表达?

我的解决办法是:由于伤害数字会有一个上升过程的动画,所以出现的新数字一定在旧数字的下方,而且我们规定它们的上升速度是一样的,所以新数字不会超过旧数字的高度。这样就可以区分出多个伤害。请看视频中的28秒,动乱猛攻被插入裂石飞环中的情况。

另外在制作视频后,我去测试了游戏中伤害的原始的表达方式。发现了一个有趣的细节,比如:普通技能的伤害数字有一个上升的过程,但当直爆发生时,这个数字只会弹出并停在原地。另外,如果在爆发窗口期间,新的伤害会迫使旧的伤害上移一定的距离,而且似乎最多是三档的位置,而如果同时新出现的伤害超过三个时公寓直接使旧的数字消失。(例如,”梦幻三段 “的三个伤害将直接覆盖任何当前伤害的数字,因为它直接占据了这三个位置)。此外,直爆并不遵循这一规则,它们有自己的固定位置。

从以上3点我们可以发现,由于战士的爆发窗口需要插入2个能力技能,而且它们都一定直爆,所以它们会相互叠加在一起而很难被区分。

而在其他职业的爆发窗口中,你会使用大量的能力技,它们会依次向上移动,而会把屏幕弄得乱七八糟,每一个新的数字都会替换掉中心的前一个。

所以如果伤害是分段的,我们也可以遵守这个规则,给每个伤害一个基线位置,然后开始向上浮动,在这个过程中根据角色动作和视觉效果做适当的伤害动画。当新的伤害出现时,将旧的伤害向上移动一个位置以避免混乱。

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9 thoughts on “【Warrior/战士】What happens if FFXIV Damage segmentation?当FF14伤害动画分段显示会怎么样?”

  1. Your work is always so goooood! I was wondering, do you plan on doing a rework of Dancer's skills? I've been excited for that. No pressure, though, I know you've been working hard 🙂 thank you.

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  2. I got really into Dragon’s Dogma Online before the servers went down, and this was one of the things I loved about the damage visuals in that game. The damage would be segmented and build up just like this. I used to enjoy watching my Alchemist build up their numbers by drilling golden pillars into an enemy and then detonating them for massive numbers ❤️

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