When you make unique skills for bosses (actually, this issue probably applies to regular enemies too), do you work in a way to inform the player of how it exactly works? For example, say there's a warlock boss who has a special ability called "shadow blade" which does physical damage--but it scales off his MAT, and it is mitigated by the target's MDF (instead of DEF). So the player's best defensive options against him are to either 1) use a skill that lowers his MAT 2) use a skill that boosts your MDF 3) use a skill that increases your physical dmg reduction. But the question, how will the player know this?
Obviously, for some antagonists, especially ones that have very iconic/thematic type skills, you can leave breadcrumbs that point the player towards the correct mechanical understanding. But what if nearly all of your bosses have unique skills (which, i would imagine, a well designed game WOULD). Do you always look to provide ways for the player to know how enemy skills work, or sometimes do you just let the player figure it out based on trial and error?
Obviously, for some antagonists, especially ones that have very iconic/thematic type skills, you can leave breadcrumbs that point the player towards the correct mechanical understanding. But what if nearly all of your bosses have unique skills (which, i would imagine, a well designed game WOULD). Do you always look to provide ways for the player to know how enemy skills work, or sometimes do you just let the player figure it out based on trial and error?

