Board |
News.old [context] |
Sender |
Vodur |
Date |
Fri Feb 22 11:32:15 2013 |
To |
all |
Subject |
Mob HP and Damage Rework |
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Posting on behalf of Astark.
{WMob HP and Damage Rework - {x
{cSummary{x:
Mobs above level 50 will have significantly less HP, but will do significantly
more damage. For example, an "Angel" (level 120 mob) from Angel's
Heaven used to have 28000hp. With the new change, they have about
12500hp. Instead of hitting once every few rounds for only a few damage, they
will hit much more often (testing showed a max of 3 hits/round) for greater
damage. Summoned mobs will also see an impact (sidekicks, zombie, etc.)
{cPurpose{x:
To make combat more realistic, more challenging, more engaging, and less
monotonous. This is part one of a two step phase to make fighting mobs a
better process. Part two will involve them being impacted more by skills like
bash/blind/etc. This also scales down the game a bit, so that all the high
level
mobs don't have 55,000hp that take eternity to kill in a solo fight, especially
as a caster. This will also make it so that casters don't use their entire mana
pool to kill one mob.
{cNotes{x:
With a level 87 Gholam Warrior, I had the following results. The values are an
average of 5 fights. I was using haste, sanc, berserk, and war cry for my
buffs.
Mostly Terminator EQ, Mostly Trained Stats, No Tattoos
(5) Angels - Level 120 - 12500 hp
Rounds: 24.75
Damage Taken: 978
Hits Taken in First 5 Rounds: 3.75
Hits Taken in Last 5 Rounds: 4.25
Average EXP: 135/90
(5) MK Rats - Level 110 - 10580 hp
Rounds: 18.00
Damage Taken: 1030
Hits Taken in First 5 Rounds: 2.75
Hits Taken in Last 5 Rounds: 3.25
Average EXP: 91/59
Note: Gholam race is vuln pierce (rats do pierce damage)
I still need to do testing with other classes, and compare it to the main port
to
see how dramatic the change is. In my initial testing, a fight against Angels
on
the main port with the same character took an average of 44 rounds, however I
didn't compile the other statistics.
Summoned mobs: I've done only a small amount of testing with this. A level 120
Angel Corpse animated into a zombie, yielded a Level 74 Mob with 5135hp. A
level
60 mob from Dreamscape animated into a zombie, yielded a Level 57 Mob with
3224hp.
With 150 CHA I was able to summon 13 sidekicks, which were Level 56 Mobs with
3172hp.
From Bobble:
For spells like sidekick, tree golem, sticks to snakes etc. the level of the
mob is purely a function of the caster level (sidekicks and snakes got a boost,
tree golems a nerf).
For animate dead and sire, the level is mainly determined by caster level, but
the level of the corpse also plays a role (though much less than before).
Puppetry gives a 10% bonus to the level (for animate dead).
Also note that spell level not only depends on you character level, but also on
your skill percentage (you can check the caster level by statting them - the
charm effect will tell).
{cPlayer Reception{x:
Mostly positive. Players seem to welcome this change, as long as it's
thoroughly
tested and implemented correctly. This means we need people who are on the test
port to make and level characters on that port.
{cAdditional Questions{x:
How does EXP work when you're leveling solo versus in a group? Are there
penalties? Will it be possible to level solo with this change? How about as a
low
remort caster? Is this going to create a lot of down time and require
significant
amounts of gold to level? How does this affect EQ runs? How about remorts? Will
mprog combat sequences become too powerful? Too weak?
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