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#1
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Mobs too buff.
Correct me if I am wrong but in classic mobs tripled not quadded more. I have run into this before with sky mobs doing more dps then they did in classic quadding every time with extra attacks or procs, they just are more difficult. Innoruuk tripled 400 with a bash. I remember mobs did not quad until what Vindi, Idol and AoW? I remember the insane hp velious mobs had, and the quadding thing, the ch chain coming into existence. If for some unknown p99 reason mobs are quadding to make it harder then they shouldn't be doing it every single round. They should be making their checks for double attack also or dual wield or whatever just like players, not quadding automatically every round.
But the bottom line is these mobs should be not be doing this amount of dps. One could say the Avatar of War was the father of the ch chain. Necessity dictated that the ch chain come into existence because you couldn't kill him without. No one went into sky in kunark with a 7 cleric ch chain. To use the final bixie Bazzt Zzzt as an example. If she quads 860 with a kick, poison dot proc and draco dot aoe you are needing 6 minimum clerics for a ch chain if you tried a straight tank n spank. I'm not even factoring in ac not helping mitigate correctly or perhaps I should say as it did on live. I remember the AoW chain being what 7ish clerics? Maybe more? Granted Velious added armor and options for guilds, made em stronger but as it stands now on this server you need a 7 cleric ch chain, more to be safe on a 60 warrior with defensive to keep up heals on Bazzt zzzt. That is essentially having heals to cover the same dps as you did for the AoW since we were all still 60. And guilds on live weren't using a ch chain like that back then because the ch chain came into existence to deal with the insane dps and omg hp mobs had in velious. I don't want the player remarks on "other guilds killed the bixie" or give me stories about riposte disc chain (that we used for VS on live) or mage pet armies or 80 man raids for the bixie. The fact remains these mobs dps should not be as much as they are, its near AoW level. Ac mitigated more on live, abilities such as dodge block worked better (I can show u ss of me fighting KoS through enrage and the abilities firing) plus the mobs here get extra attacks and hit for more. Bazzt zzt should not be a 7 cleric ch chain when you fight her like AoW. No way in hell.
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Last edited by h0tr0d (shaere); 09-17-2011 at 04:28 PM..
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#2
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Comparing Bazzt Zzzt's DPS with the Avatar of War is just silly. Those two are not even close. The tactic of using a CH chain to make up for round damage was used long before AoW.
Assuming both Quad: Avatar of War - 1154 + Flurry = 9232 + kick/bash possible per round Bazzt Zzzt - 860 = 3440 + kick/bash possible per round You should be able to keep a 60 Warrior with Defensive up on Bazzt Zzzt no problem even if he quads with four or five clerics. It Bazzt max hit EVERY time it would still take her 3+ rounds to kill the tank. Difficulty seems pretty close to classic from what I can remember, Plane of Sky was pretty fucking brutal. Heal better I guess? I don't know. | ||
#3
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That's not really the point of his post. I do seem to remember that quadding came in with Velious, and Vindi was most people's first experience with it.
Lots of mobs quad here, including in the lower level. It seems that any mob coded as the monk class can quad, like war boned skeletons, skeletal monk and such. It makes them absurdly powerful for their level. I don't remember that being the case, and while I don't specifically remember that it wasn't, I'm skeptical that a level 20 skeleton should be able to one-round for 4x 50 and a 35 damage Tiger Strike or whatever. | ||
#4
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I would have to agree that mobs such as skeletal monks are ridiculously strong for their level. I don't remember it being that way in classic, but I don't have any hard evidence to support that fact.
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[60 Bard] Pescador (Half Elf) <Rustle>
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#5
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Treats that is exactly my point. You cannot keep up a 60 warrior with defensive with 4 or 5 clerics. She can effectively two round that 60 warrior. It isn't exact but it doesn't take 2 rounds and that that tank is toast. You hit the nail on the head when you said this
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I understand tanks were a little beefier in Velious. But they didn't go from 5k hp to 10k. There is no way you should need a 7 cleric chain to keep up a 60 war with defensive on Bazzt Zzzt. She was not the AoW of kunark era. I appreciate Pescador's ignorant attempt at sarcasm but all you hear from those people is no ss no proof. Unfortunately I didn't play classic anticipating project1999 and a 3rd grader response when those of us who actually played back then and fought these mobs say "It wasn't like that". I am not sure what the deal is but it is not classic or near. If they were buffed specifically to prevent someone from killing them because it was felt they were 'too easy' that is ridiculous. We didn't need 60 man raids in sky with a 7 cleric chain for a tank on Bazzt Zzzt. My comparison to AoW was not that the dps was the same because it wasn't. My point was that if you used a 7 cleric chain for AoW on live and have to use a 7 cleric chain here then that is too much dps for Bazzt ZZt for example. Effectively if you use a 7 cleric chain for 2 mobs then the dps from them must be around the same, no? I have had this issue before and posted about it with different mobs. The Spiroc Lord having stonespider stun here, yet the Spiroc Guardian does not death touch.
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Last edited by h0tr0d (shaere); 11-18-2011 at 11:16 PM..
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#6
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Here is a thread from 2001 Velious era:
http://www.ttlg.com/forums/showthread.php?t=5488 Quote:
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Suppose you could take a time machine into the Kael arena to fight The Avatar of War with the same raid force/gear. They would get absolutely flattened. He would decimate the entire raid force in a matter of seconds with a 7 cleric CH chain. The Avatar of War was not even killed on live with an actual PC tanking until a few days before Luclin was released if I remember right. This was only even possible after MONTHS of farming in Temple of Veeshan. He was killed prior to this, but that was using "The Frozen Moses." | ||||
Last edited by Treats; 09-17-2011 at 07:03 PM..
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#8
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Bumping this. We have combat logs of Bazzt Zzzt doing 1150-1250 dps to a defensive warrior in the best gear currently available. This mob hits for max extremely consistently and with very low delay (an issue all npcs island 6 and higher share). Right now the amount of healing required to keep a tank alive in this encounter is obscene and comparing it to AoW should be ridiculous.
A few guides with conflicting information were clearly used to develop plane of sky and the harder recounts from both were used, islands 1-5 are reasonably accurate to live with a few exceptions. Islands 6 and higher are very much overtuned still and do not make for an enjoyable raid experience. 1) Efreeti mobs spawning inside the ramps making them difficult to pull without pets. 2) Island 5 not having the safe spot it should. It did when sky was first released on p99, but it was removed. Our raids on live many times camped out at the edge of the island near the port in area to continue the next day without spirocs jumping us until pulled (without invis). Changing this would lower the barrier of entry to this island for less powerful guilds. 3) Eye of Veeshan melee damage should be 170 making it a rune evasive tank fight similar to VS. The guides conflict here and the higher was chosen, the one that says the fight is easy is correct, this was a reward mob for getting so far. I have seen eye of veeshan on p99 kill thunder spirit pets pretty much instantly because the AE proc which happens on nearly every swing cannot be avoided without riposte tanking rotations. 4) The bees, the unsplit bees should have low MR and be fairly easily mezzed or even charmed by a lvl 60 enchanter as a method of crowd control. The split bees should not be mezzable or charmable. Killing island 6 on island 6 is like heroic mode the way it works now. All of these bees hit for max very often and with extremely low delay, the combination makes them harder than they should be. 5) Memblurs / atone. These spells should not have any effect in Plane of Sky, but they do. Blur spells in general on p99 seem unresistable, a problem in that it works a little too well - like on the kunark dragons for instance. 6) Spiroc Lord Stun - Yes, he could stun your tank on live, but not near the frequency he does on p99. TR has seen 3-4 tanks stone spider stunned at a time before. Having the tank wear max MR gear with a bard singing MR song was not required to keep this npc agro on a singular tank in 1999. 7) Recently triggered NPCs are not always despawning after the 80 minutes is up. Which could be used for malicious end if someone decided to crack open some bees on say island 1 and jump off. We ran into bees splits alive on island 2 with a fully spawned series of azaracks and no raid having been in there in the timeframe to do so. Keeper of Souls can exhibit this behaviour too. 8) Keeper of Souls should be triggerable by any of the 6 griffons/pegasus on island 4, currently only the 3 griffons can do so. This information is all available from the 3 or so popular plane of sky guides, the problem is they conflict with one another for whatever reason. My guild on live was not super fantastic but had little difficulty clearing sky during kunark with mediocre gear and less than a 35-40 man raid force of max level players. It would be nice for the content to work like that here as well so sky didn't feel like such a drag.
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Trystych
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#9
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
#10
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