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-   -   Dain, Yelinak, Avatar of War, and Statue of Rallos Zek Logs (/forums/showthread.php?t=151662)

pasi 05-21-2014 05:19 AM

Dain, Yelinak, Avatar of War, and Statue of Rallos Zek Logs
 
These are logs from live and test of the above mobs on a level 81 shaman with 4k AC. If this isn't already obvious, the purpose of these logs is not to gauge mitigation or attack versus these mobs. The purpose of these logs is to look at things such as attack speed, AE rates, proc rates, double attack rates, triple attack rates, quad attack rates, flurry rates, rampage rates, etc. Again, the purpose is to look at the aspects of the NPCs that haven't changed. Era-appropriate logs are far superior for all purposes (especially mitigation), but are not exactly available for everything.

I won't have the time for a few days to analyze these, but the goal is to come up with values for the above mentioned items for all Velious raid NPCs that have not undergone significant changes over the course of live. I'm posting these if anyone wants to get a jump start on this.

If anyone knows any of these NPCs that have undergone documented changes to the above mentioned categories, feel free to chime in.

2x Yelinak Fights. Sloppy
Yelinak without Languor

Avatar of War

Statue of Rallos Zek

Dain Frostreaver

Alunova 05-21-2014 06:42 AM

Before this gets out of hand, we have to balance bosses to some degree. We do not have an exact copy of the code and values and we try to make the obvious things like min and max hit etc the same as classic. With that said and since we don't have exact values and the exact code for both offense and defense of both players and NPCs, we have to adjust the less obvious stats like rampage/flurry rates, haste and accuracy to keep the challenge approximately where it should be without over inflating any specific stat too much or making anything impossible.

There has to be some room for adjustment or AoW and others would be killed in kunark gear the first day, which is definitely not classic.

pasi 05-21-2014 07:17 AM

No doubt. You can dig up my post history on AC/tuning. I'm well aware that values are more the issue than code and support individually tuning mobs.

The goal of this was to provide you with flurry chance, rampage chance, AE intervals, proc rates, attack speed, double rates, triple rates, and quad rates. This is the stuff that is possible to obtain close to a true value for. Additionally, it's just a baseline - if you feel the mob is too weak or too strong, it's not like you'll be held to these numbers.

Again, I'm not looking to address mitigation or avoidance (accuracy) here which is the majority of the difficulty.

koros 05-22-2014 12:53 PM

Really really cursory glance at that. AoW only flurried 51 times in ~27 minutes. That can't be right. It must be a true proc on hit ability or was changed at some point?

Splorf22 05-22-2014 03:40 PM

Quote:

Originally Posted by Alunova (Post 1462201)
There has to be some room for adjustment or AoW and others would be killed in kunark gear the first day which is definitely not classic.

I don't think this is possible. The Avatar of War has a DB of 254 and a DI of 45, which means he has a max hit of 704 against a Defensive warrior. If he flurries every round, never misses, and hits for max every time, that's still only 5630 HP. A top Kunark tank has 5500 HP; add in 200 from divine strength and 60 from POTG and they'll have 5750 without any gear upgrades. Throw in a 1.5s CH chain (easy to time with GTT) and sure, maybe you need 20 clerics, but TMO will have 20 clerics. After that its just a matter of having enough zerg dps.

Daldaen 05-22-2014 03:58 PM

The challenge with AoW will be cleric mana... They won't last long enough. DPS, these ain't no 32k HP dragons, and tank switches - Lols.

Defensive lasts 3minutes, your tank will lose defensive before AoW dies. Getting a new CH rot rolling on a new defensive tank is gonna be rough here. Sure everyone has a SoulFire to spot heal during the interim... But it isn't as easy as the math is showing.

koros 05-22-2014 07:34 PM

He's theoretically kill-able on day one, no matter what hit max hit %/hit rate/flurry % ends up being, as long as his max hit remains the same. It's just gonna be hard to do. I doubt execution is going to be flawless enough to offset his killing ability if he's tuned to the upper end of the difficulty spectrum for a while.

Course, 25 mages could drop him np.

koros 05-22-2014 07:36 PM

Quote:

Originally Posted by Daldaen (Post 1464313)
The challenge with AoW will be cleric mana... They won't last long enough. DPS, these ain't no 32k HP dragons, and tank switches - Lols.

Defensive lasts 3minutes, your tank will lose defensive before AoW dies. Getting a new CH rot rolling on a new defensive tank is gonna be rough here. Sure everyone has a SoulFire to spot heal during the interim... But it isn't as easy as the math is showing.

War calls defensive dropping in 10 seconds, ranger hits weaponshield and spams a mallet, you now have 18 seconds to swap to a new war... every cleric just needs to hit a /target new_war hotkey, shouldn't be that hard.

Nirgon 05-22-2014 07:50 PM

The shuffling of rangers and warriors should be pretty amusing to watch with proxy aggro

Tikker 05-22-2014 11:57 PM

I'm curious to see how quick he gets killed

he wasn't PC tanked (successfully) until the day before Luclin went live


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