Quote:
|
If you work the math, the overall DPS dropped by about 0.58 DPS. This particular NPC did pick up some extra attack, though, so is a bit more accurate so we have to take that into account. That boosts its DPS by about 2 on a caster, closer to 1 on a tank (varies a bit by class...that's just averages) making the overall change about a 1.5 DPS increase if you're a caster, 0.5 if you're a tank.
|
I find this extremely interesting. I think the biggest issue we have with this server right now is AC not functioning correctly. AC is supposed to be the god stat of classic EQ, and it just does not seem this way here. I did an AC test on the undead foreman (L50) and my L60 Enchanter was hit for like 85 and my L60 Warrior for like 75 on average. Now the warrior has a bit more avoidance and some defensive skills like parry, but I still feel that one of the biggest reasons you see enchanters and shamans and such soloing like crazy is that the mobs aren't 'crunching' them enough.
Quote:
|
Take two level 30 creatures. One is a sand giant. The other is a skeleton. They both are set up with baseline values for a level 30 creature so should be an appropriate fight for that level range, but they act completely different from each other. The sand giant has considerably more hps than the skeleton, for instance. The skeleton attacks a lot faster than the giant, but when the giant hits you...you'll know it. They hit hard. The giant's thick skin gives it an advantage against melee attacks (slight AC advantage), but magic lands relatively easily. By contrast, the skeleton is pretty fragile, but it's undead nature makes landing poison and disease based spells difficult. The skeleton is also mindless and less likely to go after a healer or buffer than the giant is.
|
I always heard that Kunark monsters were supposed to hit harder and have more hp than Classic monsters of the same level. Lots of old guides recommend avoiding Kunark for that reason. It really does not seem to be the case here.