Risk vs Reward Per Loot

Anything wrong with them?
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Expletus
Posts: 284

Risk vs Reward Per Loot

Post#1 » Tue Apr 13, 2010 1:33 pm

Just went over some of the new loot tables of the world bosses. My question is why are some of the pieces flagged with 2 slot 8's. There was a wristband flagged as such, and the stats, double augged would put this item well over the stats of the the powerful armor. I guess what im saying is, what makes the determination what gets two slot 8's compared to a slot 8 and a slot 16 or slot 4? The dracolitch in fear is a tough fight, and the ring he drops is a slot 8 slot 16, yet when you compare the stats to a couple rings from the world bosses it's subpar once it's augged. I guess what im asking is, what is the high end armor set? Why kill fire for the armor sets when you can kill sleepers for better armor (easier mobs). Below are the examples of the wrist.

NEW LOOT
MAGIC ITEM LORE ITEM
Slot: WRISTS
AC: 43
Effect: True Malady (Focus)
STR: +23 DEX: +17 STA: +10 WIS: +35 INT: +35 AGI: +17 CHA: +25
HP: +565 MANA: +565 Endurance: +565
SV FIRE: +35 SV DISEASE: +35 SV COLD: +20 SV MAGIC: +20 SV POISON: +30
Avoidance: +20
Attack: +25
Damage Shield: +5
Regeneration: +3
Mana Regeneration: +4
Endurance Regeneration: +3
Accuracy: +20
Stun Resist: +5%
Required level of 70
WT: 1.5 Size: MEDIUM
Class: BST ENC MAG WIZ NEC MNK DRU
Race: ALL
Slot 1, Type: 8 empty
Slot 2, Type: 8 empty


TRAITOR WRISTS
MAGIC ITEM NO TRADE
Slot: WRISTS
AC: 62
STR: +25 DEX: +40 STA: +40 WIS: +30 INT: +15 CHA: +10
HP: +500 MANA: +500 Endurance: +500
SV FIRE: +15 SV DISEASE: +35 SV COLD: +10 SV MAGIC: +25 SV POISON: +25
Avoidance: +15
Attack: +35
Regeneration: +7
Mana Regeneration: +3
Endurance Regeneration: +7
Shielding: +6%
Spell Shielding: +6%
Required level of 70
WT: 4 Size: MEDIUM
Class: BER SHM ROG BRD SHD RNG PAL CLR WAR
Race: ALL
Slot 1, Type: 8 empty


POWERFUL WRIST (SILK)
MAGIC ITEM NO TRADE
Slot: WRISTS
AC: 32
STR: +20 DEX: +15 STA: +15 WIS: +20 INT: +35 AGI: +20 CHA: +35
HP: +525 MANA: +525
SV FIRE: +35 SV DISEASE: +20 SV COLD: +30 SV MAGIC: +20 SV POISON: +35
Avoidance: +15
Dot Shielding: +3%
Regeneration: +5
Mana Regeneration: +4
Shielding: +5%
Spell Shielding: +3%
Required level of 70
WT: 1 Size: MEDIUM
Class: ENC MAG WIZ NEC
Race: ALL
Slot 1, Type: 8 empty


POWERFUL WRIST (LEATHER)
MAGIC ITEM NO TRADE
Slot: WRISTS
AC: 38
DEX: +25 STA: +25 WIS: +20 INT: +25 AGI: +25 CHA: +35
HP: +525 MANA: +525 Endurance: +525
SV FIRE: +25 SV DISEASE: +25 SV COLD: +25 SV MAGIC: +20 SV POISON: +35
Avoidance: +25
Attack: +35
Damage Shield: +5
Regeneration: +3
Mana Regeneration: +4
Endurance Regeneration: +6
Accuracy: +20
Stun Resist: +3%
Required level of 70
WT: 0.4 Size: MEDIUM
Class: BST MNK DRU
Race: ALL
Slot 1, Type: 8 empty
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Volgar // Poquet // Second // Third // Mistatee // Zoey
~Fusion~

User avatar
Lillu
Posts: 11301
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Re: Risk vs Reward Per Loot

Post#2 » Tue Apr 13, 2010 2:19 pm

I'm looking into it now.

But your example is pretty bad, This is not a PoFire vs ST case. It's raiding and get loot every day, whatever you want, or be lucky and get one of these hard to get (due to being competed, being on random timer and so on) wbosses loot. Don't expect to see these uber items daily. ;)

User avatar
Expletus
Posts: 284

Re: Risk vs Reward Per Loot

Post#3 » Tue Apr 13, 2010 2:52 pm

I understand the point that the spawn time is the major bottle neck with the 25 or 10 percent chance of said item droping, but I don't think they should surpass the loot dropped by mobs that require a fully gear / buffed raid. If they are tier 3 or 2 mobs, you could potentially 1 group them.
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Volgar // Poquet // Second // Third // Mistatee // Zoey
~Fusion~

moordian
Posts: 85

Re: Risk vs Reward Per Loot

Post#4 » Tue Apr 13, 2010 4:33 pm

I am with you on the the ST/Fire thing, but I would argue that anyone capable of one grouping the tier 2-3 wbosses can 1 group Sleeper and Fire bosses as well. I tried to box Vox last night and got my ass handed to me promptly, she is every bit as hard as the Sleeper and took a couple tries to get her dead.
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Pyronost
Posts: 326

Re: Risk vs Reward Per Loot

Post#5 » Tue Apr 13, 2010 6:37 pm

Some of the loot may be just as powerful, or a slight bit more powerful than the loot it was compared to, especially the items with the 10%(5% if you count that there's two items) droprate. It was designed to be as such so these bosses would be sought after. You won't see too often on the server, so that is the justification for the quality tweak. If it's found to be game-breaking (which I severly doubt it is), then it will be edited, I can promise that.
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