mistmoore ldon preview review

Problem with pathing,spawns etc - post here
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Shin Noir
Posts: 380

mistmoore ldon preview review

Post#1 » Thu Oct 01, 2009 9:31 am

Went in with my group of lvl 70's, the only one who's really well geared is my bard and rynn, but they were playing support roles anyways. my DPS is probably a bit high for tier1/pre-tier1 due to having NToV drops, but even so the instance felt very very trivial.

the magus shira NPC is attackable that gives out the task, and charmable, and mezzable.
a Chaotic shadowscout has like no HP. It also hits too weak. And only gives like half a percent in EXP, which for a lvl 70 mob is nothing.
Their AC is too low too, my rogue BS'd a chaotic deathknave for a 10k crit + wiz nuke and and took off over 50% of it's hp
They don't summon, indiff faction, don't assist each other.
i was pulling like 8 at a time and still not needing heals on my war, who is wearing fail gear from guk and some random pieces from kael, tier1 geared pretty much not anything above.
drops..
bloody gypsy loot? unstackle gets annoying quick
chaotic nose ring x 7
chaotic coins x 8
fire elemental
chaotic bracers aren't stackable
chaotic neckguard of terror x 5
drop rate on random crap seems really high.
ruby crowns aren't stackable
sapphire
mithril amulet x2 isn't stackable
mistmoore gravestone dust x 1
flawless purple gemstone of deftness <-- these the augs you talked about?
flawless yellow sphere of fortitude <-- these the augs you talked about?
mist of povar x4, words of torment x4
words of decision x 4

a little bit under 58 mobs to clear instance (got 13 bracers)
went thru dungeon and found named, Kel`tha, was weak, only hit for about 600, had a few more hp but I plowed it in no time.

I went back to Magus and tried to turn in a bracer (since you said she wanted them!) and she just ate it. If you do keep this dialog as is, may want to make her reject the item or something. Haha.

Cleric more or less was AFK the entire instance.
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Shin Noir
Posts: 380

Re: mistmoore ldon preview review

Post#2 » Thu Oct 01, 2009 9:43 am

mob review and suggestions:
http://thehiddenforest.dyndns.org/npc.php?id=253029
change from 32k hp to 50k hp, dmg from 146 to 292 to 900 to 1440.
probably need to boost HP, just image http://thehiddenforest.dyndns.org/npc.php?id=162002 mobs.
When I was fresh lvl 70 in my group army of 4 (I had rog/clr/war/brd originally) in my sporratic seb gear and fail junk from guk, I was able to take the guardians you see there.

the topic says people who have killed tier1 NPC's though, so really it should be boosted significantly more.

The boss should have at least these kind of stats: http://thehiddenforest.dyndns.org/npc.php?id=162217 , if not more. This was a challenge when i was newb to tier1, but if it's after completing tier1 you could consider ToV entrance mob level stats, cuz they hurt at tier1 gear.
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Koeril
Posts: 1764
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Re: mistmoore ldon preview review

Post#3 » Thu Oct 01, 2009 9:45 am

*Edit* Shin's second post was just made as I was writing this and seems spot on to me for suggestions - again, from a number crunching perspective.

Just did a comparison of The Sepulcher of the Damned (from here on out it will be mmce cause I'm lazy ... acronyms FTW!) to Ssra mobs which is tier one. The description in the news article says that this zone is for people who have killed tier 1 mobs (assuming that means they are geared with their drops?)

The hp's are equal to or a little higher than your average Ssra trash mob so that seems ok. However, the damage that mmce mobs put out is very, very low by comparison. Ssra mob seem to be hitting 7 (!) times harder on average. From the numbers I am seeing, they're wimpier than Seb named! I've not run through the instance yet, however - this is just from a number crunching perspective.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Kilmer
Posts: 69

Re: mistmoore ldon preview review

Post#4 » Thu Oct 01, 2009 9:53 am

Took my paladin and shaman into the instance. Parked the shaman. Pulled out the cleric bot, then poofed him too. Was able to complete the mission very easily with basically no heals (not even my own).

As said before, the mobs need to hit harder and perhaps give more exp? That aside, I love finding a whole bunch of new undead to beat up. :twisted:

User avatar
Shin Noir
Posts: 380

Re: mistmoore ldon preview review

Post#5 » Thu Oct 01, 2009 9:59 am

Oh to also note how crappy the EXP was, PoFire entrance mobs (lvl 66ish) give about 3-4% AA EXP per kill, PoValor mobs crawler/golem/etc area (lvl 61ish) give about 2-3% AA per kill, and these mobs in ldon instance (lvl 70ish) were giving like 0.5% AA per kill. XD

these values are based on a full group of lvl 70's.

I just thought of something tyler, and you shold do it!
Find out the ZEM modifier in the zones table for whatever mmca is right now, and replicate it on ALL non-custom zones. That way, farming in veksar, velks, etc would be obsolete, as it shold be since the mobs are rediculously trivial. XD
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User avatar
Shin Noir
Posts: 380

Re: mistmoore ldon preview review

Post#6 » Thu Oct 01, 2009 1:03 pm

Another improvement/anti exploitation you may want to code in:
As is the instance is designed to only allow 6 players inside of it.
However, it is technically possible to have 12 if you utilize bots in a full group.

So, I suggest that you create a system to ensure that only 1 bot can be spawned inside a given instance. Otherwise, when I 6 box inside an instance I could actually disband my entire crew and have them all spawn bots, and go at it with double the killing the power each group member duoing with a bot. And since the adventure system doesn't require you to be inside the group for it's completion, all group members would complete the mission just fine.

Just a heads up before this gets released.
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Secrets
Posts: 129

Re: mistmoore ldon preview review

Post#7 » Thu Oct 01, 2009 3:41 pm

Shin Noir wrote:Went in with my group of lvl 70's, the only one who's really well geared is my bard and rynn, but they were playing support roles anyways. my DPS is probably a bit high for tier1/pre-tier1 due to having NToV drops, but even so the instance felt very very trivial.

the magus shira NPC is attackable that gives out the task, and charmable, and mezzable.
a Chaotic shadowscout has like no HP. It also hits too weak. And only gives like half a percent in EXP, which for a lvl 70 mob is nothing.
Their AC is too low too, my rogue BS'd a chaotic deathknave for a 10k crit + wiz nuke and and took off over 50% of it's hp
They don't summon, indiff faction, don't assist each other.
i was pulling like 8 at a time and still not needing heals on my war, who is wearing fail gear from guk and some random pieces from kael, tier1 geared pretty much not anything above.
drops..
bloody gypsy loot? unstackle gets annoying quick
chaotic nose ring x 7
chaotic coins x 8
fire elemental
chaotic bracers aren't stackable
chaotic neckguard of terror x 5
drop rate on random crap seems really high.
ruby crowns aren't stackable
sapphire
mithril amulet x2 isn't stackable
mistmoore gravestone dust x 1
flawless purple gemstone of deftness <-- these the augs you talked about?
flawless yellow sphere of fortitude <-- these the augs you talked about?
mist of povar x4, words of torment x4
words of decision x 4

a little bit under 58 mobs to clear instance (got 13 bracers)
went thru dungeon and found named, Kel`tha, was weak, only hit for about 600, had a few more hp but I plowed it in no time.

I went back to Magus and tried to turn in a bracer (since you said she wanted them!) and she just ate it. If you do keep this dialog as is, may want to make her reject the item or something. Haha.

Cleric more or less was AFK the entire instance.



OK, I will increase the AC/Damage on NPCs. I found the AC to be too low, you are right, same with the damage.

The main thing I want to do is make sure the NPCs are balanced. I'm still learning balance for this server, and it was my first attempts at stats.

As for the drops, they are okay drops, but they are getting replaced very soon by exp potions (the temporary ones) from our events.
The EXP will be boosted to be the same as our other custom zones.

And yes, those are the augs I talked about.

Secrets
Posts: 129

Re: mistmoore ldon preview review

Post#8 » Thu Oct 01, 2009 3:48 pm

I updated the LDON just now. Please drop the task if you have it and try again.

Koeril
Posts: 1764
Contact:

Re: mistmoore ldon preview review

Post#9 » Thu Oct 01, 2009 5:12 pm

I just realized that we are talking from a level 70 perspective, however LDON's are meant to be scalable - which I remember you guys are attempting that here too. How does this factor into your equation if it is meant to be a tier 1 instance? What happens if I go there fresh out of Crushbone with a group? Just curious :)
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

Aruun
Posts: 576

Re: mistmoore ldon preview review

Post#10 » Thu Oct 01, 2009 5:53 pm

I think it is important that the mobs assist each other. We were able to wander around and attack without pulling them to a clear spot. Assisting would help increase the difficulty.

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