( EXPLAINED ) Deep Talkash Hill
Posted: Tue Mar 24, 2015 9:16 pm
The Hawk Fiends and Hawk Knights drop gold on ground rather than inventory (and also both drop the same amount of gold).
Final boss seems insane compared to rest of zone. Sleep-walked through the 41 AB Fiends and 45 AB Knights who hit me for 15-20 damage each (with the Tolmar armor that has 15 physical resist). Then you hit the final boss who...
1. has 55 AB.
2. is hasted.
3. hits for 40-50 damage AFTER the Tolmar armor.
4. is immune to critical hits
5. ignores *40* points of physical damage per swing.
To give an idea of how much of a jump this is...imagine that I'm fighting 6 Hawk Knights and we'll give them ALL the flanking bonus for the hell of it (so 47 AB versus my 64 AC). Each Knight has a 20%/5%/5%/5% attack schedule for 0.35 hits per round. Six of them is 2.1 hits per round and let's assume 20 damage each (seemed to be the max) which results in me taking 42 damage per round. However, I'm killing them off as we fight so that damage per round drops off quickly (by 7 per Knight). I also regen 20 HP per round so I really only take 21 in effect.
Now let's look at the boss.
He has 60%/35%/10%/5%/60% = 1.7 hits per round with say 45 damage per hit which is 76.5 damage per round. Subtract 20 for regen and you get 56.5 -- which results in the boss alone doing 2.7 times the damage as all *six* Knights (and this isn't even factoring in the fact the boss can actually land some critical hits on me). And in 5ish rounds all the Knights will be dead whereas the boss hasn't even hit 75% yet -- a large part of which is the fact that he's immune to critical hits (meaning a Fighter is doing 25% less damage, a WM is doing 50% less damage, and a Rogue is losing all of his Sneak Attack damage). Then on top of being immune to crits he's ignoring 40 points of physical damage...which basically means only bonus non-physical weapon damage will hurt him at all.
Or, in summary: he's doing 270% of the damage as a group of *six* Knights, he's taking about 75% less damage as the Knights (so effectively four times whatever his actual HP is -- if the six Knights have 1000 HP each and the boss has 5000 HP, then after the critical immunity and ignoring damage the boss effectively has 20,000 HP...and that's not even factoring in the boss's increased AC which would make that more like 25,000-30,000 HP), AND his damage doesn't get reduced the way the Knights do (by getting killed off during the fight). Then on top of that his fight takes at least 4-5 times as long as the entire group of Knights.
Like I said, insane compared to the rest of the zone. A boss being significantly stronger than his minions/troops/etc is fine. But this jump is crazy.
Final boss seems insane compared to rest of zone. Sleep-walked through the 41 AB Fiends and 45 AB Knights who hit me for 15-20 damage each (with the Tolmar armor that has 15 physical resist). Then you hit the final boss who...
1. has 55 AB.
2. is hasted.
3. hits for 40-50 damage AFTER the Tolmar armor.
4. is immune to critical hits
5. ignores *40* points of physical damage per swing.
To give an idea of how much of a jump this is...imagine that I'm fighting 6 Hawk Knights and we'll give them ALL the flanking bonus for the hell of it (so 47 AB versus my 64 AC). Each Knight has a 20%/5%/5%/5% attack schedule for 0.35 hits per round. Six of them is 2.1 hits per round and let's assume 20 damage each (seemed to be the max) which results in me taking 42 damage per round. However, I'm killing them off as we fight so that damage per round drops off quickly (by 7 per Knight). I also regen 20 HP per round so I really only take 21 in effect.
Now let's look at the boss.
He has 60%/35%/10%/5%/60% = 1.7 hits per round with say 45 damage per hit which is 76.5 damage per round. Subtract 20 for regen and you get 56.5 -- which results in the boss alone doing 2.7 times the damage as all *six* Knights (and this isn't even factoring in the fact the boss can actually land some critical hits on me). And in 5ish rounds all the Knights will be dead whereas the boss hasn't even hit 75% yet -- a large part of which is the fact that he's immune to critical hits (meaning a Fighter is doing 25% less damage, a WM is doing 50% less damage, and a Rogue is losing all of his Sneak Attack damage). Then on top of being immune to crits he's ignoring 40 points of physical damage...which basically means only bonus non-physical weapon damage will hurt him at all.
Or, in summary: he's doing 270% of the damage as a group of *six* Knights, he's taking about 75% less damage as the Knights (so effectively four times whatever his actual HP is -- if the six Knights have 1000 HP each and the boss has 5000 HP, then after the critical immunity and ignoring damage the boss effectively has 20,000 HP...and that's not even factoring in the boss's increased AC which would make that more like 25,000-30,000 HP), AND his damage doesn't get reduced the way the Knights do (by getting killed off during the fight). Then on top of that his fight takes at least 4-5 times as long as the entire group of Knights.
Like I said, insane compared to the rest of the zone. A boss being significantly stronger than his minions/troops/etc is fine. But this jump is crazy.