View Full Version : Hitpoints
Zothen
06-04-2011, 11:11 PM
Is it normal that a lvl 46 mob in Skyfire has 6000 hitpoints, where a lvl 44 mob in Dreadlands only got 2376 ? Natimbi or Fungus Grove arent any better.
I think thats a pretty large gap and I am getting frustrated leveling past 44.
blackdragonsdg
06-05-2011, 01:26 AM
Yes, that is normal. NPC hp at any given level will vary for several reasons...expansion the npc belongs to, creature type and target audience. There are probably others but I can't think of them at the moment. Just look at it this way what is easier to kill a dragon or a goblin?
Skyfire is probably not the best place to hunt at in your mid 40's. Try dulak habor or crypt nadox.
Zothen
06-05-2011, 02:54 AM
Well, the dragons/wyrms in Great Divide arent harder to kill as a goblin of the same level.
Are Fungus Grove / Skyfire Moutains or Natimbi just group zones?
Looking at the database there are jsut a handful of mobs that got hps below 4000... thats tough. Can't remember the mobs were that hard on live servers.
blackdragonsdg
06-05-2011, 04:07 AM
Ok, using the dragons/wyrms in the Great Divide....now tell me where you are finding a goblin of the same level in the Velious expansion? I don't recall any goblins in Velious. You can not compare mobs from different expansions it isn't that simple.
Classifying a zone as solo or group can be difficult because there are more than a few factors that need to be taken into account. Group composition, player skill, character class and gear can greatly affect a zones difficulty.
Zothen
06-05-2011, 06:05 AM
Then we compare the dragons and giants of Kunark.
A lvl 47 skycinder drake got 6500 (!) hitpoints, while a lvl 44 mountain giant patriach only got 2376 hitpoints.
What kind of balancing is that?
As I said, looking at the database there is a large gap in hitpoints between lvl 45 and lvl 46/47 mobs. And I am speaking of ALL mobs of almost every zone. Who can solo those mobs without tearing his/her hair out?
Sikkun
06-05-2011, 11:02 AM
Most classes couldn't solo very well and Everquest wasn't balanced to be a solo game. If the stats are that different its safe to assume those mobs were made for 6 people not one.
trevius
06-05-2011, 01:54 PM
If you are level 44 and trying to level solo against even cons or higher, then that is your problem. Yeah, at lower levels, even cons or even yellows and reds might not be too bad, but as your level reaches closer to 50+, the difficulty goes up considerably as you have noticed. I think the problem is that you are looking at the stats of these mobs vs a same level player. You need to look at the stats of those mobs vs the max level a char can get exp off them (right before they turn green). A character in their 50s is considerably stronger than one in their 40s, mainly due to extra spells, discs, potentially AAs, etc. As the level increases, it gets harder and harder to solo, which is how it works on Live as well. Only a few classes can solo to max level decently. Most need to start grouping at some point to have any chance at all.
So, when you see a jump in HP from level 44 to level 46, that is because a 46 is still light blue to a level 60 char, which means they could potentially solo them for OKish experience. At 60, a level 44 NPC would be green (almost grey on newer clients) and would give almost no experience at all. If the level 46+ NPC HPs kept going up at the same rate they had previous to 44, stuff would be way too easy for higher level chars and there would be little benefit of doing harder content like PoP at least for leveling.
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