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Old 05-03-2003, 02:04 AM
Sterbla
Fire Beetle
 
Join Date: Apr 2003
Posts: 21
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The formula you've come up would alas only be valid for a certain range of mob levels. I think your formula covers about the damage of all mobs up to level 45. After level 45 I'd suggest just incrementing the multiplier a bit:

lvl 46 to 49: x3
lvl 50 to 53: x3.5
lvl 54: x4
lvl 55: x4.5
lvl 56 to 59: x5
lvl 60 to 64: x6.5
lvl 65+: x8

**EDIT**
Mobs past level 45 do get a substantial damage boost in EQLive. Damage incrementing is only linear for certain levels, then you usually get a substantial boost that is linear through a few levels and followed by yet another substantial boost. Quite a few mobs do also have "customized" damage values on EQLive, such as for example the snakes in Ssra Temple who hit for more than other mobs of the same levels.
**EDIT OFF**

These values should make the tougher mobs (lvl 55+ and especially lvl 60+) more challenging whilst still leaving a fairly logic raise in damage as the mobs get higher level. For some special named like Lord Vyemm, AoW, Aerin'Dar etc damage values of 500+ (less for caster mobs, more for pure melee ones) should propably be set manually. This would mean fiddling manually with the dmg values of up to a few hundreds of mobs though. The idea here is that a "miniboss" should do more damage than a regular mob of the same level and a "real boss" should do even more than a miniboss. This would make some encounters more diverse than just a change in mob HP and appearance :p.

By the way, does anyone know if resistances have been implemented yet?
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