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Varying Difficulties = Varying Item Rates In Mob-grinding

Discussion in 'Feedback' started by Jehicular, Jul 19, 2017.

?

I've read the thread and think that:

  1. Mobs with significantly greater difficulty should be given more plentiful drop rates

  2. As long as mobs are the same level, regardless of difficulty, should remain with the same drop rates

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  1. Jehicular

    Jehicular Sdfsdf HERO

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    So, after spending some time at 3 different places with Lv 96 mobs, I started to dislike the fact that they had the exact same chances of dropping the same items despite the tremendous difference of difficulty/amounts of mobs. I am a level 101, with 11% XP bonus, so the exp will probably differ from you,
    Now, the three mobs I spent time with are the following...


    Black dragonlings:
    Health: 24,000 || 26,000 (Dragonling from the depths)
    XP/Kill: 3500-4100
    Damage: Very High(Melee Only)
    Speed: fast
    Spawn rate:
    Normal (With mob totem: little to no difference)
    Safe spot?: There would be if they couldn't pull you all over the place


    Necronomicons (Whatever those lv 96 books are called in the ToA):
    Health: 10,000
    XP/Kill: 600-900
    Damage: Medium(Melee Only)
    Speed: very fast
    Spawn rate: Normal (With mob totem: very fast)
    Safe spot?: Yes but greatly affects your kills/Minute

    Demons (from demon cave)
    Health: 16,000 (Melee & mages) || 90,000 Dark Balrog
    XP/kill: ~2,500, 13,000 (Dark Balrog)
    Damage: high! (Melee & range)
    Speed: fast
    Spawn rate: Slightly less than normal (With mob totem: fast)
    Safe spot: Yes, but affects your kills/Minute unless you're an archer.


    So, I've concluded with the following:
    That out of these three mobs, none of them are the best for exp/loot.

    It's hilariously counter-productive to grind anywhere else than Freezing Height's Cliff if you're level 90 or above, especially if you have a mob totem. I'd very much like to reward players to fight more challenging monsters by upping the drop rate of very specific mobs. Whether Black dragonlings are or aren't challenging enough to get a buffed drop rate, I certainly hope that in the future, we are given very challenging mobs that have an increased drop rate, enough to surpass the difficulty-lacking Freezing Heights for the insane amount of loot/XP you get.
     
    Last edited: Jul 19, 2017
    ThomAnn100, LarzLapiz, Arkade and 2 others like this.
  2. ThomAnn100

    ThomAnn100 I have reached peak intelligence VIP+

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    There are safe spots in Dcave
     
  3. Jehicular

    Jehicular Sdfsdf HERO

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    @ThomAnn100 Oh, there are, I just assumed there wasn't because of it's shape. Editted
     
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  4. sdkgjnio

    sdkgjnio hod-SOH-nee-uhs

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    I guess this is different as it's a quest area... from my experience quest-related mobs give a lot less XP. I still get your point, and totally agree. I also think miniboss and boss type mobs should give a lot more than they do now.
     
    SUPER M likes this.
  5. llllllllllllll

    llllllllllllll Famous Adventurer

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    When you read the 'how to suggest' thread (assuming you did), you missed number 5. Suggestion or feedback?
     
  6. JuicedBananas

    JuicedBananas Famous Adventurer HERO

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    Thread moved to feedback.
    You should use the report button to notify us that a thread should be moved if you see a thread in the wrong section.
     
    llllllllllllll likes this.
  7. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Creator Karma:
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    There is a mechanic in the game, lootMultiplier, that would normally affect this, but it's nonfunctional presently. Once it is, we probably would end up doing something like this.
     
  8. (Meric)

    (Meric) No longer edgy

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    wattttttttttttttttttttttttttttt




    when was that a thing



    I WANT I WANT

    [plz fix as soon-tm as you can which is probs hard for you to do and im probs being a little piece of shit right now but this seems like an amazing thing wow]
     
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