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[SOLVED] Boss Range

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On Dsoma atleast it had become very apparently by looking at the player feed that you cannot participate in hunting higher level bosses unless you're a mage or an archer.

Current mobs being bosses being cliffed are the hwan brothers:

Megal
Muher
Medim
Mudef
Madef
Midof
Elite Devil Warrior

And obviously as a melle class I feel like I'm being penilised for choosing the class I did. Archers have the ability to trace a boss mob, they should not have the ability to then hunt it potless.

Easiest fix I can think of is to make boss mobs passive and give them the ability to magic attack even the furthest bow/spell ranges.
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[quote="GRAVIJA"]On Dsoma atleast it had become very apparently by looking at the player feed that you cannot participate in hunting higher level bosses unless you're a mage or an archer. Current mobs being bosses being cliffed are the hwan brothers: Megal Muher Medim Mudef Madef Midof Elite Devil Warrior And obviously as a melle class I feel like I'm being penilised for choosing the class I did. Archers have the ability to trace a boss mob, they should not have the ability to then hunt it potless. Easiest fix I can think of is to make boss mobs passive and give them the ability to magic attack even the furthest bow/spell ranges.[/quote]
"GRAVIJA"On Dsoma atleast it had become very apparently by looking at the player feed that you cannot participate in hunting higher level bosses unless you're a mage or an archer.

Current mobs being bosses being cliffed are the hwan brothers:

Megal
Muher
Medim
Mudef
Madef
Midof
Elite Devil Warrior

And obviously as a melle class I feel like I'm being penilised for choosing the class I did. Archers have the ability to trace a boss mob, they should not have the ability to then hunt it potless.

Easiest fix I can think of is to make boss mobs passive and give them the ability to magic attack even the furthest bow/spell ranges.


Would have to make this change for every single boss monster ingame.

It's not a bug either.

Was like this on Esoma and pretty much every server in existence.
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[quote="S0RCERER"][quote="GRAVIJA"]On Dsoma atleast it had become very apparently by looking at the player feed that you cannot participate in hunting higher level bosses unless you're a mage or an archer. Current mobs being bosses being cliffed are the hwan brothers: Megal Muher Medim Mudef Madef Midof Elite Devil Warrior And obviously as a melle class I feel like I'm being penilised for choosing the class I did. Archers have the ability to trace a boss mob, they should not have the ability to then hunt it potless. Easiest fix I can think of is to make boss mobs passive and give them the ability to magic attack even the furthest bow/spell ranges.[/quote] Would have to make this change for every single boss monster ingame. It's not a bug either. Was like this on Esoma and pretty much every server in existence.[/quote]
Which is why it needs changing.
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[quote="GRAVIJA"]Which is why it needs changing. [/quote]
This needs to be looked at to be honest, I'm not a sour kinda guy but everyone always seems to be moaning these days about a level playing field and all that. At this point in time these bosses should not be dying and especially only to the benefit of two classes.

"S0RCERER"Was like this on Esoma and pretty much every server in existence.

No offense or anything but as many keep saying all over this forum, this isn't esoma so no reason for things like this to continue just because they existed in the past.
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[quote="CARNAGE"]This needs to be looked at to be honest, I'm not a sour kinda guy but everyone always seems to be moaning these days about a level playing field and all that. At this point in time these bosses should not be dying and especially only to the benefit of two classes. [quote="S0RCERER"]Was like this on Esoma and pretty much every server in existence.[/quote] No offense or anything but as many keep saying all over this forum, this isn't esoma so no reason for things like this to continue just because they existed in the past. [/quote]
Excuse me for the long post but I wanted to give you an idea of how I come to my suggestions for sylver. Enjoy the read.

Alright, let's analyze the mob and their drop lists to determine whether they are:
- Truely endgame bosses that 'shouldn't have been killed yet' as you guys stated
- Designed to be for mages only
- Drop 'fair' loot

First off, let's have a look at the loot:
EDW (depending on which spawn):
- Beging/Mid level armor and weapons (IC and possibly hwan)
- End game armors (int and melee) (conti)

Hwan bosses (let's call them the M brothers):
- All kinds of accessory
- Eng game weapons and melee armor

Looking at the loot we can safely determine that EDW was made as an end game boss for all and the M brothers are made for melee characters.

Now lets have a look at the stats. On a side not all bosses have the same spells (aoe and single target I believe).

EDW:
HP 32k
STR 217
INT 175
DEF DEX 200
OFF DEX 160

These are pretty balanced stats in my opinion. Of course mages and archers can hit run it but with a tank it'll be a lot faster. Mages will do a lot of damage with weaken, however changing the mob will also effect HSoma since there is only one version of EDW. I wouldn't recommend a change.

On the test server on mid level I had no trouble with the boss and those classes doing it early now are simply reaping the fruits of their class benefit.

The M brothers have quite a big range on STR. Each one has 30k HP. I will list them in order of STR, weakest first. They all have the same DEF DEX. This results in very little damage from normal hits, meaning they were made to be killed by auras.

Medim:
STR 82
INT 520
DEF DEX 1000
OFF DEX 300

Other than the dex, this is clearly a mob in favour of melee characters. The INT is meant to do capped damage on everyone (including mages). Mages will barely do damage on it even with weaken. Their low STR means auras will do good damage. Spear and Knuckle are actually the most favoured classes due to their low CD. Bow is clearly at a disadvantage due to their high cooldown and their higher dex is irrelevant.

Muher & Mudef:
STR 102
INT 520
DEF DEX 1000
OFF DEX 500

They're one step stronger than it's brother Medim, but the same conclusion applies.

Midof & Megal:
STR 240
INT 240
DEF DEX 1000
OFF DEX 300

Clearly a mob in favour of mage, but end game melee characters can still damage it with auras. Without weaken however even mages will struggle to do damage.

Madef
STR 240
INT 240
DEF DEX 1000
OFF DEX 500

Nearly the same as his brothers Midof & Megal, same conclusion applies. He only has more OFF DEX.

Alright, now for the final verdict. We've seen that there's three brothers made in favour of melee characters and three brothers for mage characters. We also know that mages have been lvling the fastest of all due to their high damage.

To include this last point we also need to know that when the mage enters end game it's defence starts lacking and punching starts being required. This reduces their surivavility AND lvling speed advantage in a matter of a few weeks. Also note that the mage has to spend about 4 million barr on spells, their advantage to kill bosses early and gain loot allows for them to achieve these kinds of numbers as an alternative to donations and endless grinding.

To compare the toughness with the loot we can see that their meant for late midgame up to end game. The loot is in about the same range, even though the accessory is usuable by all.

So in short:
There's bosses for all and their loot as well as their stats align quite nicely. Mages have an advantage at this point of the server which will change in time.

Now to come to a suggestion for what to do, there's even more to include. How often does it spawn? Frankly, I don't know the exact answer. My guess would be at the T18 event (I know they come from the boxes), but can you do them everytime the event is started? Or are the boxes on a seperate spawn time?

Now we can get to the point where I actually suggest something. Excuse me for the long post, normally it'd take me about 10 minutes without writing it all. On a side note this is what I'd tell iSylver, without the long analysis.

The M brothers are a magnificent set of bosses with great potential, it's a shame they aren't used at their full potential. If I'd go for a future change I'd propose this:
There's six bosses and six classes. Let's make a class quest. However, because DSoma is ahead of HSoma at the moment this will not be done untill they catch up.

For the current time however (as a responce to this thread) I'd say don't change them at all. They are weirdly made yet somehow seem to fit perfectly. A lot of HP that cannot be killed by direct hits but still receives damage, a perfect group boss. Their loot is nice not but excessively strong. If anything it adds to the DSoma economy as it drops accessory.


I look forwards to your responces and I hope this gives you guys a view on how I come to the suggestions that I give to iSylver weekly. Please note the requested information about the spawn timers. :)


PLEASE DON'T QUOTE THIS POST IT'S WAY TOO LONG. IF YOU WANT TO QUOTE IT TAKE OUT THE PIECES THAT MATTERS.
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[quote="GHOSTLORD"]Excuse me for the long post but I wanted to give you an idea of how I come to my suggestions for sylver. Enjoy the read. Alright, let's analyze the mob and their drop lists to determine whether they are: - Truely endgame bosses that 'shouldn't have been killed yet' as you guys stated - Designed to be for mages only - Drop 'fair' loot First off, let's have a look at the loot: EDW (depending on which spawn): - Beging/Mid level armor and weapons (IC and possibly hwan) - End game armors (int and melee) (conti) Hwan bosses (let's call them the M brothers): - All kinds of accessory - Eng game weapons and melee armor Looking at the loot we can safely determine that EDW was made as an end game boss for all and the M brothers are made for melee characters. Now lets have a look at the stats. On a side not all bosses have the same spells (aoe and single target I believe). EDW: HP 32k STR 217 INT 175 DEF DEX 200 OFF DEX 160 These are pretty balanced stats in my opinion. Of course mages and archers can hit run it but with a tank it'll be a lot faster. Mages will do a lot of damage with weaken, however changing the mob will also effect HSoma since there is only one version of EDW. I wouldn't recommend a change. On the test server on mid level I had no trouble with the boss and those classes doing it early now are simply reaping the fruits of their class benefit. The M brothers have quite a big range on STR. Each one has 30k HP. I will list them in order of STR, weakest first. They all have the same DEF DEX. This results in very little damage from normal hits, meaning they were made to be killed by auras. Medim: STR 82 INT 520 DEF DEX 1000 OFF DEX 300 Other than the dex, this is clearly a mob in favour of melee characters. The INT is meant to do capped damage on everyone (including mages). Mages will barely do damage on it even with weaken. Their low STR means auras will do good damage. Spear and Knuckle are actually the most favoured classes due to their low CD. Bow is clearly at a disadvantage due to their high cooldown and their higher dex is irrelevant. Muher & Mudef: STR 102 INT 520 DEF DEX 1000 OFF DEX 500 They're one step stronger than it's brother Medim, but the same conclusion applies. Midof & Megal: STR 240 INT 240 DEF DEX 1000 OFF DEX 300 Clearly a mob in favour of mage, but end game melee characters can still damage it with auras. Without weaken however even mages will struggle to do damage. Madef STR 240 INT 240 DEF DEX 1000 OFF DEX 500 Nearly the same as his brothers Midof & Megal, same conclusion applies. He only has more OFF DEX. Alright, now for the final verdict. We've seen that there's three brothers made in favour of melee characters and three brothers for mage characters. We also know that mages have been lvling the fastest of all due to their high damage. To include this last point we also need to know that when the mage enters end game it's defence starts lacking and punching starts being required. This reduces their surivavility AND lvling speed advantage in a matter of a few weeks. Also note that the mage has to spend about 4 million barr on spells, their advantage to kill bosses early and gain loot allows for them to achieve these kinds of numbers as an alternative to donations and endless grinding. To compare the toughness with the loot we can see that their meant for late midgame up to end game. The loot is in about the same range, even though the accessory is usuable by all. So in short: There's bosses for all and their loot as well as their stats align quite nicely. Mages have an advantage at this point of the server which will change in time. Now to come to a suggestion for what to do, there's even more to include. How often does it spawn? Frankly, I don't know the exact answer. My guess would be at the T18 event (I know they come from the boxes), but can you do them everytime the event is started? Or are the boxes on a seperate spawn time? Now we can get to the point where I actually suggest something. Excuse me for the long post, normally it'd take me about 10 minutes without writing it all. On a side note this is what I'd tell iSylver, without the long analysis. The M brothers are a magnificent set of bosses with great potential, it's a shame they aren't used at their full potential. If I'd go for a future change I'd propose this: There's six bosses and six classes. Let's make a class quest. However, because DSoma is ahead of HSoma at the moment this will not be done untill they catch up. For the current time however (as a responce to this thread) I'd say don't change them at all. They are weirdly made yet somehow seem to fit perfectly. A lot of HP that cannot be killed by direct hits but still receives damage, a perfect group boss. Their loot is nice not but excessively strong. If anything it adds to the DSoma economy as it drops accessory. I look forwards to your responces and I hope this gives you guys a view on how I come to the suggestions that I give to iSylver weekly. Please note the requested information about the spawn timers. :) PLEASE DON'T QUOTE THIS POST IT'S WAY TOO LONG. IF YOU WANT TO QUOTE IT TAKE OUT THE PIECES THAT MATTERS. [/quote]
On a point I didn't mention. Cliffing. It's the down side of bosses that spawn in open maps. You can lure them anywhere. Changing the AoE to bigger range won't help either as it will still go through his usual cycle of attacks. This means one AoE hit every 3-5 attack moves, which is hardly tough to outpot even if it two hits you.

So unless we add a blink strike or grappling hook type of skill that is an issue that will stay.
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[quote="GHOSTLORD"]On a point I didn't mention. Cliffing. It's the down side of bosses that spawn in open maps. You can lure them anywhere. Changing the AoE to bigger range won't help either as it will still go through his usual cycle of attacks. This means one AoE hit every 3-5 attack moves, which is hardly tough to outpot even if it two hits you. So unless we add a blink strike or grappling hook type of skill that is an issue that will stay.[/quote]

 

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