Archers HP pools were buffed compared to fighters around the official release of the game.
Then around the MOAP update this buff was removed and archers HP were back to the same amount of theirs brothers: “the fighters”.
BUT, it seems that some pre-MOAP archers kept their HP buff.
So maybe you were cheking the HP of these specific thralls and it may have confused your comparisons?
Are you prepared to do all of this testing again once the Pets and feeding patch goes Live? The HP has changed from my experiences in Testlive, and this may equate into damage outputs changing as well. Your feedback has been absolutely excellent about the current state of thralls. I just wish they’d put more into an AI Overhaul for NPC’s, so that it would make the game slightly more challenging and our defenders even more relevant.
Good point. I would like to see test bed 2.0 include real damage data from human players. This way we can know a numerical value to how much a thrall is inflicting, and how much our armors are mitigating.
no i’m not
i don’t think it will change the damage output of thralls, but it’s always worth checking
thanks a lot
i understand your feeling but i’d better see the current state of the AI fixed for good rather than modifying the already exisiting mechanics and bringing even more mess doing so. The past proved it.
what does “test bed” mean please?
i don’t play on a PVP server which prevents me from checking that. But feel free to do your own testing and share it with us.
Personnally i don’t need to know the perfect numbers as long as i have a clear idea on how i should be handling my defense to match my desire. It’s enough for me to know that if you want to have the tankiest thrall ever, just give him the heaviest armor you can put your hands on (and that you don’t have to bother with special bonus attributte gears). If you give him a medium armor he will be about half as tanky and with a light armor about a third as tanky. I can always check the accurate numbers in case the community is interested enough.
And about the damage output it’s clear enough in my mind what benefits you can get from different kind of thralls levels, jobs and from different kind of factions, in case it’s still not clear in your mind and in other players minds, don’t hesitate to ask more precise questions on that matter. I will gladly try to answer or do futher deeper testings.
anyway, thanks for the feedback
Test bed is a portion of an experiment. Pretend you were growing different beds of flowers, to see different results from various fertilizers.
The problem with estimating is that NPCs are rather fluid in their HP values. What is a valid HP for an Elk King today will likely not be once feeding is implemented.
In the case of PVE if we have raw values of damage, DoT and armor pen (if applicable), we will simply need to divide the intended Purge enemy’s HP by the numerical value. Correcting for NPC healing, you can then figure out how many archers on crens you need, over how much time. It is how I categorically fended off Silent Legion Purge with 30 Nords in Icespire.
ah interesting, thanks.
When i play the game i don’t need to know the exact Hp value of an elk king or anything else for my thralls to be efficient. What i was trying to find out with these testing sessions and this thread, was what kind of impact would differences in thralls mechanics have on your thralls efficiency. And that question has been aswered in my opinion. I’m always open to new questions though or things that we might have missed (other players have helped me a great deal to identify what was worth verifying)
if this is your objective. First you have to be sure all your thralls will hit the ennemy 100% of the time…good luck about that with the current state of the AI ! Moreover there will always be a factor on randomness during fights, especially with thralls and non human ennemies.
Just a few examples:
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your thralls get surounded by ennemies with knock back AOE (like frost giants, mammoths, bears and a lot more) and kinda enter a vicious circle of quasi non stop knock down state (i have already seen it during a frozen north purge)
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the ennemy get stuck in your buildings which will force many of your thralls to come very close and thus make the majority of them exposed to AOE
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Your thralls or even the ennemies decide to use their best moves more frequently resulting in an increase of DPS or increase of damage taken. And it can of course happen the other way around.
i could go on with a much bigger list but you get the point: randomness is a thing that will affect your plans / calculations. Add the buggyness of thralls and mobs on top of that and here you go the results of your plans don’t match your calculations anymore.
That’s why i don’t bother with such ways of calculate in order to control EVERYTHING that will happen. Control and calculation are good to some extend, but can take the fun away of your game if you overdo it, especially when everything is not 100% on point.
From a PVP aspect i give you that things can become different and much more accurate since only players will be handling these numbers between each other but when it comes to thralls (which is the topic here) things become much more aproximate and that’s ok as long as they work as intended.
Hope you understand what i mean.
You can put a wheel in there. I have a mini base in it. The t4 taskmaster you get by the well can have all your wheels cranking.
Please stay on topic and no arguing.
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