Boss hp buffed

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deano13

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Oct 31, 2004
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Watching 2x level 33 chars yday (archer/Tao) I'd say bosses need a big hp increase, there kits are not great, there level 33 and there killing KS IWT KH, the archer even tanked and spanked EC
 

Koriban

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Agreed, assuming drop files get adjusted ofc.

I don't mind duoing IWT's (this was always doable), but KS/EC/KH/IZT/DD Should imo take at least 4 lvl 33's to take down.
 

thedeath

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Mar 26, 2003
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as long as you have a tao, it really doesnt matter how much hp a boss has, the tao stops regen + slowly drains hp on anything.
so at most if you doubled the boss's hp, it'd take 2/3rd longer (since double hp doesnt mean double the time needed, it's slightly less)
that's what's wrong with mir: you have no way of making a simple 'gear'(or player) limitation on boss's anymore.
ANY boss is douable simply cause of green poison and class's that do good/great dmg without a drain (aka no potion consumption).
 

TheRealKnox

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Dec 14, 2013
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they could increase bosses attack and defense by 30% or something if you want them to be stronger
 

thedeath

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they could increase bosses attack and defense by 30% or something if you want them to be stronger

most of warrior attacks ignore any defense (other then the new type i added in ace but then everyone complained :p).
so raising defense only makes a boss harder for class's that dont have an armor piercing ability.
as for raising attack: that often doesnt work well cause of stuff like stun(para, simple high aspeed, ...), slow (think tao curse), ...
 

Koriban

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as long as you have a tao, it really doesnt matter how much hp a boss has, the tao stops regen + slowly drains hp on anything.
so at most if you doubled the boss's hp, it'd take 2/3rd longer (since double hp doesnt mean double the time needed, it's slightly less)
that's what's wrong with mir: you have no way of making a simple 'gear'(or player) limitation on boss's anymore.
ANY boss is douable simply cause of green poison and class's that do good/great dmg without a drain (aka no potion consumption).

Not entirely true. OmaKing's Max Health % damage AoE attack is pretty devastating when given the max possible attack speed. There is literally only one way to kill it, and that's to chain spam curse or somehow get it to stand still (it also runs ridiculously fast) and perma para it.

Bosses like this should be implemented more imo, ones that take at least a full group or rather, Mixed classes to take down. Obviously fine tuning how fast they are etc. If they do Max % damage then even your standard "let the warrior tank it" method goes down the drain. This type of boss is better handled by a wizzy due to low HP pool.

Boss AI's are boring these days. I don't see why people don't just make a boss that's, say, a mix of OmaKing and ZumaTaurus. AKA It has an AoE ability that casts every 30seconds that reduces everyone down to say 10% hp, and also spawns minions that can potentially kill you in combo with the spell. Slow but hits like a truck kinda thing. Relies on aoe spell to combo someone down.

Or heck, why not a boss that has 3 stages? Stage 1 it can only be hurt by DC damage. Stage 2 can only be hurt my MC damage. Stage 3 can only be hurt by SC (poisons including) damage. Doesn't have to be anything fancy but as long as it provides a challenge/more people to take it down, it makes the game more exciting.

I hope in the future we have something along these lines for this server, or future servers.
 

thedeath

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Not entirely true. OmaKing's Max Health % damage AoE attack is pretty devastating when given the max possible attack speed. There is literally only one way to kill it, and that's to chain spam curse or somehow get it to stand still (it also runs ridiculously fast) and perma para it.

Bosses like this should be implemented more imo, ones that take at least a full group or rather, Mixed classes to take down. Obviously fine tuning how fast they are etc. If they do Max % damage then even your standard "let the warrior tank it" method goes down the drain. This type of boss is better handled by a wizzy due to low HP pool.

Boss AI's are boring these days. I don't see why people don't just make a boss that's, say, a mix of OmaKing and ZumaTaurus. AKA It has an AoE ability that casts every 30seconds that reduces everyone down to say 10% hp, and also spawns minions that can potentially kill you in combo with the spell. Slow but hits like a truck kinda thing. Relies on aoe spell to combo someone down.

Or heck, why not a boss that has 3 stages? Stage 1 it can only be hurt by DC damage. Stage 2 can only be hurt my MC damage. Stage 3 can only be hurt by SC (poisons including) damage. Doesn't have to be anything fancy but as long as it provides a challenge/more people to take it down, it makes the game more exciting.

I hope in the future we have something along these lines for this server, or future servers.

heh omaking gets duo'd just fine on ace/any mir i seen :p
 

FTM

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killed it on my wizz with a tao u could trap it
 

WildGirl

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as long as you have a tao, it really doesnt matter how much hp a boss has, the tao stops regen + slowly drains hp on anything.
so at most if you doubled the boss's hp, it'd take 2/3rd longer (since double hp doesnt mean double the time needed, it's slightly less)
that's what's wrong with mir: you have no way of making a simple 'gear'(or player) limitation on boss's anymore.
ANY boss is douable simply cause of green poison and class's that do good/great dmg without a drain (aka no potion consumption).

You forgot about PoisonSword skill from sins :p