A little update from me working on the Tiers of mobs -- I went through all 6 of the tier types from test and begun massively expanding the functionality of the configs, we now actually have fully working mobs(and types) and skills for T1, as well as making much needed adjustments to the config's organization for simplicity.
From IRC:
8:06 AM<> Just finished re-write up of T1 skills, and re-write of T1 mobs & types, exp values, etc.
8:06 AM<> making QOL improvements in script for visual clarity
8:07 AM<> also; using T1 now as framework for the rest of T2-T6
8:07 AM<> shortened all names of everything to just "T1Warrior" "T1Strike"
8:07 AM<> no need for "Dungeon_Tier1_Warrior" and "Dungeon_Tier1_Warrior_Strike" as it's mob and skill names
8:08 AM<> reorganized entity health/damage/damage modifiers to match design document
8:08 AM<> reorganized KBR/Speed/Range values to match design document
8:09 AM<> added a weakness to demonic entities, poison now deals 1.20x base damage
8:09 AM<> changed up the mechanics of scout and rogue types, as well as established a baseline for all mob health and how to calculate their health differences between tiers.
8:09 AM<> IE: Baseline of 500 HP
8:10 AM<> Mage will get 1 x base hp
8:10 AM<> Warrior will get 1.10 x base hp
8:10 AM<> Archer will get 0.90 x base hp
8:10 AM<> Scout will get 0.95 x base hp
8:10 AM<> Rogue will get 1.05 x base hp
8:11 AM<> Healer will get 1.10 x base hp
8:11 AM<> Berserker will get 0.80 x base hp
8:11 AM<> Demonic will get 1.20 x base hp
8:11 AM<> That way, as I increase the baseline of any tier, I can properly scale all mob types within that tier.
8:12 AM<> Archer's tend to take more damage than a Scout, as well as fire more direct-damage skills
8:12 AM<> Scouts have a little more damage resistance than archers, and still shoot arrows like Archers albeit weaker. They also have a knockback or other melee skills if you get too close. They're weaker to magic and melee damage though.
8:13 AM<> Rogues have even more health, and go for melee attacks, but shoot ranged attacks occasionally, they'll also probably use bleed/dot like skills. They're weaker to magic and melee damage as well.
8:14 AM<> so these two mob types are a little more varied in their approach, and provide gaps to fill in mechanically speaking
8:14 AM<> Healer has been changed up quite a bit, while I left it's health the same
8:15 AM<> I did nerf it's damage down to mage levels in terms of melee, that said, they now heal ondamaged and attempt to heal other mobs onattack, this makes them a foe you will want to keep knocked back, and or crowd controlled, or focused first.
8:15 AM<> The heal is not major, and has a cooldown, the AOE heal on attack has no cooldown but is a low chance to proc, as well as a low/weak heal.
8:15 AM<> Berserker hasn't changed much
8:16 AM<> because berserker has low hp, I decided to play this with its strength by making it its weakness at the same time
8:16 AM<> Berserkers have the advantage of speed, and damage, however they will rush their targets and knock them away from them dealing moderate damage. (based on its auto attack damage, like the rest of the skills are)
8:17 AM<> This means berserkers will not as likely lock you into a corner and peel your face off, as long as you kite them around, or lock them down, they have lower KBR than warriors. (light unit vs heavy unit)
8:17 AM<> Demonic has changed as well
8:18 AM<> Demonic now use a curse on attack with a long duration, that reduces entity damage for 5 seconds. This curse is applied to its main target only and has a 10% chance on attack of applying. If cursed you should get out of range to reduce the damage you take and wait for it to fall off. It reduces damage dealt by 20% for 5s.
It should be noted, these are just changes for Tier 1 mobs/skills within the framework, Tier 2 and so on may use different or similar skills, or simply have more skills.
I will also have to write up Elite versions of these mob types, with high values, and greater rewards. Then later in the tiers will we introduce bosses and super bosses. These will be unique mob types with their own strengths and weaknesses, as well as variety of skills, summons, and other mechanics we can try to fit in.
It should be noted previously to this we only had 3 mob types, warrior, mage, archer. We now have framework completed for all 8 mob types (currently, we may expand on this later.)