I'm going to work on all the MythicMob droptables and mobs over the next week.
The idea is to balance mob HP with EXP rewards by the following table:
T1 = 10HP per 1EXP (This is roughly a 225% increase from current)
T2 = 9HP per 1EXP (This was entirely broken.)
T3 = 8HP per 1EXP (This is roughly a 200% increase from current)
T4 = 7HP per 1EXP (This is roughly a 150% increase from current)
T5 = 6HP per 1EXP (This is roughly a 100% increase from current)
T6 = 5HP per 1EXP (This is roughly a 47% increase from current)
This means that earlier levels will be grinding out much more EXP per mob kill than previously. T2 won't be worthless anymore.
I also want to adjust the loot tables for all mobs by the following amounts:
T1M = 0.5% Chance of T1 Armor
T1E = 1% Chance of T1 Armor, 0.25% Chance of T2 Armor
T1B = 3.3% Chance of T2 Armor, 0.50% Chance of T3 Armor
T2M = 0.45% Chance of T2 Armor
T2E = 0.9% Chance of T2 Armor, 0.24% Chance of T3 Armor
T2B = 3.3% Chance of T3 Armor, 0.50% Chance of T4 Armor
T3M = 0.40% Chance of T3 Armor
T3E = 0.80% Chance of T3 Armor, 0.22% Chance of T4 Armor, 0.005% Chance of Shop Item
T3B = 3.3% Chance of T4 Armor, 0.50% Chance of T5 Armor, 0.05% Chance of Shop Item
T4M = 0.35% Chance of T4 Armor
T4E = 0.70% Chance of T4 Armor, 0.20% Chance of T5 Armor, 0.005% chance of Shop Item, 0.005% Chance of Apex of Time
T4B = 3.2% Chance of T5 Armor, 0.45% Chance of T6 armor, 0.1% Chance of Shop Item, 0.1% Chance of Apex of Time
T5M = 0.28% Chance of T5 Armor
T5E = 0.56% Chance of T5 Armor, 0.15% Chance of T6 Armor, 0.01% Chance of Shop Item, 0.01% Chance of Apex of Time
T5B = 3.1% Chance of T6 Armor, 1% Chance of Shop Item, 1% Chance of Apex of Time
T6M = 0.20% Chance of T6 Armor
T6E = 0.30% Chance of T6 Armor, 0.1% Chance of Shop Item, 0.1% Chance of Apex of Time
T6B = 3.00% Chance of T6 Armor, 3% Chance of Shop Item, 3% Chance of Apex of Time
@Admins @Moderators
Currently T6 Bosses have a 1.5% chance to drop Apex of time.
Currently T5 Bosses have a 3% chance to drop Shop Items.
This will spread out the shop/apex rewards to be *slightly* more common, and at least noticeable. Given that we currently have 30-40 players (at best from what I can tell) who are active, we may not have a lot grinding. When suddenly people notice these changes (and after a patch notes announcement) we can also adjust these later for drop events.
IE: Entire Month of July = Summer Shopping Event! 2x Shop item droprates!
IE: Entire Month of October = Fall Festival Event! 2x Apex item droprates!
IE: Entire Month of December = Winter Event! 2x Armor droprates in T4-T6 Dungeons!
Also, I am curious if we should add MONEY to drop tables. I could see it like so:
T4M = 0.1% chance of 1-3 Gold nugget
T4E = 1% chance of 1-3 Gold nugget, 0.1% 1 Gold bar, 0.001% Gold block
T4B = 10% chance of 10-30 Gold nugget, 5% 1-2 Gold bar, 0.01% Gold block
T5M = 0.1% chance of 1-4 Gold nugget, 0.05% 1 Gold bar
T5E = 1% chance of 1-4 Gold nugget, 0.1% 1-2 Gold bar, 0.005% Gold block
T5B = 10% chance of 15-35 Gold nugget, 5% 1-3 Gold bar, 0.05% Gold block
T6M = 0.1% chance of 2-5 Gold nugget, 0.05% 1-2 Gold bar, 0.001% Gold block
T6E = 1% chance of 2-5 Gold nugget, 0.1% 1-3 Gold bar, 0.01% Gold block
T6B = 10% chance of 20-40 Gold nugget, 5% 1-4 Gold bar, 0.1% Gold block
If you run simulations like so
10,000 T4M = 10x 1-3 Nuggets = 20 Nuggets
10,000 T4E = 100x 1-3 Nuggets, 10x Gold Bar = 200 Nuggets, 10 Gold Ingots, and rare chance of 1 Gold block.
10,000 T4B = 1000x 10-30 Nuggets, 500x 1-2 Gold bar = 2000 Nuggets, 250 Gold Ingots, 1 Gold block
Keep in mind T4 Bosses are on a long timer. This is unfeasible.
10,000 T6M = 10x 2-5 Nugget, 10x 1-2 Gold Bar, 0.5 Gold block
10,000 T6E = 100x 2-5 Nugget, 10x 1-3 Gold bar, 1 Gold block
10,000 T6B = 1000x 20-40 Nugget, 500x 1-4 Gold bar, 10x Gold block
So, while the bosses look impressive, there's only 1-4 spawners out there, each on separate cooldowns, but all are 10-15 minutes. so 10 minutes x 10,000 / 4 = 416 hours of grinding (assuming 4 spawners, and on cooldown every 10minutes)
416 Hours of mining would probably yield a hell of a lot more than 10 gold blocks and 500 ingots. Just saying. I used to fund a kingdom. This would just be a little extra incentive for the community to fight for spots. And allow us to create another event where we swap a config and goldrates double for a while. Things like that. Or we could add T4 droprates to T1-3 for a few weeks.
The idea is to balance mob HP with EXP rewards by the following table:
T1 = 10HP per 1EXP (This is roughly a 225% increase from current)
T2 = 9HP per 1EXP (This was entirely broken.)
T3 = 8HP per 1EXP (This is roughly a 200% increase from current)
T4 = 7HP per 1EXP (This is roughly a 150% increase from current)
T5 = 6HP per 1EXP (This is roughly a 100% increase from current)
T6 = 5HP per 1EXP (This is roughly a 47% increase from current)
This means that earlier levels will be grinding out much more EXP per mob kill than previously. T2 won't be worthless anymore.
I also want to adjust the loot tables for all mobs by the following amounts:
T1M = 0.5% Chance of T1 Armor
T1E = 1% Chance of T1 Armor, 0.25% Chance of T2 Armor
T1B = 3.3% Chance of T2 Armor, 0.50% Chance of T3 Armor
T2M = 0.45% Chance of T2 Armor
T2E = 0.9% Chance of T2 Armor, 0.24% Chance of T3 Armor
T2B = 3.3% Chance of T3 Armor, 0.50% Chance of T4 Armor
T3M = 0.40% Chance of T3 Armor
T3E = 0.80% Chance of T3 Armor, 0.22% Chance of T4 Armor, 0.005% Chance of Shop Item
T3B = 3.3% Chance of T4 Armor, 0.50% Chance of T5 Armor, 0.05% Chance of Shop Item
T4M = 0.35% Chance of T4 Armor
T4E = 0.70% Chance of T4 Armor, 0.20% Chance of T5 Armor, 0.005% chance of Shop Item, 0.005% Chance of Apex of Time
T4B = 3.2% Chance of T5 Armor, 0.45% Chance of T6 armor, 0.1% Chance of Shop Item, 0.1% Chance of Apex of Time
T5M = 0.28% Chance of T5 Armor
T5E = 0.56% Chance of T5 Armor, 0.15% Chance of T6 Armor, 0.01% Chance of Shop Item, 0.01% Chance of Apex of Time
T5B = 3.1% Chance of T6 Armor, 1% Chance of Shop Item, 1% Chance of Apex of Time
T6M = 0.20% Chance of T6 Armor
T6E = 0.30% Chance of T6 Armor, 0.1% Chance of Shop Item, 0.1% Chance of Apex of Time
T6B = 3.00% Chance of T6 Armor, 3% Chance of Shop Item, 3% Chance of Apex of Time
@Admins @Moderators
Currently T6 Bosses have a 1.5% chance to drop Apex of time.
Currently T5 Bosses have a 3% chance to drop Shop Items.
This will spread out the shop/apex rewards to be *slightly* more common, and at least noticeable. Given that we currently have 30-40 players (at best from what I can tell) who are active, we may not have a lot grinding. When suddenly people notice these changes (and after a patch notes announcement) we can also adjust these later for drop events.
IE: Entire Month of July = Summer Shopping Event! 2x Shop item droprates!
IE: Entire Month of October = Fall Festival Event! 2x Apex item droprates!
IE: Entire Month of December = Winter Event! 2x Armor droprates in T4-T6 Dungeons!
Also, I am curious if we should add MONEY to drop tables. I could see it like so:
T4M = 0.1% chance of 1-3 Gold nugget
T4E = 1% chance of 1-3 Gold nugget, 0.1% 1 Gold bar, 0.001% Gold block
T4B = 10% chance of 10-30 Gold nugget, 5% 1-2 Gold bar, 0.01% Gold block
T5M = 0.1% chance of 1-4 Gold nugget, 0.05% 1 Gold bar
T5E = 1% chance of 1-4 Gold nugget, 0.1% 1-2 Gold bar, 0.005% Gold block
T5B = 10% chance of 15-35 Gold nugget, 5% 1-3 Gold bar, 0.05% Gold block
T6M = 0.1% chance of 2-5 Gold nugget, 0.05% 1-2 Gold bar, 0.001% Gold block
T6E = 1% chance of 2-5 Gold nugget, 0.1% 1-3 Gold bar, 0.01% Gold block
T6B = 10% chance of 20-40 Gold nugget, 5% 1-4 Gold bar, 0.1% Gold block
If you run simulations like so
10,000 T4M = 10x 1-3 Nuggets = 20 Nuggets
10,000 T4E = 100x 1-3 Nuggets, 10x Gold Bar = 200 Nuggets, 10 Gold Ingots, and rare chance of 1 Gold block.
10,000 T4B = 1000x 10-30 Nuggets, 500x 1-2 Gold bar = 2000 Nuggets, 250 Gold Ingots, 1 Gold block
Keep in mind T4 Bosses are on a long timer. This is unfeasible.
10,000 T6M = 10x 2-5 Nugget, 10x 1-2 Gold Bar, 0.5 Gold block
10,000 T6E = 100x 2-5 Nugget, 10x 1-3 Gold bar, 1 Gold block
10,000 T6B = 1000x 20-40 Nugget, 500x 1-4 Gold bar, 10x Gold block
So, while the bosses look impressive, there's only 1-4 spawners out there, each on separate cooldowns, but all are 10-15 minutes. so 10 minutes x 10,000 / 4 = 416 hours of grinding (assuming 4 spawners, and on cooldown every 10minutes)
416 Hours of mining would probably yield a hell of a lot more than 10 gold blocks and 500 ingots. Just saying. I used to fund a kingdom. This would just be a little extra incentive for the community to fight for spots. And allow us to create another event where we swap a config and goldrates double for a while. Things like that. Or we could add T4 droprates to T1-3 for a few weeks.