High level pve content, basically all named that give feathers and a few other mobs, will have huge hp pools and act as if they are level 50 for spell resists, melee misses and melee damage taken as well as spell damage taken.
The goals are:
1) Make it impossible to trivialize this content via pet spam
Good examples of what we want to avoid:
https://youtu.be/PiEETuaPvhw?t=726
https://www.youtube.com/watch?v=DDNCI_9FWRU&t=1268
https://www.youtube.com/watch?v=Jmx779wLq-c&t=2340
2) Make casters useful against these encounter
3) The group size should linearly affect the time to kill
The exact changes would be (only for the mobs where we enable this mechanic):
Attacker count mechanic no longer has any effect. Miss, spell resist, taken melee damage and taken spell damage work as if it were a level 50 mob. Mobs no longer have puny amounts of hp and take 1 - 10 damage but have huge hp pools and take normal damage.
That would mean caster deal lots of damage, melees deal lots of damage and hence the HP of the mobs will be set accordingly.
That fullfills all the mentioned goals above: no trivialization via petspam, makes caster useful and makes group size affect the time required linearly (every 200dps person you add reduce the time taken by 200dps).
This also does not negatively affect animists or theurgists more than the loss of the attacker mechanic, the pets still do the damage, they just don't "deal" the ridiculous amounts of damage as they do with the 1.65 attacker count mechanic.
For us it would also be a lot easier to scale encounter:
If we want 80 people to take 10 minutes for the dragon we just set the mob hp to the appropriate value. 160 people could then do it in about half the time and 40 people could then potentially do it in twice the time, assuming they survive the other mob mechanics.
To ensure consistency, the exact hp amount will not be manually entered by our world builders, they will only set an intended group size as well as an intended combat duration which will then be converted to the actual hp via some global adjustable values.
The goals are:
1) Make it impossible to trivialize this content via pet spam
Good examples of what we want to avoid:
https://youtu.be/PiEETuaPvhw?t=726
https://www.youtube.com/watch?v=DDNCI_9FWRU&t=1268
https://www.youtube.com/watch?v=Jmx779wLq-c&t=2340
2) Make casters useful against these encounter
3) The group size should linearly affect the time to kill
The exact changes would be (only for the mobs where we enable this mechanic):
Attacker count mechanic no longer has any effect. Miss, spell resist, taken melee damage and taken spell damage work as if it were a level 50 mob. Mobs no longer have puny amounts of hp and take 1 - 10 damage but have huge hp pools and take normal damage.
That would mean caster deal lots of damage, melees deal lots of damage and hence the HP of the mobs will be set accordingly.
That fullfills all the mentioned goals above: no trivialization via petspam, makes caster useful and makes group size affect the time required linearly (every 200dps person you add reduce the time taken by 200dps).
This also does not negatively affect animists or theurgists more than the loss of the attacker mechanic, the pets still do the damage, they just don't "deal" the ridiculous amounts of damage as they do with the 1.65 attacker count mechanic.
For us it would also be a lot easier to scale encounter:
If we want 80 people to take 10 minutes for the dragon we just set the mob hp to the appropriate value. 160 people could then do it in about half the time and 40 people could then potentially do it in twice the time, assuming they survive the other mob mechanics.
To ensure consistency, the exact hp amount will not be manually entered by our world builders, they will only set an intended group size as well as an intended combat duration which will then be converted to the actual hp via some global adjustable values.