Slaariel
*The Only Real Life Girl Dev*
Here are the results that I logged for the aggro-generation mini-event I held over the weekend! Thanks all for participating!
-=TANK BRACKET=-
Sema: 177276 pal
Zioni: 111612 pal
Sema: 158421 pal
Dolin: 125757 pal
Zorr: 83711 sk
Septima: 87475 sk
Sidiqah: 80571 sk
Slibu: 73731 war
Septima: 96288 sk
Zatail: 47656 sk
Zeaitha: 2596 war
Parietis: 34244 war
Paxit: 42819 war
Kakos: 90472 sk
Kraizik: 142050 pal
Lleamod: 60352 war
Dari: 25724 war
Brao: 57676 war
-=HEALER BRACKET=-
Jarh: 45286 dru
Sloopy: 5912 dru
Dian: 38878 shm
Ikuinen: 35278 dru
Cybele: 15786 clr
Lumoria: 24042 dru
Zesty: 18401 clr
-=MELEE BRACKET=-
Raxton: 92001 mnk
Breigon: 34227 mnk
Bronkum: 36497 bst
Chiz: 12577 mnk
Daenar: 43019 bst
Draeos: 55568 rog
Drakie: 37991 war
Druue: 18224 rog
Fenzo: 32428 mnk
Foaly: 1229 rog
Galsan: 64423 rog
Gares: 54578 brd
Hamark: 41831 rng
Ocau: 23095 rog
Olarra: 24051 rog
Osprey: 58194 brd
Rrawls: 10479 bst
Sereyn: 15420 brd
Zarh: 30262 rog
-=CASTER BRACKET=-
Nomos: 65050 wiz
Malafixo: 36380 wiz
Nwaij: 55781 wiz
Ebret: 27535 wiz
Erude: 51898 wiz
Jeanval: 21323 mag
Jowra: 35273 wiz
Gingerlette: 27133 mag
Plao: 21624 wiz
Selvy: 14439 enc
Tevinter: 32969 enc
Banna: 23702 necro
KEEP in mind that all these numbers *are already irrelevant* and have nothing to do with the game as it exists today. They were, however, used to achieve a very fine balance that I think everyone will enjoy.
The balancing is specifically the scaling of debuffs. BEFORE today, all debuffs scaled (in different ways at different rates) off of mob hit-points up to a very low cap. The cap has been raised by several orders of magnitude (literally and actually) and the scaling has been adjusted.
What does this mean? It means that against targets with the highest hitpoint values in the game, paladins will eventually, over time, be able to generate aggro very well, relative to Shadow Knights and Paladins. If you need a monster off your healers NOW, you would be wise to have a Shadow Knight or, better, a Warrior ready to snag that aggro. If you need a large lump of monster-flesh to focus on a single target and it has LARGE hitpoints and the fight lasts for a LONG TIME, Paladins will perform eventually as well as a Warrior or Shadow Knight. If you need sustained, moderate aggro on several mobs, a Paladin would be the smart choice. If you need to protect a certain group, try a Shadow Knight. If you need extra damage and utility, try out a Warrior. Need healing? Definitely have a Paladin with you. Have a hard-hitting mob? Bring a Warrior and have him shield another tank. Is there a big burn phase? Probably you want a Shadow Knight with Harm Touch ready to roll. Etc. Etc. Etc
This was already mostly true, but now it is extra mostly true and I expect a lot of perceived problems will suddenly appear to vanish as a result of this adjustment.
Thanks again!
Admin-Slaar
-=TANK BRACKET=-
Sema: 177276 pal
Zioni: 111612 pal
Sema: 158421 pal
Dolin: 125757 pal
Zorr: 83711 sk
Septima: 87475 sk
Sidiqah: 80571 sk
Slibu: 73731 war
Septima: 96288 sk
Zatail: 47656 sk
Zeaitha: 2596 war
Parietis: 34244 war
Paxit: 42819 war
Kakos: 90472 sk
Kraizik: 142050 pal
Lleamod: 60352 war
Dari: 25724 war
Brao: 57676 war
-=HEALER BRACKET=-
Jarh: 45286 dru
Sloopy: 5912 dru
Dian: 38878 shm
Ikuinen: 35278 dru
Cybele: 15786 clr
Lumoria: 24042 dru
Zesty: 18401 clr
-=MELEE BRACKET=-
Raxton: 92001 mnk
Breigon: 34227 mnk
Bronkum: 36497 bst
Chiz: 12577 mnk
Daenar: 43019 bst
Draeos: 55568 rog
Drakie: 37991 war
Druue: 18224 rog
Fenzo: 32428 mnk
Foaly: 1229 rog
Galsan: 64423 rog
Gares: 54578 brd
Hamark: 41831 rng
Ocau: 23095 rog
Olarra: 24051 rog
Osprey: 58194 brd
Rrawls: 10479 bst
Sereyn: 15420 brd
Zarh: 30262 rog
-=CASTER BRACKET=-
Nomos: 65050 wiz
Malafixo: 36380 wiz
Nwaij: 55781 wiz
Ebret: 27535 wiz
Erude: 51898 wiz
Jeanval: 21323 mag
Jowra: 35273 wiz
Gingerlette: 27133 mag
Plao: 21624 wiz
Selvy: 14439 enc
Tevinter: 32969 enc
Banna: 23702 necro
KEEP in mind that all these numbers *are already irrelevant* and have nothing to do with the game as it exists today. They were, however, used to achieve a very fine balance that I think everyone will enjoy.
The balancing is specifically the scaling of debuffs. BEFORE today, all debuffs scaled (in different ways at different rates) off of mob hit-points up to a very low cap. The cap has been raised by several orders of magnitude (literally and actually) and the scaling has been adjusted.
What does this mean? It means that against targets with the highest hitpoint values in the game, paladins will eventually, over time, be able to generate aggro very well, relative to Shadow Knights and Paladins. If you need a monster off your healers NOW, you would be wise to have a Shadow Knight or, better, a Warrior ready to snag that aggro. If you need a large lump of monster-flesh to focus on a single target and it has LARGE hitpoints and the fight lasts for a LONG TIME, Paladins will perform eventually as well as a Warrior or Shadow Knight. If you need sustained, moderate aggro on several mobs, a Paladin would be the smart choice. If you need to protect a certain group, try a Shadow Knight. If you need extra damage and utility, try out a Warrior. Need healing? Definitely have a Paladin with you. Have a hard-hitting mob? Bring a Warrior and have him shield another tank. Is there a big burn phase? Probably you want a Shadow Knight with Harm Touch ready to roll. Etc. Etc. Etc
This was already mostly true, but now it is extra mostly true and I expect a lot of perceived problems will suddenly appear to vanish as a result of this adjustment.
Thanks again!
Admin-Slaar