MielD Gear Proc Rates

Dinadass

Dalayan Pious Diety
It looks like a couple mield drops have the default proc rates on them. I feel like both items in question (there may be others I haven't seen) should have their proc rates adjusted upwards in order to reflect the difficulty/tier of the mobs that drop them.

Green Leather Jacket has a 0.4% spell-reactive proc of a two-tick 20% overhaste. Since the other stats on the jacket are "meh" for the tier, the only reason to wear it is for the proc. This should probably be bumped up substantially, maybe to the 5-8% range or even higher.

Glowing Stalagmite is a cool weapon that gives healers an incentive to melee and be more engaged and aware in combat. However, King's Command from Overgrowth can be farmed in a few hours and is from a much easier mob. King's Command has a 9.1% proc rate and 30 delay, meaning it procs more than three times as often as the Stalagmite on average. The stalagmite is a 1hb which is preferable over the 2hb since it allows healers to use the great vah offhand or other items. I've use the King's Command on a couple different healers and the healing from the proc is good but not great. I'd say the Stalagmite should be increased to something similar to the King's Command rate.

The fact that both these items have the default proc rate makes me think they were intended to be higher but weren't implemented as such for some reason. I don't think either item is worth trying to obtain for mid tier players with their current proc rates though.
 
I have no hard facts or anything to support this, but my guess is this:

It's usually accepted better to start with a really low or bad (X), and raise it up marginally a few times, then to start high and cut it down substantially. Leaves less bad feelings.

X being anything. Proc rates, Proc in general, stats, etc. If those items start with a low proc rate and a few % is added once or twice to balance it out, it is looked upon favorably. Where as Marza loot process was reducing proc rates, procs, worn effects, etc and it was generally frowned upon despite it going through the same process.

That said, would be nice to see a bit of a bump on those. The jacket seems pretty stellar.
 
I agree that improving things to get them balanced is all-around superior to them starting OP and being nerfed. I also know that MielD is still being tweaked, but there's no way a tier 5-6 group is going to be killing the bosses there without a ringer tank and healer at the least (bosses hit hard and have a ton of hp).

The proc on the Lumpy Green Gloves was already boosted and now they're a decent mid tier option (though again, most of the groups I've seen in MielD that actually kill any of the bosses were also capable of killing in Emberflow where there are much better gloves).

Even if the zone is eventually balanced for tier 5ish groups as intended, I don't see either of these items being good enough in their current state.
 
I made these items but i dont know if i am allowed to post what the proc rates i had in mind should be, but they should def be higher than that
 
I agree that improving things to get them balanced is all-around superior to them starting OP and being nerfed. I also know that MielD is still being tweaked, but there's no way a tier 5-6 group is going to be killing the bosses there without a ringer tank and healer at the least (bosses hit hard and have a ton of hp).

The proc on the Lumpy Green Gloves was already boosted and now they're a decent mid tier option (though again, most of the groups I've seen in MielD that actually kill any of the bosses were also capable of killing in Emberflow where there are much better gloves).

Even if the zone is eventually balanced for tier 5ish groups as intended, I don't see either of these items being good enough in their current state.

Got a key last night for a dude and went in to 4 man south and check it out. I was actually hoping to finally find some gear upgrades for my guys that did not require raiding. This is sad to hear that the named are so hard that Daffie will get beat down :(
(The key quest was tedious, but I was enjoying the zone until pacify bounced and I got a 3 pull that include a fire elemental rape AE guy. I will be back to fart around for sure.)

PS - Who the named the named mobs lol. I ran into plorpl or some such purple derivative, but had no clue how to activate him. I saw some really horrible yet funny names on the wiki too :p
 
The wiki is wrong, there are only 4 nameds currently, with a fifth that is yet to be added or is a quest spawn or something.

It's possible that the bosses have been made easier, but I've been there with tier 11ish and higher tanks that are hard to keep alive on some of the bosses even with a two healer group. Hopefully the damage output as well as fight durations get adjusted appropriately.
 
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Both of these items still have the default proc rates. A small short duration overhaste proc that is 0.4% spell reactive is borderline worthless, and the other stats on the item indicate that the proc should be a big part of the item's attraction.

The proc on Glowing Stalagmite is a very small DD and 91 point heal on target's target. I think the proc rate might have been okay before Zealot's Strike was nerfed, but with the current status of the spell this weapon should have it's proc rate increased substantially.
 
The zone is supposed to be just below Emberflow. I don't think a group of tier 6-7 people are capable of killing any of the bosses though, unless they've been adjusted since the last time I went. All the bosses have a ton of health and there's no way healer mana pools would last even half the fight with on-tier characters. I ran Solosolki oom on two of the bosses in groups with a ringer tank and healer the last time I was there. Zzz could potentially be done on-tier except that every time he memblurs, he hits so hard that you'll lose people to low-health aggro if they aren't ringers.
 
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