Bugged Monsters?
Posted: Thu Nov 04, 2004 2:43 pm
Last night I spent a long time reconfiguring my character. Then headed out to harvest my usual q100 spots in winds of muse area. On the way to my spot, I get attacked by a malicious clopper. No PROB! they are usually easy, I was naked, but I used to be able to kill them without even thinking about it... Bang! 3 hits and I'm dead, even after using self heal. !!! ack what the heck?!
Ok, so now Im wary, and I decide to try again. This time I wear my armor and run up to a dangerous clopper. I hit blind and start hitting. Ok, I killed it great, didn't even have to use my self heal.
I rest back up to full HP, go pull a scary clopper out of the way... Bang! 3 hits and Im down again! OMG!?
At this point I am miffed... Because Dangerous cloppers are level 94, Malicious cloppers are level 76, and scary cloppers are only 65!!!! So why am I having more problems on the lower levels?!
I went back and analyzed the damages... It seems whoever was in charge of beefing up the monsters GOOFED!
Scary cloppers used to hit me for between 50-100 dmg at the most prepatch... They now hit between 400-650 dmg and IGNORE armor!!!
Malicious cloppers used to hit me for between 100-300 dmg...Now they hit for upwards of 800 dmg!!!
Somebody put an extra 0 there somewhere? I understand they were supposed to double the damage on all the mobs, not make them impossible!!!
Another thing I noticed was that using my highest dmg increase attack, I was barely chipping away at the scary clopper... It now has over 10x the hp it used to have...
I have come to the conclusion that while the patch may have correctly spawned monsters with double dmg and 1/2 hps, it created some monstrosities with 10x the dmg and 10x the hp.
I am level 125. I should be able to solo a level 65 clopper with no effort. Instead I die in 3 hits. This is absurd. Devs, if you are reading this, please fix your code!
I spent the next 5 hours foraging/harvesting away the DP.... *sigh*
Ok, so now Im wary, and I decide to try again. This time I wear my armor and run up to a dangerous clopper. I hit blind and start hitting. Ok, I killed it great, didn't even have to use my self heal.
I rest back up to full HP, go pull a scary clopper out of the way... Bang! 3 hits and Im down again! OMG!?
At this point I am miffed... Because Dangerous cloppers are level 94, Malicious cloppers are level 76, and scary cloppers are only 65!!!! So why am I having more problems on the lower levels?!
I went back and analyzed the damages... It seems whoever was in charge of beefing up the monsters GOOFED!
Scary cloppers used to hit me for between 50-100 dmg at the most prepatch... They now hit between 400-650 dmg and IGNORE armor!!!
Malicious cloppers used to hit me for between 100-300 dmg...Now they hit for upwards of 800 dmg!!!
Somebody put an extra 0 there somewhere? I understand they were supposed to double the damage on all the mobs, not make them impossible!!!
Another thing I noticed was that using my highest dmg increase attack, I was barely chipping away at the scary clopper... It now has over 10x the hp it used to have...
I have come to the conclusion that while the patch may have correctly spawned monsters with double dmg and 1/2 hps, it created some monstrosities with 10x the dmg and 10x the hp.
I am level 125. I should be able to solo a level 65 clopper with no effort. Instead I die in 3 hits. This is absurd. Devs, if you are reading this, please fix your code!
I spent the next 5 hours foraging/harvesting away the DP.... *sigh*