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Instant Dungeon RAID Mythic/Titan Doom Cheras Stats (FYI)


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#1 Helium

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Posted 19 June 2015 - 11:26 AM

As of 6/19 12:00 (UTC-7)
PartyCharacter countTIME TO FAILTIME TO SUCCESS
2170:22:57
3112:27:56
480:15:01
560:07:57
640:09:39
741:06:59
850:39:05
990:50:08
1050:38:18
1160:48:18
1290:29:03
1320:37:05
1430:00:42
1570:37:48
1640:02:36
1740:15:00
1890:44:11
1970:44:14
2071:21:33
2120:15:51
2280:37:24
2360:54:01
2430:28:30
2560:55:30
2650:35:38
Elapsed TimeAverage0:17:180:50:37
Character CountAverage48

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#2 Helium

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Posted 19 June 2015 - 11:35 AM

 

Party Character count TIME TO FAIL TIME TO SUCCESS
2 17   0:22:57
3 11   2:27:56
4 8 0:15:01  
5 6 0:07:57  
6 4 0:09:39  
7 4   1:06:59
8 5   0:39:05
9 9   0:50:08
10 5 0:38:18  
11 6   0:48:18
12 9   0:29:03
13 2 0:37:05  
14 3 0:00:42  
15 7   0:37:48
16 4 0:02:36  
17 4   0:15:00
18 9   0:44:11
19 7   0:44:14
20 7   1:21:33
21 2 0:15:51  
22 8   0:37:24
23 6   0:54:01
24 3 0:28:30  
25 6   0:55:30
26 5   0:35:38
Elapsed Time Average 0:17:18 0:50:37
Character Count Average 4  8

 

 

All in all, the average time it's taking and the number of characters it's taking to complete Mythic Doom Cheras (MDC) is exactly where we had aimed for. I was worried it would be too difficult. No party has completed the dungeon with less than 4 yet, although this may occur we had hoped it would require 5 to take down, but close. I am of the opinion that no Raid should take longer than 1 hour if the party is prepared. So, on that goal we have 10 minutes to spare, as the average time to successfully complete MDC has been 50.5 minutes. However when it comes to something gone wrong(or right), I am quite curious about Party Instance 17, and wonder with 4 members killing MDC in exactly 15 minutes, will have to check that out. But, awesome playing overall, more goodies to you!


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#3 Kazara

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Posted 19 June 2015 - 12:01 PM

I made it today it wasn t so difficult...that 15 mins with 4 ppl seems weird.

 


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#4 ARKILIUS

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Posted 20 June 2015 - 01:02 AM

yeah party 17 seems epic... all in pbs..? but still. what an exact timer.

 

we were ten at start then eight or nine at ending can't remember. didn't pay attention to time we take but yeah was less than a hour . But as ever , i can feel like you really love to troll me .

 

c'mon ?! kicked outside by fear of a DEAD dragon and just after being bound. UNABLE to ROLL . again ??!? men. you can't remember how many times this kind of jokes happen. so what :heh:

 

being the weakest class in game is not enough. you have to be the most unlucky too  like : "ok man , come take hits for us and spend your pots, but you won't be allowed to roll. nothing for you"

 

AH . AH . AH . love it . tks. :p_sick:

 

oh and you should have have some cosmetic differences on Mythic gears , like a glow or something. i know many ask for it ever the same and you feel discouraged , not understood , not appreciated , etc. and sorry for you. but really : same shields . copy/paste. again. :p_sad:


Edited by ARKILIUS, 20 June 2015 - 01:04 AM.

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#5 xShadowGigx

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Posted 20 June 2015 - 08:55 PM

15 min with 4 people I think it was that defi and mystic from osidian and 2 people from Vendecates party
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#6 Apollonia93

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Posted 22 June 2015 - 08:17 AM

elem, 3 mystics

theres your explanation for 15 min 4 man party.


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#7 DarkRhythms

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Posted 24 June 2015 - 09:27 AM

mystics

 

ncc2k.jpg

 

 

 

 

Lame easymode class, doing new raid in 15 mins with eyes closed. I really hope this further demonstrates how imbalanced their strengths are. Rewards should be based on challenge and difficulty, mystics can solo anything and everything in this game, its NOT normal.


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#8 Sandyman

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Posted 24 June 2015 - 09:54 AM

Not my Mystic^^

 

Anyway this progress is based on the Problem that the Cash Shop calls for always stronger Items.

 

Nobody forced you to reinforce and enchant or?

 

People spending money for it that`s why we see no Progress or other methods.

 

To escape this circle we would need Class specific Caps. But i doubt that the Dev`s have the Balls for that.

 

For most here the strongest allure to play Requiem is to went beyond a Caster natural limit like lets say Mana^^

 

Mele Classes with bigger Heals than Healer and stuff^^ 

 

Without a sacrifice for the Player this Game can`t change.

 

But the BF Poll showed that only close to the half of the Player have the right mindset for it. 


Edited by Sandyman, 24 June 2015 - 10:16 AM.

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#9 ARKILIUS

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Posted 24 June 2015 - 10:36 AM

Not my Mystic^^

 

Anyway this progress is based on the Problem that the Cash Shop calls for always stronger Items.

 

Nobody forced you to reinforce and enchant or?

 

People spending money for it that`s why we see no Progress or other methods.

 

To escape this circle we would need Class specific Caps. But i doubt that the Dev`s have the Balls for that.

 

For most here the strongest allure to play Requiem is to went beyond a Caster natural limit like lets say Mana^^

 

Mele Classes with bigger Heals than Healer and stuff^^ 

 

Without a sacrifice for the Player this Game can`t change.

 

But the BF Poll showed that only close to the half of the Player have the right mindset for it. 

 

i know your point and what you're focus on Sandy. but again. if it's not really about cash shop. yes too much cash shop aspect in this game for sure.

 

                                                                                          BUT

 

you can cash shop aaaaaaall what you want , depending you class , you won't NEVER reach this capacity : sins , SR , avenger , ranger , warlord etc : you need combined DPS - tank ability AND heals to succeed. prot "could" do it but even the strongest one will never have enough dps to make it fast enough to make sense.

 

only mystics , and as say Kaz , OP "soul hunter" can actually i think ...cash shop won't help you without that pre-required. :p_swt:
 


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#10 VModPeppermint

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Posted 24 June 2015 - 11:07 AM

....

 

Anyway this progress is based on the Problem that the Cash Shop calls for always stronger Items.

 

Nobody forced you to reinforce and enchant or?

 

.......

 

 

To escape this circle we would need Class specific Caps. But i doubt that the Dev`s have the Balls for that.

 

.......

 

Well those two Points are the main aspects we are facing ingame currently. And they give each other an additional drive.

Without judging this development, I dare to say that we reached stats on characters in this game that are out of their reasonable limits but on the other hand nobody would willingly give up.

 

In all honesty who would be willing to sacrifice his insane SCAD if someone decides, that for matters of Balance, a SCAD of 250 is set as a limit (that number is just fictional of course; I am NOT suggesting a SCAD cap at 250!)?

If those caps would be forced in, then the game will most likely face a massive drop in population, which would of course be the final death blow.

I agree however class and level specific boundaries (minimum and maximum) on every stat would be the best and easiest way to bring back more balance. Especially when it comes to defining roles of specific classes during raids.

 

Indirectly this might even affect economy in a positive way. This is just theoretically but possibly it could sort out demands for specific items so that not everyone is looking for exactly the same item.

But to be honest that just came to my mind in an Impulse and needs more thinking from my side. 

 

As it is there is only one way to go, forward. So in order of balance one could only work out how to get the 'left behind' classes competitive. Which will again lead to other classes that then become weak. 
This are of course just my personal thoughts as a player  This does not in any way reflect Gravity's opinion on this and does not reveal plans for the future in any way.


Edited by VModPeppermint, 24 June 2015 - 11:28 AM.

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#11 xenoaknight

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Posted 24 June 2015 - 11:29 AM

another that might help is hard enrage timer with the balance cap so if the dps is too low the boss gets a damage buff in World of Warcraft boss's have a soft or hard enrage timer of usually around 30 minutes from pull or less and when it hits he will not 1 shot a tank but will do atleast doubled damage killing tanks with less effort hence why there are so many wipe videos on youtube of fails at 1-10%boss health

 


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#12 Sandyman

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Posted 24 June 2015 - 11:34 AM

Class balancing is not done yet ARKILIUS your PROTANDER (great Nick btw :) might see some changes too, Zerk might not stay the strongest for PvP forever.

 

Can`t wait to see the full Picture and complain than on a even higher level  :wink:

 

Regarding Caps SirPeppermint...ofc. we only talking sheer abstract here...it`s a talk among 4-6 Eyes anyway - like in a cracker-barrel^^

 

What about Caps for the different FoC-realms?

 

1-24 lets say 100 Cad/Scad? 25-49 around 200?

 

Don`t really mind having no Scad / Cad Caps for End Game....since the End Game is a full different Story.

 

But let me clear out what i mean when i say Class specif Caps.

 

I mean stuff like a "Block Cap" for Caster, the Mana consumption for Mele...

 

Mele Classes should not be able to spam their AoE without using a specifies Weapon or Accessory.

 

A Protector should have a Armor that gives much more Con than any other Armor for different Classes

 

Lets say a +10 on Con for each Reinforcement step but only +2 for Cad/Scad Stuff like that.

 

More Class specific Gear would help a lot.

 


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#13 Kazara

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Posted 24 June 2015 - 11:40 AM

Remove TD bonuses would be already a huge step.

 


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#14 Kazara

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Posted 24 June 2015 - 11:45 AM

For SCAD I think there should be a counter part, maybe MIND can give some kind of resistance against SCAD.

For example every 100 MIND = 10 SCAD resistance, wouldn t be a so huge nerf, and it would make MIND a much more useful stat not only for healers.


Edited by Kazara, 24 June 2015 - 11:47 AM.

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#15 VModPeppermint

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Posted 24 June 2015 - 12:17 PM

 

But let me clear out what i mean when i say Class specif Caps.

 

I mean stuff like a "Block Cap" for Caster, the Mana consumption for Mele...

 

 

Yes, I think we both head into the same direction with our thoughts.

For example I can´t see any logical reason for a Defiler having capped Defense. And I mean that in a 'role playing' way.

Even if that sounds nerdy, but that in my eyes is what causes the main OPness problems. Stats and values that fly high above their reasonable limits.
 


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#16 Sandyman

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Posted 24 June 2015 - 12:24 PM

Yes Good example.

 

A Defiler could bet on his Evasion to have a different Way. Or his Illusion Skill.

 

Block from his Shield could benefit too...Yes role Play is important for the Battlefields too.

 

Healers should not run in front , and Tanks should not heal the Party that much. Role play ya thats very important.

 

 


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#17 Kazara

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Posted 24 June 2015 - 12:25 PM

They even put 2 defense buffs to defiler...they rlly don t listen players ;/

 


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#18 Kazara

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Posted 24 June 2015 - 12:28 PM

I think that things can be fixed with a stat revamp :

For example now each point on CON gives 5 hp to any class..would be better if it gives 4 hp to defi and 6 hp to turans. Same for mind...give it more bonus to radi and less bonus to protectors....etc....


Edited by Kazara, 24 June 2015 - 12:30 PM.

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#19 VModPeppermint

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Posted 24 June 2015 - 12:38 PM

Well having the two defense buffs on a defiler does not mean it is a bad thing or not well thought out.

 

It actually is a good mechanic since it leaves you a choice. Imagine you have a capped Defense on defiler. You would then be able to choose how to reach it.

You might go for enchants and use them to reach your cap or you have the possibility to spend skill Points to reach this cap with less enchants.

 

Same goes for CON and all other stats and values.

Either reach your caps with items or skills.

 

That way all those Hearts, Scales, Remains, even TD buffs won´t get useless from one day to another but match their purpose way better. Assisting you in reaching a cap while saving slots for other values.

For example Physical damage or Magic damage should not be limited in any way. So you would have a chance to fill in damage in the slots you saved with those pricier enchants and the earned TD buffs.


Edited by VModPeppermint, 24 June 2015 - 12:40 PM.

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#20 Kazara

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Posted 24 June 2015 - 12:46 PM

It's not a bad thing for me since I m domi but for melees it is xD Defilers are supposed to have high dmg and low defensive stats. Before that 2 buffs, defilers had to invest much more on defense than on dmg. Now with that 2 defense buffs they are able to almost fully focus on dmg, reach that defense cap is very easy.


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#21 sleepyTown

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Posted 24 June 2015 - 06:02 PM

4 ppl, 15 mins = 2 mystic, saker and elem...mystic can hit more than 5k with 2 debuffers..really easy...


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#22 Kazara

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Posted 24 June 2015 - 09:43 PM

ZZZZzzz I think u all forgot that MDC resistances are over 80%....mystics won t hit 5k, and I don t think 2 mystics can tank it.

 


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#23 sleepyTown

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Posted 24 June 2015 - 10:55 PM

ZZZZzzz I think u all forgot that MDC resistances are over 80%....mystics won t hit 5k, and I don t think 2 mystics can tank it.

 yeah so elem and saker can bring it down..done MDC multiple times with elem and saker hitting 5k...saker can bring down MDC damage so basically msytic can very much tank it and pots ofc...


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#24 Apollonia93

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Posted 25 June 2015 - 08:47 AM

50% elem debuff 25% saker debuff 25% frdd 10% frd

 

mystic will be hitting 7k+ per tick

saker 7.5k+

elem 6-7k +

 

mystic totems will heal 500+ per tick thanks to elem buff, plus self heal + that other heal whose name i forget

HP wise both mystics will be running easily 40k+ hp, which means each 20% pot will heal 8k hp

15 minutes will be about 45 pots? maybe 60 pots.

joke raid is joke thanks to mystic/elem/saker combo.


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#25 hadro

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Posted 26 June 2015 - 09:58 AM

Helium can we get info on what are maximum stats for the MDC and valdes gear? would be nice :)


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