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Post by nippon on Jun 29, 2017 15:57:01 GMT -5
This thread is for dungeon logs of the Flooded Sewers. Here is an example format of a good log:
Equipment:
Carbon Steel Plate Helm with Gas Module (30)
Carbon Steel Full Plate with Fireproofing (10)
Carbon Steel Plate Boots with Asbestos Soles (25)
Carbon Steel Plate Guantlets with Igniter (30)
Carbon Steel Spiked Heavy Shield (20)
Scimitar (10)
A few Incendiary Grenades(8) & Oil (30) (all used)
Badger (5) - Ranked up to 6
Abilities:
Animal Empathy (1)
Bull Rush (1)
Immovable (1)
Shield Slam (1)
Animal Taming (1)
Heavy Armor Defense (1)
Hunt Training (1)
Endurance (1)
105 hp / 125 stamina / 100 toxicity
Skills:
Start / End
One-Handed : 15910 (13) / 16412 (14)
Demolitions : 6413 (6) / 6550 (6)
Heavy Armor : 16939 (14) / 17226 (14)
Animal Training : 15110 (13) / 15639 (13)
Detect : 8175 (7) / 8932 (8)
Lockpicking : 12292 (10) / 12391 (11)
Summary:
So, for running the highest level dungeon within my level range (Which is also still very much "beginner"), I got... 502 one-handed xp (less then 1/20th of a skill level), 37 demolition xp (For 30 oil and 8 incendiaries. lol), 287 Heavy Armor (1/40th of a level), 529 animal training (The highest gain and my pet was dead 2/3s of the time...?).
Please feel free to copy/paste this format into your post and use it as a guide for your own logs. This sort of information helps us fine tune dungeons and gives the Team a better idea of what kind of progression players are seeing so that we can fine tune the system and/or fix bugs to ensure that the leveling experience on EoA is rewarding, challenging but fair, and most importantly, fun.
No character names are needed for the logs, and this information is entirely OOC. Please do not be concerned about possible metagaming by other players, as Staff we thoroughly appreciate your contributions to making EoA the best server that it can possibly be. Thanks!
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Post by nippon on Jun 29, 2017 16:07:01 GMT -5
Jeptha and I ran this place. He's over the area's level boundaries and Bruce is right there in the middle of them. We both adequately prepared for the encounter with appropriate dive gear and injectors. The mudcrabs spawn 3:1 here which make them a bit overwhelming. The caustic spray they do can be cast from several meters away so even if you do force them into a chokepoint you still have to keep on the move - this leads to them flanking you in numbers, circling around you, and cutting off escape whilst you slowly die to acid cloud/spray spam. I would ask that they be brought to 2:1 to bring it down a bit.
The electric eel is pretty beefy. It was swinging at +11 AB and had very high DR/Dodge. Every time we fought this we lost, but managed to kill it by getting back to it before it reset. The only method of absorbing electricity underwater is evidently only potions and dragon hide. The eel itself is an insurmountable fight, toxicity caps out quick from the massive amounts of electrical damage being absorbed by a resist potion and the eel dishes out decent damage which leaves you scrambling. If one peels off to try and recover the other party member will quickly fold under pressure of the AoE and damage it slings out.
When we reached the second floor of the flooded sewers, we spawned 1 eel + 3 mudcrabs. It went about as well as one could guess. Edit: As in we got taken out almost immediately. Another nice thing for this place would be an air pocket somewhere mid-way to carry on. We had to clear the dungeon twice because of the time lost in return trips to the surface for air.
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Post by electrohydra on Jul 22, 2017 14:00:09 GMT -5
I was told this dungeon was supposed to be solo-able, but the first encounter with the Vodyanoi, they spawn FOUR for my single NPC. Suffice to say I was ripped to shreds in no time.
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Post by gazoo on Aug 2, 2017 3:44:16 GMT -5
Finally got time to play with the Boss a bit. But first the main:
The crabs are ok, once you get the hang of their acid cloud. The sharks are ok too.
But the Eel needs toning down. The first one I kited around a rock and barely killed it. Well actually it killed me a few times before I actually got lucky enough to damage it with some crits. I was using tier 44 elec potions too.
The second eel...I just barreled past it, not even bothering to fight it....it's like 95% chance to bite it -can't count on crits. Barrelled straight to the boss room, which I kind of knew about from prior explorations.
Boss:
He's got some (3 or 4) interesting moves and ploys...but again with the regen compensation? You can mostly kite all his specials once you figure him out but come on...regen just makes it a firepower mission. Anyways, he's more survivable than the eel...so that says something about the eels. But he's a boss, so guess he is what he is. Obviously I couldn't kill him, but I did play with him for 1/2 hour or so to see what he did.
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Post by Psionic-Entity on Aug 2, 2017 23:33:36 GMT -5
Any specific issues with the eel or is it just damage output?
For the boss I don't recall any regen mechanics in design other than standard regeneration similar to what a PC gets if it's out of combat. If it has heartbeat regeneration from some other source I'll cut that, maybe in favor of some extra HP.
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Post by gazoo on Aug 3, 2017 0:29:32 GMT -5
The main issues with the eel is the AOE lightning damage. This damage has range and sometimes can hit you at positions you don't expect...corners...but I could be misinterpreting environmental objects as solid perhaps. I did get fried some unexpected spots when kiting the first eel. The eel is quite fast too, so it stays tight. The elec damage is maybe 25 average per round (or perhaps more).
Secondary is high dodge and fairly substantial HP and DR. So while its physical damage is a significant, but not overwhelming factor - the extra electrical damage overwhelms you eventually unless you get some very lucky and quick early high damage on the eel (series of lucky crits, to be precise). The High dodge and DR makes it tough to get a lot of hits in before you die to electricity. Tox just ticks up (with elec potion) and then when tox is maxed you get the normal elec damage. Obviously if your tox is maxed, you can't do injecting healing without stun.
Second eel has no room for maneuver. You either fight at the base of the stairs or you get a bunch of nearby crab spawns also pulled into the battle. Not that maneuver would help much, as pointed out above. Eel stays on you like glue.
Boss regen: I basically kited it, diving in for melee every now and again to avoid its nasty physical attacks. Some substantial damage was done to it, but each time I inspected it shortly after, it was uninjured. After quite a bit of damage I gave up. It was chasing most of the time, except for one of its special moves...but that never happened further after I figured that one out.
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Post by Psionic-Entity on Aug 6, 2017 14:21:05 GMT -5
Going to do a few things in this dungeon for next update.
- Vody spawns adjusted to make a bit more sense. They spawn 2-1 with PCs for the weaker variant and 1-1 for the stronger. Parties can get mixed spawns. - Eel radius dropped a bit and requires line of sight, but not actual vision. - Eel electric damage gets less of a boost based on the target's armor rating.
Still not sure about the regen, is this a first tier boss or a later tier one?
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Post by gazoo on Aug 6, 2017 14:27:26 GMT -5
Tier 1. Haven't beat it.
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Post by Psionic-Entity on Aug 6, 2017 14:36:53 GMT -5
OK, to address the regen I'll try a couple things.
- No regen at all if its current action is attack/move. - Regen cap if it's standing still so that it doesn't get too much if PCs spend several rounds in another part of the area.
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Post by gazoo on Aug 8, 2017 12:23:26 GMT -5
Went through this the other day with Sarena's character Rhistel - up to but not engaging Boss .
So Rhistel ~ in middle of skill range Jeptha = overleveled
Died once to crabs, but possibly due to bad strategy...crabs can swarm though and sometimes close spawns will combine for 4-6 v 2. Getting surrounded with acid clouds can be bad.
Eels are better but: 1. first one got pulled in with the sharks so ended up fighting shark +eel which was really tight. 2. second one was fought at the bottom of stairs and pulled nearby crabs. I think the proximity of the crab spawns and the extra numbers due to more party members puts one of the spawned crabs close enough that it's impossible to not pull them with a party. We had to use the eel to block the crabs, kill the eel, run upstairs, then go back down to fight the crabs to avoid dying. Eel alone is a tight fight.
The octopus spawned 3 to our 2 and they spawn every time you enter and leave the dungeon, unlike the rest of the spawns on timer. Not sure why they spawn multiples if goal is AT pet.
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Post by Psionic-Entity on Aug 9, 2017 12:31:29 GMT -5
Fixing the octopus 3-2 for next update and also going to do a few adjustments to the crab ability so that getting a 2-1 spawn doesn't give them so much extra acid damage.
For the eels they're designed to spawn alongide the 50% strength spawn they appear with. It looks like the first one wasn't doing the 50% correctly but the second one was. Eel is intended to be balanced with the extra creatures, not as a solo encounter.
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Post by gazoo on Aug 9, 2017 13:07:36 GMT -5
Also, there is a need for an air pocket to refill the helmets - possibly near the stairs. Rhistel's ~20 tier helmet was almost out of air without doing the boss -in spite of having done one exit for a refill. Combats take quite a bit of extra air, as does rapid movement and swimming.
I think the air would have run out early with the boss fight if we didn't exit again (and perhaps even so) - and the initial dungeon probably would have repawned by this time.
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Post by Psionic-Entity on Aug 10, 2017 0:56:57 GMT -5
There already is one air pocket in the area, are you talking about adding a second one?
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Post by gazoo on Aug 10, 2017 17:23:11 GMT -5
Huh, guess we missed the refill spot; It's actually in a good spot. I suppose we didn't expect a clickie, or just plain didn't see it.
I ran this again solo, up to Boss: the adventure seems ok now. Now just need a larger party to test larger spawn number dynamics.
And a last thought - maybe, if possible, a potential save opportunity just before the boss room?
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Post by Psionic-Entity on Aug 10, 2017 19:09:56 GMT -5
Toss in one of these?
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