Post by Kitsunenotsume on May 28, 2018 14:14:13 GMT -5
Even when engaged in melee, Manticores in the Labyrinth do not use auto-attack. This results in every single round being a spam of area-of-effect Knockdown.
This makes a few issues quite obvious:
Firstly, the attacks use a +18 to-hit (+22 when flanking or VS knockdown), which suggests that the spine-attack has an attack-bonus of 13 from levels, which is 5 higher than anything level 80 normally has. (5+8=13. 18-5=13.) Since the +4 bonus also applies VS knockdown, any spines in the next two rounds *also* get a bonus to hit, which seems like insult to injury.
Secondly, while James is not built for Knockdown resistance, he has a KD resistance of 15 normally, and 19 when Hold-the-Line is active. Even so, receiving 2 or more barrages of +8 Knockdown (+1 per 10 ranks?) which is a guaranteed hit due to the issue above means I was averaging no more than 6 seconds between being locked-down due to knockdown (2 knockdown attempts per round at 45% chance each comes to about a 70% chance per 6 seconds of being KDed for 12 seconds).
I had visited the Labyrinth with Rhistel, and things were much worse on his end: Because he had nowhere near the armor-value that James does, and due to the AB is getting hit regardless, he lasted only a few volleys in the open before being cut down by the spines. Given that Light Armor's primary defense is not getting hit in the first place, Manticore Spines are effectively certain damage on light armor. When he attempted to fall behind James for defence, the Area-of-effect portion kicked in, which made the problem measurably worse, since we were both getting hailed by the same 2 spine attacks per round.
If the Manticore Spine ability had an internal cooldown, I suspect that these issues would not be quite as problematic, but as it stands they are the ONLY thing that manticores do despite having those bid nasty looking claws.
[Edit]: attached both a screenshot of the fight and my combat log of the fight to illustrate the issue. According to the combat log, we were seeing 17-20 spine volleys per minute.
This makes a few issues quite obvious:
Firstly, the attacks use a +18 to-hit (+22 when flanking or VS knockdown), which suggests that the spine-attack has an attack-bonus of 13 from levels, which is 5 higher than anything level 80 normally has. (5+8=13. 18-5=13.) Since the +4 bonus also applies VS knockdown, any spines in the next two rounds *also* get a bonus to hit, which seems like insult to injury.
Secondly, while James is not built for Knockdown resistance, he has a KD resistance of 15 normally, and 19 when Hold-the-Line is active. Even so, receiving 2 or more barrages of +8 Knockdown (+1 per 10 ranks?) which is a guaranteed hit due to the issue above means I was averaging no more than 6 seconds between being locked-down due to knockdown (2 knockdown attempts per round at 45% chance each comes to about a 70% chance per 6 seconds of being KDed for 12 seconds).
I had visited the Labyrinth with Rhistel, and things were much worse on his end: Because he had nowhere near the armor-value that James does, and due to the AB is getting hit regardless, he lasted only a few volleys in the open before being cut down by the spines. Given that Light Armor's primary defense is not getting hit in the first place, Manticore Spines are effectively certain damage on light armor. When he attempted to fall behind James for defence, the Area-of-effect portion kicked in, which made the problem measurably worse, since we were both getting hailed by the same 2 spine attacks per round.
If the Manticore Spine ability had an internal cooldown, I suspect that these issues would not be quite as problematic, but as it stands they are the ONLY thing that manticores do despite having those bid nasty looking claws.
[Edit]: attached both a screenshot of the fight and my combat log of the fight to illustrate the issue. According to the combat log, we were seeing 17-20 spine volleys per minute.