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Message ID: 16650
Date: Wed Mar 22 19:45:25 GMT 2000
Author: Kimes, Dean W.
Subject: RE: [eqbards] Bards ROle (was CHains)


I agree mostly John. That's btw how I really figured out how ridiculously
overpowered Necros are, to the point where I think anyone who thinks they
aren't is misinformed, ignorant, or purposefully blind. I have done a lot
of 2 person groups, more than any other size due to the casual gaming style
of the majority of my friends. Grouping with any other one person allows me
to increase the level of similar mob I can handle by 2-3. I go from taking
a light blue aviak solo, to maybe a white with a second person at the same
frequency. With a Necro I go from light blue to light red with no decrease
in frequency (downtime). The difference is, the Necro goes from feeling a
little shaky versus a yellow solo, to feeling pretty safe vs a light red
with me. He gains 1 whole level of mob level adding me (or anyone he says)
maybe 2 at most. I gain 5-6 levels of mob level difficulty adding him. At
best that's a 5-2 ratio which is pretty unbalanced. The only time I seem to
add more than another class to a group is when its a group without a healer.
Then I reduce the downtime significantly, otherwise I might as well be just
about anybody else.

Kit

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Wednesday, March 22, 2000 12:17 PM
To: eqbards@onelist.com
Subject: Re: [eqbards] Bards ROle (was CHains)


From: kim@...

On Wed, 22 Mar 2000, Papa Legba wrote:
>
> When the bard leaves I estimate our kill rate is cut is half. (which
> means around 2/3 xp each, removing the group bonus factor).

Unfortunately, that's not the proper comparison to make. The
number of people in your group will make a big difference in
the group's ability. The biggest jump is going from 1 person
to 2 people (double the hp, double the damage output = killing
stuff twice as fast with half the downtime). So when your
bard leaves, the drop in your group's effectiveness is not
just due to lack of a bard, it's also due to lack of a 4th
group member.

You need to replace the bard with someone else (hopefully as
competent a player :) and compare.

> so far the least important char in our group is the wizard. She's a
> great player (remember how I said I never had to cast heals on her?
> Thats a pretty good sign of a good wizard), but I don;t think the group
> really hurts without her. Obviously fights go slower, but I would say
> our xp gain is about the same with or without her. Theres a definite
> drop off when any of the other members leave. I may change my tune at

I would expect that to be the case early on. Early on, the
damage mobs do is really not that great relative to your hp.
You end up killing stuff and having little downtime. Having a
nuker there to shorten your fights does not really affect
things much because your group is already operating at near
top effectiveness. i.e. The ratio of mob survival time to
your survival time is already very low. If the wizard
accounts for half the group's damage, nuking to cut it in half
from 0.1 to 0.05 does not make that big a difference.

Later on, the mobs do a lot more damage so you end up killing
stuff and having lots of downtime. The ratio of mob survival
time to your survival time is rather high, say 0.8. Nuking to
cut it in half from 0.8 to 0.4 makes a big difference.

--
John H. Kim
kim@...



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