Dynamic raid scaling
Re: Dynamic Raid Scaling
I'm not 100% sure if "finishing early" is always a good trait.
Will ask my wife what she thinks about this
Will ask my wife what she thinks about this
Re: Dynamic Raid Scaling
Scoff all you want. I don't care. If loot isn't downsized, not-so-good players may eventually face difficulties getting into raids, that's all I'm saying. Instead of taking everybody who's at least able to pull his own weight, people might start looking closer "at the meters" and rather raid with less than 40 than taking a scrub to fill a spot.Walters wrote: ↑Sat Jul 27, 2019 3:15 amYour highness! Where can we get in line for a chance to take a smell of your sacred farts??? Srsly, what a tool.
Also:
>> loves raiding
>> can't even stand TBC or WotLk (where people actually started rading) FACEPALM_TURTLE
He is either biggest troll out here or just another wannabe "veteran".
AS FOR THE TOPIC once again: for a small pop server its a GREAT idea, but sadly too late (weeks before classic)
Re: Dynamic Raid Scaling
Can you help me out what you mean by "downsized"?
Do you mean
a) less loot-drops per boss
b) lower stats on the gear
c) both a) and b)
d) something else I didn't think of
Do you mean
a) less loot-drops per boss
b) lower stats on the gear
c) both a) and b)
d) something else I didn't think of
Re: Dynamic Raid Scaling
He means a) - loot system that was implemented in Flexible raids, where boss drop depends on raid size. But he COMPLETELY CANT UNDERSTAND, that even "a scrub" will do at least some damage in Flex, when in 40- ( not full 40) raids you got slots dealing ZERO damage at all. Blizzard cut flex loot only to avoid people gearing too fast with minimum size raids, which IS NOT the main problem of this server (but the low pop is)
Re: Dynamic Raid Scaling
I have some feedback from testing MC for a few weeks now.
Please keep in mind that this is the first private server I played ever, so all memory stems back from retail vanilla (which is quite some time ago).
My feedback is based on raids with between 16 and 22 people, so keep that in mind.
Trash
Trash seems fine in terms of damage and health.
We found issues that are pull-related, meaning mobs that shouldn't be connected on pull are connected.
Workaround: split-pull using a capable hunter - yet it would be nice to be able to pull one Lava Annihilator without the two Molten Giants behind him.
One "meh" thing is how Lava Surgers are connected to the Flaming Imps on the way to Lucifron and Magmadar, since sometimes pulling a Surger pulls the Imps, sometimes it doesn't.
Lucifron
- Mind controls tanks, never had that in retail (but that could just be a two years of RNG)
- Adds cleave hits harder than I think it should. Currently tanking them with 7200 Armor makes the tank die too fast. Stoneshield Potions are mandatory here. Never had such issues in retail vanilla.
- Curse of Doom landed a crit, one-shotting a player - I can't remember this being the case on retail.
Magmadar
- Fine, well done.
Gehennas
Since he's a Flamewalker too, the Cleave of the Adds hits unreasonably hard.
Apart from that the fight seems fine.
Garr
Tanking more than two Adds at a time is impossible, they just wipe the floor with the tank.
I'm not 100% sure how to fix this, since spawning less Adds with Garr seems like a massive change to the scripting.
Our current issue is that we'd need 4 Warlocks and 3 fully geared mitigation tanks.
While the tanks wouldn't be the biggest issue, having 25% of the Raid need to be a Warlock kinda feels weird.
Maybe tuning the damage coefficients on the adds would work - tanking 3-4 of them as a single tank would still be a decent challenge whilst keeping the fun up.
Trash #2
Magma Packs Barrage spell seems to have a shorter casttime than I remember.
Also I can't remember them casting it immediately after being pulled.
Baron Geddon
Mana Burn seems to be an issue because it can't be dispelled fast enough and the damage being a big too high.
We will try to outrage it with some different positioning next time, but in general having no coefficient for spell damage is a problem.
Something's is odd about magic damage on this realm... I never had a topped up player die to being Geddon's bomb.
On Turtle, players are lucky to live through the detonation with 5-10% HP.
I don't recall having EVERY raidmember wear fire protection gear for the fight.
Conclusion
We currently cannot progress beyond Garr or Geddon and we will need more players to do so.
Sidenote: You don't have to be a pro-raider to jump in on our raid. It helps, sure, but it's not a necessity.
Be 60, get a bit of gear together, do your attunement and let's go :)
Please keep in mind that this is the first private server I played ever, so all memory stems back from retail vanilla (which is quite some time ago).
My feedback is based on raids with between 16 and 22 people, so keep that in mind.
Trash
Trash seems fine in terms of damage and health.
We found issues that are pull-related, meaning mobs that shouldn't be connected on pull are connected.
Workaround: split-pull using a capable hunter - yet it would be nice to be able to pull one Lava Annihilator without the two Molten Giants behind him.
One "meh" thing is how Lava Surgers are connected to the Flaming Imps on the way to Lucifron and Magmadar, since sometimes pulling a Surger pulls the Imps, sometimes it doesn't.
Lucifron
- Mind controls tanks, never had that in retail (but that could just be a two years of RNG)
- Adds cleave hits harder than I think it should. Currently tanking them with 7200 Armor makes the tank die too fast. Stoneshield Potions are mandatory here. Never had such issues in retail vanilla.
- Curse of Doom landed a crit, one-shotting a player - I can't remember this being the case on retail.
Magmadar
- Fine, well done.
Gehennas
Since he's a Flamewalker too, the Cleave of the Adds hits unreasonably hard.
Apart from that the fight seems fine.
Garr
Tanking more than two Adds at a time is impossible, they just wipe the floor with the tank.
I'm not 100% sure how to fix this, since spawning less Adds with Garr seems like a massive change to the scripting.
Our current issue is that we'd need 4 Warlocks and 3 fully geared mitigation tanks.
While the tanks wouldn't be the biggest issue, having 25% of the Raid need to be a Warlock kinda feels weird.
Maybe tuning the damage coefficients on the adds would work - tanking 3-4 of them as a single tank would still be a decent challenge whilst keeping the fun up.
Trash #2
Magma Packs Barrage spell seems to have a shorter casttime than I remember.
Also I can't remember them casting it immediately after being pulled.
Baron Geddon
Mana Burn seems to be an issue because it can't be dispelled fast enough and the damage being a big too high.
We will try to outrage it with some different positioning next time, but in general having no coefficient for spell damage is a problem.
Something's is odd about magic damage on this realm... I never had a topped up player die to being Geddon's bomb.
On Turtle, players are lucky to live through the detonation with 5-10% HP.
I don't recall having EVERY raidmember wear fire protection gear for the fight.
Conclusion
We currently cannot progress beyond Garr or Geddon and we will need more players to do so.
Sidenote: You don't have to be a pro-raider to jump in on our raid. It helps, sure, but it's not a necessity.
Be 60, get a bit of gear together, do your attunement and let's go :)
Re: Dynamic Raid Scaling
Thanks for your feedback Lefaux. I'll try to answer everything you mentioned.
Lucifron
- Mind controls tanks, never had that in retail (but that could just be a two years of RNG)
I'll need some proof where it's clearly shown that tanks shouldn't be MCd.
- Adds cleave hits harder than I think it should. Currently tanking them with 7200 Armor makes the tank die too fast. Stoneshield Potions are mandatory here. Never had such issues in retail vanilla.
The skill they are using seems correct, I have reduced their damage a little bit if the raid has less than 30 players, though.
- Curse of Doom landed a crit, one-shotting a player - I can't remember this being the case on retail.
That appears to be blizzlike.
Gehennas
Since he's a Flamewalker too, the Cleave of the Adds hits unreasonably hard.
The skill they are using seems correct, I have reduced their damage a little bit if the raid has less than 30 players, though.
Garr
Tanking more than two Adds at a time is impossible, they just wipe the floor with the tank.
I have reduced the HP and damage of the adds if the raid has less than 30 players.
Trash #2
Magma Packs Barrage spell seems to have a shorter casttime than I remember.
Also I can't remember them casting it immediately after being pulled.
What's the name of the mobs you mention? Again, I'd need proof.
Baron Geddon
Mana Burn seems to be an issue because it can't be dispelled fast enough and the damage being a big too high.
We will try to outrage it with some different positioning next time, but in general having no coefficient for spell damage is a problem.
Unfortunately mobs don't have spell damage, they use the damage of the spell itself.
Something's is odd about magic damage on this realm... I never had a topped up player die to being Geddon's bomb.
On Turtle, players are lucky to live through the detonation with 5-10% HP.
I don't recall having EVERY raidmember wear fire protection gear for the fight.
Magic damage should be okay since we haven't modified anything related to that. Remember that our core is a fork of vMaNGOS, which is a fork of Light's Hope core, and a lot of developers are working to make it as Blizzlike as possible.
The Living Bomb damage of Baron Geddon should be around 3200 (https://classic.wowhead.com/spell=20475), so leaving a raid member with 5% - 30% makes sense.
---
NOTE: The changes I've made will take place in the next server update.
Lucifron
- Mind controls tanks, never had that in retail (but that could just be a two years of RNG)
I'll need some proof where it's clearly shown that tanks shouldn't be MCd.
- Adds cleave hits harder than I think it should. Currently tanking them with 7200 Armor makes the tank die too fast. Stoneshield Potions are mandatory here. Never had such issues in retail vanilla.
The skill they are using seems correct, I have reduced their damage a little bit if the raid has less than 30 players, though.
- Curse of Doom landed a crit, one-shotting a player - I can't remember this being the case on retail.
That appears to be blizzlike.
Gehennas
Since he's a Flamewalker too, the Cleave of the Adds hits unreasonably hard.
The skill they are using seems correct, I have reduced their damage a little bit if the raid has less than 30 players, though.
Garr
Tanking more than two Adds at a time is impossible, they just wipe the floor with the tank.
I have reduced the HP and damage of the adds if the raid has less than 30 players.
Trash #2
Magma Packs Barrage spell seems to have a shorter casttime than I remember.
Also I can't remember them casting it immediately after being pulled.
What's the name of the mobs you mention? Again, I'd need proof.
Baron Geddon
Mana Burn seems to be an issue because it can't be dispelled fast enough and the damage being a big too high.
We will try to outrage it with some different positioning next time, but in general having no coefficient for spell damage is a problem.
Unfortunately mobs don't have spell damage, they use the damage of the spell itself.
Something's is odd about magic damage on this realm... I never had a topped up player die to being Geddon's bomb.
On Turtle, players are lucky to live through the detonation with 5-10% HP.
I don't recall having EVERY raidmember wear fire protection gear for the fight.
Magic damage should be okay since we haven't modified anything related to that. Remember that our core is a fork of vMaNGOS, which is a fork of Light's Hope core, and a lot of developers are working to make it as Blizzlike as possible.
The Living Bomb damage of Baron Geddon should be around 3200 (https://classic.wowhead.com/spell=20475), so leaving a raid member with 5% - 30% makes sense.
---
NOTE: The changes I've made will take place in the next server update.
Re: Dynamic Raid Scaling
Hello there, can someone confirm this after 4 years still working the same?
Re: Dynamic Raid Scaling
Yes, naxx scales to 35, rest to 20.
Its one of the best custom features on twow, next to crossfaction probably
Its one of the best custom features on twow, next to crossfaction probably
Re: Dynamic Raid Scaling
I have 2 60 toons, holy priest and prot warrior, and i raid with both.
I liked these ideas, the numners seen correct to me
I just wanted to know if UBRS will be scalling too?
Another thing, downscalling ZG and AQ 20 too much will only make the 5 men more skippable. Whats your thohts on that?
I play on this server for... i dont know 2 years i guess, maybe 1 and 1/2
I liked these ideas, the numners seen correct to me
I just wanted to know if UBRS will be scalling too?
Another thing, downscalling ZG and AQ 20 too much will only make the 5 men more skippable. Whats your thohts on that?
I play on this server for... i dont know 2 years i guess, maybe 1 and 1/2
Schala (Priest - Holy)
Lusiena (Warrior - Prot)
Lyane (Rogue - Combat)
Fellem (Hunter - Marks)
Lustrazalux (Mage - Frost)
Gondwana (Warlock - Demo)
Esmeralden (Druid - Resto)
Aldebaran (Shaman - Ele)
Almandinite (Pally - Prot)
Lusiena (Warrior - Prot)
Lyane (Rogue - Combat)
Fellem (Hunter - Marks)
Lustrazalux (Mage - Frost)
Gondwana (Warlock - Demo)
Esmeralden (Druid - Resto)
Aldebaran (Shaman - Ele)
Almandinite (Pally - Prot)
Re: Dynamic Raid Scaling
I'm for it!! That sounds like a great compromise!!
Watching in guild chat the GM practically beg people to come to raid with them when they only need 4 more is disheartening. I'd rather they be able to get the raid going on time and without having to depend on a few to show up or not. Some people may love that "I need validity when doing raids" others just want to get their gear and not wait another week or month to do it and possibly get it.
Watching in guild chat the GM practically beg people to come to raid with them when they only need 4 more is disheartening. I'd rather they be able to get the raid going on time and without having to depend on a few to show up or not. Some people may love that "I need validity when doing raids" others just want to get their gear and not wait another week or month to do it and possibly get it.
I'm just here for the GM's replies--Carry on!!
Re: Dynamic Raid Scaling
10man content like ubrs is not scaling. Its always at 10 man.Wilsonsds wrote: ↑Tue Aug 08, 2023 12:06 amI have 2 60 toons, holy priest and prot warrior, and i raid with both.
I liked these ideas, the numners seen correct to me
I just wanted to know if UBRS will be scalling too?
Another thing, downscalling ZG and AQ 20 too much will only make the 5 men more skippable. Whats your thohts on that?
I play on this server for... i dont know 2 years i guess, maybe 1 and 1/2
You can downscale aq and zg but its not "optimal" to do. With a 10 man raid size the mobs will be weaker but the boss mechanics remain unchanged and you are much more likely to miss crucial capabilities like manaburn etc if you downscale. You will also need 2 tanks and a decent share of healers regardlessof how much you downscale
Scaling raidsize makes it much more easy to still attempt a raid a few people below raidsize but its by no means an easy mode.
Re: Dynamic Raid Scaling
Are drops also scaled? Otherwise it would always be better to go with less players?
Re: Dynamic Raid Scaling
Drop quentity is not scaling. If you want to maximize loot doing 10 man ZG for Idols and 20 man MC for binding runs is a thing you can do. But honestly, those were things you could do pre-raidscaling too, the change in difficaulty is not that much.