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22 August Updates: Nightmare improvements

Posted: Sun Aug 22, 2021 12:39 pm
by Mike
There appear to be some complaints about players bringing in several accounts at once to the Nightmare, being semi-AFK or simply not really helping to deal enough damage to the boss. This small update aims to help deal with these frustrations until instances have been added. By now, it's pretty clear that these instances are much asked for and will be the main focus of our next update.

Today's update brings the following changes:
  • It is no longer possible to bring more than one account to the Nightmare per IP address at the same time.
  • You now need to deal at least 600 damage to the Nightmare to be eligible for a drop (instead of 100).
  • The cost to fight the Nightmare again after you die has been increased to 20M coins (instead of 1M).
There is also some confusion about how the droprates work exactly. I understand that the unique nature of the scaling HP and scaling droprates are quite complex, so I will try to explain this by giving the exact formulas used to calculate the HP and drop rates along with an example.

The amount of HP the Nightmare's shield has scales with the amount of players. At 1 - 5 players, this is 2,000. When there are more than 5 players, the HP increases with 200 per extra player. Therefore, if there are 20 players fighting the Nightmare, its shield's hitpoints is 2,000 + (20 - 5) * 200 = 5,000.

The droprates also scale with the amount of hitpoints. Its base droprates (as found in our drop table) are based off a Nightmare with 2,000 HP. For a group of 20 players, and thus a Nightmare with 5,000 HP, the droprates are scaled by 5,000/2,000, or a factor of 2.5.

The droprate of an inquisitor's mace is 1/500. For a group of 20, and thus a scaling factor of 2.5, this droprate is increased to 2.5 * 1/500 = 1/200.

The droprate for each individual player depends on the amount of damage they dealt compared to the total damage dealt to the boss during the entire fight. For a group size of 20, the total damage dealt should be 15,000 (5000 HP times 3 for three phases, although this will be higher if the Nightmare was healed by parasites).
If one of the players in this group of 20 dealt 1,500 damage in total, then their drop rate for an inquisitor's mace is 1,500/15,000 * 1/200 * = 0.1 * 1/200 = 1/2,000.

The MVP, the player who dealt the most damage of all, receives an additional 5% bonus drop chance. If this player who dealt 1,500 damage is the MVP, then their drop chance for an inquisitor's mace is increased to 1.05 * 1/2,000 = 1/1,905.

Re: 22 August Updates - Nightmare improvements

Posted: Sun Aug 22, 2021 12:43 pm
by Empty
A M A Z I N G

Re: 22 August Updates: Nightmare improvements

Posted: Sun Aug 22, 2021 2:32 pm
by Stale fish1
If only you could apply the same thing to the wildy with the ip adresses

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 12:50 am
by Jayden
with this change i do request that you revert the multi accounts when instances are brought out, in fairness of those who do have the alts so they can sit in there own room or with whoever wants to be involved

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 1:48 am
by Brant
Pkh takeover wrote: Mon Aug 23, 2021 12:50 am with this change i do request that you revert the multi accounts when instances are brought out, in fairness of those who do have the alts so they can sit in there own room or with whoever wants to be involved
Na, I ain't having a repeat of what happened in TOB with someone bringing there Uim along with them and them being 100% dead weight. I bet that person knows who they are...

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 3:02 am
by Raj
Brant wrote: Mon Aug 23, 2021 1:48 am Na, I ain't having a repeat of what happened in TOB with someone bringing there Uim along with them and them being 100% dead weight. I bet that person knows who they are...
I mean, if they wanna do it on their own, or they can find a team willing to carry them, I don't see the problem. I think releasing the party system and removing that restriction lets these things sort themselves out. The damage restriction is in place anyway. Nightmare is pretty easy (and beneficial, knowing what we know about the droprates) to solo, so people will always have an alternative to partying with leechers if they're the only people there, unlike ToB.

On a side note, will the public nightmare boss still exist? I feel like it should. And this might be a big ask, but if we could use a similar system for CoX (public version + private instances), that would be really cool imo.

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 5:40 am
by Jayden
Brant wrote: Mon Aug 23, 2021 1:48 am
Pkh takeover wrote: Mon Aug 23, 2021 12:50 am with this change i do request that you revert the multi accounts when instances are brought out, in fairness of those who do have the alts so they can sit in there own room or with whoever wants to be involved
Na, I ain't having a repeat of what happened in TOB with someone bringing there Uim along with them and them being 100% dead weight. I bet that person knows who they are...
basically what raj said, we can let those who multi log go back to doing it since we will now be able to choose our teams and if we even want to carry them

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 9:02 am
by Purex666
Just stick the nightmare into a room like godwars with 15k hp and let us at it. Make drops like any other boss one Kill one drop. whys make everything complicated.
We are a “RSPS” we’re not OSRS or even RuneScape 3.

The old school bosses are the best way to do anything.
simple and effective. All pvmers wanna do is chill and watch Netflix and have something to kill.

Ofc add like the parasites that have to be killed other wise boss heals..

However I like how it worked on launch day.

If one of the players in this group of 20 dealt 1,500 damage in total, then their drop rate for an inquisitor's mace is 1,500/15,000 * 1/200 * = 0.1 * 1/200 = 1/2,000.

This would mean the more Alts some one has afking not that I’m afking.
Makes for more damage to gain making 1500/15000 to say 3000/15000 = *1/200* = 0.2 * 1/200 = 1/1000 ??????
This would mean players could pay players to add alt have main kill boss to gain as much damage as possible. To get the best possible drop ratio? If this is true.. then this is a WOW pvp scaling repeat.
This is why WOW fails in pvp. scaling kills game's.

Let me know if I’m wrong mike..
I wanna understand.
However good work on copying from osrs.

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 9:28 am
by Empty
Purex666 wrote: Mon Aug 23, 2021 9:02 am Just stick the nightmare into a room like godwars with 15k hp and let us at it. Make drops like any other boss one Kill one drop. whys make everything complicated.
We are a “RSPS” we’re not OSRS or even RuneScape 3.

The old school bosses are the best way to do anything.
simple and effective. All pvmers wanna do is chill and watch Netflix and have something to kill.

Ofc add like the parasites that have to be killed other wise boss heals..

However I like how it worked on launch day.

If one of the players in this group of 20 dealt 1,500 damage in total, then their drop rate for an inquisitor's mace is 1,500/15,000 * 1/200 * = 0.1 * 1/200 = 1/2,000.

This would mean the more Alts some one has afking not that I’m afking.
Makes for more damage to gain making 1500/15000 to say 3000/15000 = *1/200* = 0.2 * 1/200 = 1/1000 ??????
This would mean players could pay players to add alt have main kill boss to gain as much damage as possible. To get the best possible drop ratio?
This is why WOW fails in pvp. scaling kills games.

Let me know if I’m wrong mike..
I wanna understand.
However good work on copying from osrs.
say what now

Re: 22 August Updates: Nightmare improvements

Posted: Mon Aug 23, 2021 10:37 am
by Purex666
Empty wrote: Mon Aug 23, 2021 9:28 am
Purex666 wrote: Mon Aug 23, 2021 9:02 am Just stick the nightmare into a room like godwars with 15k hp and let us at it. Make drops like any other boss one Kill one drop. whys make everything complicated.
We are a “RSPS” we’re not OSRS or even RuneScape 3.

The old school bosses are the best way to do anything.
simple and effective. All pvmers wanna do is chill and watch Netflix and have something to kill.

Ofc add like the parasites that have to be killed other wise boss heals..

However I like how it worked on launch day.

If one of the players in this group of 20 dealt 1,500 damage in total, then their drop rate for an inquisitor's mace is 1,500/15,000 * 1/200 * = 0.1 * 1/200 = 1/2,000.

This would mean the more Alts some one has afking not that I’m afking.
Makes for more damage to gain making 1500/15000 to say 3000/15000 = *1/200* = 0.2 * 1/200 = 1/1000 ??????
This would mean players could pay players to add alt have main kill boss to gain as much damage as possible. To get the best possible drop ratio?
This is why WOW fails in pvp. scaling kills games.

Let me know if I’m wrong mike..
I wanna understand.
However good work on copying from osrs.
say what now
Read? LOL then add something useful vs spam?