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Another kind of solo
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<blockquote data-quote="Jack99" data-source="post: 5249937" data-attributes="member: 53135"><p>They aren't any good at it. Fighter, Swordmage, Bard, cleric, barbarian and psion, with not too many area attacks. </p><p></p><p></p><p>Yes, that was one of my questions. Maybe it should only be 3 demons. Will have to think about it.</p><p></p><p>Minion damage is should be 10 at level 20. However, I must have poorly explained something, if you are looking at minion damage.</p><p></p><p>Normally, a level 12 solo would have 5x the hit points of a level 5 standard monster.</p><p></p><p>It should also have roughly the damage output of 5 standard level 12 monsters.</p><p></p><p>Now, instead of a normal level 12 solo, I made a level 12 standard monster (Master Summoner) with level 12 solo hit points. So he is seriously lacking in the HP department.</p><p></p><p>Which is why I add the 4 fake minions per round. That should up the damage output to be closer to what a level 12 solo would otherwise have, while not adding much in hit points. Which is why the (fake) minions deal real damage, ie MM3 guideline damage which is 8+level (12) = 20 on average.</p><p></p><p>As mentioned earlier, the fact that the minions auto-respawn on the Master's turn, will ensure that there are 4 demons to attack every round, unless as noted below, players start to ready actions to kill them as they pop. Which is totally possible, but if some players are killing demons present while others are reading attacks to kill those who pop, there won't be much DPS on the Master's lifeshield, which means more rounds where he can shoot at them from his safety zone.</p><p></p><p>Its meant to mimic a solo (not 5 standard monsters), which should deal as much damage (or around) as 5 creatures. </p><p>But I like your suggestion with the shield. Or maybe it should just be (as I mentioned at the beginning of this post) 3 monsters, because really, how often do we see solo monsters who really pack as much punch as 5 standard monsters? Mostly they are a bit on the low side of 5, damage-wise.</p></blockquote><p></p>
[QUOTE="Jack99, post: 5249937, member: 53135"] They aren't any good at it. Fighter, Swordmage, Bard, cleric, barbarian and psion, with not too many area attacks. Yes, that was one of my questions. Maybe it should only be 3 demons. Will have to think about it. Minion damage is should be 10 at level 20. However, I must have poorly explained something, if you are looking at minion damage. Normally, a level 12 solo would have 5x the hit points of a level 5 standard monster. It should also have roughly the damage output of 5 standard level 12 monsters. Now, instead of a normal level 12 solo, I made a level 12 standard monster (Master Summoner) with level 12 solo hit points. So he is seriously lacking in the HP department. Which is why I add the 4 fake minions per round. That should up the damage output to be closer to what a level 12 solo would otherwise have, while not adding much in hit points. Which is why the (fake) minions deal real damage, ie MM3 guideline damage which is 8+level (12) = 20 on average. As mentioned earlier, the fact that the minions auto-respawn on the Master's turn, will ensure that there are 4 demons to attack every round, unless as noted below, players start to ready actions to kill them as they pop. Which is totally possible, but if some players are killing demons present while others are reading attacks to kill those who pop, there won't be much DPS on the Master's lifeshield, which means more rounds where he can shoot at them from his safety zone. Its meant to mimic a solo (not 5 standard monsters), which should deal as much damage (or around) as 5 creatures. But I like your suggestion with the shield. Or maybe it should just be (as I mentioned at the beginning of this post) 3 monsters, because really, how often do we see solo monsters who really pack as much punch as 5 standard monsters? Mostly they are a bit on the low side of 5, damage-wise. [/QUOTE]
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