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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it’s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!

From Omougi on the EQ2 Forums:

Our goal with these adornment and spell conversions is to give you guys something in the place of nothing essentially. Before, you were playing a zero-sum game if you had enough crit mit. If you didn’t have enough crit mit, you couldn’t do the encounters — period. All these adornments and spells did is bring you up to a threshold. If you were past that threshold, it does nothing for you.

Now, [while] these adornments and spells actually do increase your survivability at all times – equating the amount of crit mit lost to an equivalent form of HP doesn’t really work out, because any amount of HP is infinitely better than a threshold stat with no use. If you were slotting your adornments for survivability before, you are still slotting them for survivability with HP – the only change is the adornments have been made more powerful in their actual effectiveness with crit mit out of the picture.

This change equates to a free survivability gain across the board, and we need to be very careful with numbers at first to ensure things do not get drastically easier. Changing the difficulty of content is not the goal here – changing the accessibility of content is.

A point which has been made by several raiders on the official forums as well as Flames is that the top end guilds already have more than enough Crit Mit on all their characters to meet the requirements of the zones they’re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can’t because they haven’t spent months farming obsolete gear whose only saving grace is Crit Mitt.

An oft-seen comment is “The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.” Omougi has a great response to this:

A few more HP is possibly the difference between an AE one-shotting and being survivable. We really don’t want guilds to “force” their members into slotting for survivability if they are trying to push progression. If the HP difference on the adornments was significantly higher, people would feel the need to stack up on HP adorns, similar to how they feel the need to stack up on crit mit adorns now.

We are trying to make customizing your gear with adornments a viable option while progressing through content. If we make an adornment choice too powerful, then there really isn’t much choice there…especially if what you are “forced” into adorning isn’t what your class is about. Many mages and scouts would really prefer to slot more adornments to increase their DPS, but they are forced into critmit adorns in order to not hinder their guild’s chance of progress. We really don’t want to replace crit mit adorns with hp adorns and have essentially the same problem.

and some great news about the relatively limited choice of adornments we have now:

Now, our available choices need some work, specifically with mage options. We are trying to alleviate the problem by allowing more adornments to go in more slots (critbonus, potency, etc), so that scouts do not get more benefit from this change than mages. Adding more adornment choices in the future is definitely something we want to do.

 
Editor’s Note: A week ago, Dethdlr sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn’t been polished or edited. But in light of today’s announcement, it’s timely and provides an interesting contrast to my article.

For many years in EQ2, I was a casual raider.  What I mean by that is, I would primarily run group zones with guild mates but from time to time I would join a pickup raid or tag along when another guild needed to fill some raid slots.  Several times, when filling those empty raid slots for other guilds, myself and some of my guild mates were asked if we would be interested in coming along on a regular basis.  In one of those cases, I even worked my way up to being one of the raid leaders even though I was in a different guild.

The reason myself and some of my guild mates were able to do this is because we like being good at our characters.  We try to get whichever upgrades we can from instances, quests, faction merchants, etc.  We make sure all our spells/CAs are Expert or above.  We make sure our items are adorned.  We try to come up with the best AA spec we can and consult with each other to try and be as good a player as possible.

When we were asked along on raids, quite often we would out-parse a lot of the regular raiders.  Back when I was playing my Assassin, I had two other raiding assassins sending me in-game mail messages asking for advice on how to up their DPS since I had soundly trounced them on the parse from group 4 (traditionally the “leftover” group).

Then came Sentinel’s Fate and Critical Mitigation.  With the introduction of Crit Mit, a barrier was put in place for raiding.  Now, in front of every raid zone, there was a sign that said “You must have at least this much Crit Mit to ride this ride.”   I tagged along on a  raid or two a few months before Destiny of Velious came out.  If I didn’t get hit, I was either first or second on the parse.  But because I didn’t have the right Crit Mit, if I *did* get hit, I was pretty much one-shotted.  Not fun.

With Destiny of Velious, they made it even worse.  Not only do you have to have the right Crit Mit to keep from dying, you also had to have the right Crit Chance to make sure you can live up to your full potential.

It used to be that the reason you didn’t take a non-raider along on a raid was because they didn’t know what they were doing, couldn’t play their class well, or couldn’t do the DPS or healing job that a raider could.  Now, those things don’t matter if you don’t have the Crit Mit or Crit Chance for the zone.  It doesn’t matter how good you are at your class, if you don’t have the Crit Mit or Crit Chance, you’re useless.

Lets take two assassins.

The first one, an average player in raid gear.  The second one, an exceptional player in instance gear.  Take them both and put them up against a training dummy and the second one beats the first one on the parse.  Take them both and put them in certain raid zones and the first one will wipe the walls with the second one.  Why?  The second one is the better player.

On an equal playing field, the second one can out DPS the first one even though they are wearing worse gear.  But move them into a raid zone and those two little stats, crit mit and crit chance, will take that exceptional player and make them look like an amateur.  Why?  What did this add to the game?  Nothing.  Some unimaginative developer/designer a few years ago decided that further segregating the raiders from the rest was a good idea for some reason.  Either that or they didn’t even consider the implications on non-raiders which is even worse.

Before Sentinel’s Fate, you would see people looking in channels for certain classes when they needed to fill empty slots in their raids.  Now, those same messages come with a crit mit requirement that few instance runners can meet.  It really is a shame.

 

A funny thing happened when I was chatting with some folks about today’s news of Critical Mitigation being completely removed from EQ2. A few of them were surprised when I reminded them that Crit Mit has been part of EQ2 for over 3 years.

Critical Mitigation was introduced in November 2008 with The Shadow Odyssey expansion. At first, it played no part in solo quests or group zones, thus many people weren’t even aware of it at the time. But anyone who was into raiding x4 (24 person) zones, and later, Ward of Elements x2 raids, has been collecting this stat for a while.

Critical Mitigation is the reduction or mitigation of the enemy’s ability to do “Critical” damage to you. If an enemy has 30% Crit Bonus, then you need 30% Critical Mitigation to reduce its damage to the “normal” amount.

The Shadow Odyssey was fairly gradual with the amount of Crit Mit required. At the time, exceptional healers could keep an undergeared character alive long enough to get necessary gear upgrades.

Sentinel’s Fate cranked things up a bit, requiring at least 1-2 Crit Mit adornments to do the harder content and making it a bit harder for healers to “cover” for a player who a few points short.

But Destiny of Velious went completely bananas, initially requiring Crit Mit to do all raid, group AND solo content. Many of us fondly remember getting one-shotted by badgers and sea urchins during the Velious Beta.

Everywhere Crit Mit

At the launch of Velious, each group zone had a progression of gear, and that progression HAD to be followed to get enough Crit Mit to even consider moving into the next set of group zones. And unlike the somewhat forgiving Crit Mit mechanic of past expansions, Velious made Crit Mit a “do or die” stat. Being a few points short became a death sentence.

Although the requirement of Crit Mit was eventually dropped for solo content, and more recently for all group content except Drunder, the requirements for raiding have remained incredibly steep.

As a result, Velious has attracted parallels to the merciless “back-flagging” that made the original EverQuest’s Planes of Power expansion so maddening. Every new applicant to a raiding guild has needed remedial trips to raid zones and targets which the guild has moved on from (typically EM or non-Challenge zones), just to get the right gear pieces to have enough Critical Mitigation to even dream of resuming work on their usual targets.

Ironically, it was into this climate of challenging progression that EQ2’s well-intentioned Dungeon Finder service blundered into and promptly collapsed. A system that randomizes player styles and skill levels into a random selection of zones only works if the content is interchangeable. Dungeon Finder would have been a fantastic introduction in Kunark or The Shadow Odyssey, but with Velious tiered content, it never had a chance.

If I recall correctly, Critical Mitigation was introduced as a way to mitigate the need for bi-annual level cap raises which tend to be a tremendous drain on development resources for content which, quite frankly, most people burn through in a week or two.

Ending the Crit Mit Rat Race

Before today’s news, I had been advocating a 20-30% across-the-board reduction in Critical Mitigation requirements. This would be a big enough change that raiders wouldn’t need to walk down memory lane quite so often, and players would have the option of equipping adornments other than Crit Mit.

You may recall that the mechanics changes in Velious (stripping cool effects/procs off most items and moving them to Adornments) were sold to players with the lofty idea that it would usher in an era of freedom of choice.

Yet acquiring new gear has been the definition of mixed emotions, as a a steady stream of Primal Velium Shards has been needed to re-purchase Crit Mit adornments for each new slightly upgraded piece of gear just to stay in the Crit Mit rat race.

The reality was, anyone serious about progressing through the harder group zones, into x2 raids, and finally into x4 raids had only one choice of adornment — Crit Mit. An EQ2 developer famously stated that any EQ2 player interested in progression should exclusively be using Critical Mitigation adornments.

A New Progression?

Love or hate Crit Mit, it has marked the progression of gear beyond level 90 for two going on three expansions. Short of raising the level cap, which seems unlikely based on past development comments, what will be the next “progression” stat?

The ugly truth is, every MMO is a treadmill. The art of MMO design is concealing that reality and doing so tastefully.

 

Drunder and Critical Mitigation

The Shadow Odyssey introduced Critical Mitigation, a stat needed by players to survive the heavy hits of raid bosses and enemies. Sentinel’s Fate upped the numbers, but it was Destiny of Velious which rolled out Critical Mitigation to all group zones and even overland solo content.

The three new Drunder dungeons, new Citadel of V’uul x2 raid, and three new Drunder x4 raid zones are no exception and set alarming new standards for the amount of Critical Mitigation needed even to do heroic content.

Adding to the concern is that while mobs can be examined to see their Crit Bonus buff, this number has been traditionally 30-50% lower than the amount of Critical Mitigation actually needed to survive their attacks.

The high Critical Mitigation needs of Drunder are hardly a surprise as there was a lengthy thread on the Testing forums. Now that the Drunder zones are live, the discussion is playing out in two threads on the EQ2 forums.

After the jump, Kander and Gninja respond to player concerns and indicate that the number displayed when inspecting mobs will be adjusted to show the real Crit Bonus amount that players will need to gear up for.

From Gninja:

You are able to progress within Drunder with the end Kael [Drakkel] gear if properly adorned and everything. You do not NEED raid gear to do anything in there although I imagine it would make things easier.

As far as what gear you should have before attempting Drunder, from Gninja:

As far as what gear you should use to get enough crit mit/crit the Ry’gorr armor + Temple of Zek [breastplate] with crit mit adorns will get your crit mit high enough to enter Drunder.

You might need to use the crit mit [adornments] exclusively at first till you get a few upgrades then you can start switching them out for DPS (ma, etc) adorns as you upgrade. Survivability should be what you start with then branch out from there.

As for how much Critical Mitigation players need to run Drunder, from Kander:

The new heroic stuff starts at 140 and ends at 160.

Players quickly pointed out that these numbers do not include the 30-50% innate crit bonus that many mobs seem to have. Kander responded:

NPC’s use the same crit bonus multipliers as the corresponding player classes. A bruiser mob has 50% crit bonus on melee while a wizard mob has a 50% crit bonus spells. The base is 30%. The number we post on the buff packages is their additional value. This is a guideline to get their crit damage to normal levels. If you want to completely negate crit bonus you will need 30% to 50% more than the buff reads.

and later Kander said:

So after discussing this, we are going to make changes to all the heroic content so that the number displayed for Crit Bonus will take into consideration the 30% natural bonus.

So 140 Crit Bonus displayed will be 110 addtional + 30%.

 

As we first discovered in our Critical Oversight in Public Quests Gear? article, the progression from solo quest gear, to Public Quest gear, to Group Instance gear, and on to Raid gear, has not made a whole lot of sense. In particular, Critical Mitigation has been all over the map.

Silius has announced some upcoming changes in the Critical Mitigation numbers of various gear throughout the Velious itemization range.

From the EQ2 Forums:

Greetings Everyone,

I wanted to take the time to give you all a heads up about some rebalancing we are doing in regards to Velious items. As many of you have seen a few items launched with improper critical mitigation values and we have made steps to resolve these problems as they come up. Tomorrow will be what I hope will be the last set of changes. These changes affect the dropped armor pieces in various instances and public quests. In all cases the items had values that were too high for their slot and have been adjusted down to the appropriate levels.

Critical mitigation is a very important stat and if a lower end item has too much it has a cascading affect on the reward structure of the game. Some of the items being changed here had 3 times the amount they should have making them hard to replace.

To illustrate the problem here is an example:

Blood Lord’s Prodigious Barbute

  • Kael instance drop helmet
  • Critical mitigation is 14%

Barbute of the Ragebourne

  • Kael quest reward helmet
  • Critical mitigation is 26.5

The crit mit values are extremely different making the quest helm significantly better than the instance item. This is not the intended gameplay and so that quest helm’s critical mitigation value will be reduced to a value that is closer to the instance drop item.

I apologize for the error and hope you understand why a change of this type is necessary. If there are any questions about this or any other item related things feel free to PM me and I will try to respond when I can.

 

Hirofortis has posted a thought-provoking thread on the EQ2 Forums regarding Critical Mitigation on raid gear and pondering just how much Crit Mit is needed to proceed in raiding. Just looking at the Tier 1, Tier 2, and Tier 3 raid gear available in-game, a player can acquire critical mitigation amounts of 110%, 127.8%, and 141% respectively, not including any critical mitigation achieved by having high numbers in the necessary stats.

Critical Mitigation from Raid Armor Sets
T1 T2 T3
Head 10.00% 12.00% 15.00%
Chest 20.00% 20.00% 20.00%
Shoulders 10.00% 12.00% 15.00%
Forearms 5.00% 9.60% 12.00%
Hands 5.00% 9.60% 12.00%
Legs 20.00% 20.00% 20.00%
Feet 5.00% 9.60% 12.00%
Sum 75.00% 92.80% 106.00%
Max from Gear and Adorns 110.00% 127.80% 141.00%
Max with Gear and Stats 120.00% 137.80% 151.00%
Increase Critical Mitigation (Red Adornments)
Head 5%
Chest 5%
Gloves 5%
Boots 5%
Shoulders 5%
Bracers 5%
Leg 5%
Total Crit Mit 35%
Critical Mitigation from Intelligence/Agility
AGI/INT 500 5%
AGI/INT 1000 10%

Critical Mitigation is a measurement of how much your armor (plus a small amount of innate protection from Agility (for scouts/fighters) or Intelligence (for mages/priests) reduces the Critical damage abilities of the enemies you are fighting.

There is a lot of useful information in this thread already — it’s worth a read.

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