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Champion health/resists

Posted: February 4th, 2017, 5:25 pm
by Exillion
Since the rest of the spawn were fixed to osi standards so should the health and resists of the actual champions
Rikktor on Demise
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Rikktor based on uo guide
http://www.uoguide.com/Rikktor

15k hp
80-90/80-90/60-70/80-90/80-90

rikktor based on uo stratics
http://uo.stratics.com/database/view.ph ... ers&id=296
15k hp
resists similar or same as demise

Hp is way lower on demise

If anyone can confirm that osi has same hp/resists as uoguide or uo stratics that would be great
Cannot post coon or neira as they cannot be animal lored

in opywang terms the champions are exploiting the shard by being to easy. The champs being easy only benefits the legendary guilds so they can kill them faster when they raid the spawns of the "majority"

Re: Champion health/resists

Posted: February 4th, 2017, 5:27 pm
by Exillion
Semidar on Demise
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Semidar based on uo guide
http://www.uoguide.com/Semidar

10k HP
resists
75-90/65-75/60-70/65-70/65-75

semidar based on uo stratics
http://uo.stratics.com/database/view.ph ... ers&id=308

10k hp
resists similar or same as demise

Re: Champion health/resists

Posted: February 4th, 2017, 5:28 pm
by Exillion
Mephitis on demise
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Mephitis based on uo guide
http://www.uoguide.com/Mephitis
12k hp
resists
75-80/65-75/65-75/100/65-75

mephitis based on uo stratics
http://uo.stratics.com/database/view.ph ... ers&id=238
12k hp
resists same or similar to demise

Re: Champion health/resists

Posted: February 4th, 2017, 5:31 pm
by Brad
Rikktor also has the ability to earthquake/para people within a certain vicinity, making harm spam suicidal. Meph has the web that sucks you in, and Semidar does double damage or something to males.

The spawn is the easy part on OSI, the champs are the hard part.

Re: Champion health/resists

Posted: February 4th, 2017, 5:31 pm
by Exillion
Oaks on demise
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based on uo guide
http://www.uoguide.com/Lord_Oaks

??? for hp so i assume much higher then 3k that is on demise
resists
85-90/70-80/70-80/80-90/80-90

oaks on unstratics
http://uo.stratics.com/database/view.ph ... ers&id=232

Re: Champion health/resists

Posted: February 4th, 2017, 6:13 pm
by Exillion
twaulo/ilhenir/meraktus champions all match almost identically to what is posted in their uoguide pages

Re: Champion health/resists

Posted: February 4th, 2017, 10:16 pm
by Veteran Noobie
i like the room full of champ bosses all in 1 place! way to shut down t2a!

Re: Champion health/resists

Posted: February 4th, 2017, 10:21 pm
by Anthony File
Yeah, we boated them all the way to test center! :)

Re: Champion health/resists

Posted: February 4th, 2017, 10:47 pm
by Exillion
Veteran Noobie wrote:i like the room full of champ bosses all in 1 place! way to shut down t2a!
That room is on demise test center, it can summon any monster/boss

Re: Champion health/resists

Posted: February 4th, 2017, 11:38 pm
by Veteran Noobie
maybe i should hop onto that test server and check it out! perhaps get out of the box!

Re: Champion health/resists

Posted: February 5th, 2017, 1:11 pm
by Necrodog
This NEEDS to be fixed since the number of mobs to kill has changed.

Re: Champion health/resists

Posted: February 10th, 2017, 5:56 pm
by Exillion
bump, please fix champion hp and make their special abilities work properly

Re: Champion health/resists

Posted: October 17th, 2019, 7:58 pm
by Shallan
up

Re: Champion health/resists

Posted: November 30th, 2019, 3:16 pm
by isterico
We are talking to make champions 5 TIMES longer to be killed. It's a huge change man.

Sure, there will be longer raid sessions but I can't imagine how a newbye could pay 50kk for a 120 archery. About collar and sash, its will double the price (5x in long term scenario?).

Dunno if this is a good idea... anyway, i read "accepted" in the title. . .

Re: Champion health/resists

Posted: December 2nd, 2019, 8:56 am
by Maloskies
isterico wrote: November 30th, 2019, 3:16 pm We are talking to make champions 5 TIMES longer to be killed. It's a huge change man.

Sure, there will be longer raid sessions but I can't imagine how a newbye could pay 50kk for a 120 archery. About collar and sash, its will double the price (5x in long term scenario?).

Dunno if this is a good idea... anyway, i read "accepted" in the title. . .
Champs are supposed to be end game content, they should be hard and the rewards should cost a lot if you have to organize guilds to defend them, or groups to do them.

This + fixing protection to be 90 tiles might make dungeon pvp a bit more viable again.