Hazy memories and disclaimer:
Last night, grinding on the level 80 boss, I remember its starting health being around approx 950. This morning, I was shocked to see that it had ballooned up to 1,940. This means that the new boss HP is around 2x what it was. If I’m misremembering that, I apologize.
As far as hit rate goes, I don’t have specific numbers to compare against, but it was anecdotally MUCH better than I saw this morning with comparable weapons.
I'm not a math wizard. So, if something is wrong, sorry.
Math Setup Information and Assumptions:
In order to kill the new level 80 boss, I’d have to bring its HP from 1,940 to 0. For full disclosure, I only started tracking at 1,178. So, I am going to extrapolate a bit to account for the chunk I wasn’t tracking.
From 1,178 to 0, due to durability on my weapons not being at max, I used 3 weapons:
- Level 45, 1119 dmg, Excel Emer Widesword
- Level 40, 1006 dmg, Excel Lypr Dagger
- Level 55, 1138 dmg, Good Lypr Widesword
Since I’ve previously seen no visible difference between dmg per hit, for any durability total higher than 1, I’m going to make the assumption that from Max to 1 durability, a weapon can do full damage.
I also don’t know the exact swing times of weapons, so I’m going to use 1s/swing as a baseline/”guesstimate”.
Combat Log Analysis:
Level 45 E EWS:
Swung 57 times (40 hits and 17 misses), for an average of 5.14 dmg per swing, with a 70% hit rate.
Level 40 E LD:
Swung 144 times (107 hits and 37 misses), for an average of 5.19 dmg per swing, with a 74% hit rate.
Level 55 G LWS
Swung 22 times (16 hits and 6 misses), for an average of 6.72 dmg per swing, with a 73% hit rate.
So, from 1,178 to 0...
Swung 223 times (163 hits and 60 misses), for an avg of 5.3 dmg per swing, for a hit rate of 73%. With a swing time of 1s/swing, that comes out to 3:43 mins.
Expanding that out to account for the Level 80 bosses full 1,940 health…
Using the avg dmg per swing of 5.3 and hit rate of 73%…
From using an avg weapon level of 46.7 and an avg weapon dmg of 1087.7...
It would take approx 501 swings (366 hits and 135 misses) to defeat him. Which would be 8:21 mins, based on a 1s/swing rate.
But at what cost?
Since blocks don’t cost durability and hits cost 1, that would be 366 durability I’d lose/have to repair. For argument’s (and simplicity) sake, I’m going to use my level 45, 1119 Excel Emer WS, as a basis of comparison against the “46.7 avg level and 1087.7 avg weapon dmg”.
This 250 durability weapon, after breaking, cost me 450 Gold to repair. I know this because I removed everything I was wearing except this weapon. So that’s 1.8 gold per durability point for this weapon.
So, 366 hits, at 1.8 gold per durability point, is approx 658 total gold. If there’s a higher “per durability point” cost for broken items, I apologize for not taking this into account.
RANDOM NOTE: Even calculating using exclusively my higher level weapon, level 55 Good Lypriptite Widesword, the numbers still came out to the following:
397 Swings (289 hits and 108 misses) to defeat the level 80 boss.
6:37 mins time to kill (down 1:43 mins) due to the 1.4 higher avg dmg per hit (6.7 vs 5.3)
So, 289 hits, at 2.88 gold per durability point (720 to repair 250), it comes out to a total of approx 832 gold to defeat the boss with the weapon.
My reward for spending (roughly) 658 gold and more than twice the amount of time as yesterday, thanks to the new patches higher boss HP and lower weapon hit rates?:
All I got from the level 80 boss was a Bag of Slime worth 12 gold. Hah. No upgrade and approx 1.8% my expected repair cost for killing the boss. (See attachment below)
Since, before this patch, my boss drops tended to be almost always only gear items or potions (neither of which sell for gold), I’m unsure what the benefit of grinding bosses is now. Especially given the extreme cost to even attempt them and no strong guarantee at drops worth the effort.
Combine this with the open loot system, I wouldn't even recommend bringing in a group to fight the boss. As you have even less of a chance to grab loot with everyone spam clicking once things appear.
Obviously, if your game design philosophy is to push players to go for exclusively climbing the Spire, rather than accumulate player levels through grinding bosses, that’s 100% fine. I would just say that, given this update, I can’t imagine anyone stopping to attempt any bosses anymore over simply opting to run past them for the next level.
Suggestion (so I’m not just complaining, hah):
If you’re wanting to discourage grinding bosses that are a lower level than the player, perhaps you could alter the “EXP = (Dmg*4)” formula. Maybe remove the *4 "bonus" from players who greatly out level the floor/mob level.