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Updated DragonLord Boss Dicing Policies

#1
Thank you all for voting on the more confusing issues regarding dicing. We have pretty clear consensus now and below i will summarize the rules as agreed upon:

Level Requirements:
Melee: no lower than 10 below the boss level
Druids: 120+ - however, if there are toons under and over 150, the 150 toons get 2 rolls, the under 150 get one.
Mages: are tricky. There was some conversation about this. Support mages (say 2 or more lures (at 15+) and energy support) can probably be 140+. dps mages need to be like melee classes.
Obviously, if we ask someone to assist (a lower level mage cause we have no other mages) - that person is eligible to dice normally.

Drop Distribution:
First: we always meet at the nearest laystone (unless we are far away and plan to do more bosses in the area, in which case we let it be known we will dice at the boss location), and we should always choose a dicemaster - i have seen too much confusion without one. Fairly distributing drops, especially if there are many of a single color, can get very confusing. Please allow the dicemaster to speak and let people answer. For this reason, if there are multiples of one color, please choose a dicemaster who is pretty familiar with the rules.

From many conversations and battles, the general consensus on drops is the following:
The goal is to, as quickly as possible, outfit all the players (who are in the battle) at minimal cost.

What does this mean?
most of the time, it means that drops will be diced by the classes that can use them. i.e. if a red gem drops, only warriors (who still need a red gem) would get to dice for it. However, and this is important, there are some scenarios that follow this principle which might seem strange or unfair. I would ask everyone to remember, you may very well be the beneficiary of this someday. If no one at the battle can use the drop - that is when it would be diced by everyone (for profit).

1. If you no longer need a particular drop - you would not dice for it. So, if a blue gem drops and there are 2 mages, but one already has 4 blue gems - then the gem goes to the mage who still needs it. If both mages had all 4 gems - then everyone at the battle could dice for it.
2. Drops must be distributed to maximal people. For example, suppose 2 purple gems and a purple egg drop and there are 3 rogues. if 2 rogues each need gems and an egg and one rogue only needs eggs - then the rogue who needs only eggs would get the egg, while the other 2 would get gems. if 2 of the rogues needed eggs only (had all 4 gems) and the other rogue needed 1 more gem, then the two egg needing rogues would dice the egg, the 3rd rogue would get the gem, and the last gem - not being needed by anyone, would be diced by everyone.

It is possible for players to get more than one drop:
Yes, you read that correctly.
for example, yesterday 3 red gems dropped and there were only 2 warriors. One needed one more gem the other needed 2 more gems. so that is what the group decided to do. I was very proud of us. Similar thing happened with a bunch of green drops too - a druid who was present got two. In these scenarios, dicing might be used if both characters could use both the drops.

This concept was voted on and accepted.

Again, the guiding principle: The goal is to, as quickly as possible, outfit all the players (who are in the battle) at minimal cost.

my guess is that we will see some fully, or nearly fully outfitted people by the end of the month when using these rules. we will also start to see drops (gems at first) that will be unneeded and used for profit.

Alts:
Alts are considered part of the group only if invited by the group (the player should ask: should i bring my druid). If the group wants/needs the alt and lets them join, that alt gets to dice just like they were a separate player. so, it is possible that a player may end up with a drop on each alt. Again, this was voted on. Note, this applies to lower level toons too (like support mages and druids) - but they would not be invited if not needed.

of course, you can always bring your alt, but he/she only gets do dice if the group accepts them.

Lower Level Toons:
if the toon is below 150 and allowed to dice, they only get 1 roll vs. 150+ toons who get two rolls. This happens mostly with druids. if there are 3 druids levled 130, 155, 160 - then the 130 can roll once for green drops while the 155 and 160 can roll twice. This is because the 150+ can actually use them. Like the other new rules, this was voted on and accepted.

Summary:
So drop distribution has become a bit more complex as we try, as a community, to outfit people as quickly as possible. the basic principles are:
1. try to get everyone something they need for dragonlord quests
2. use dice if more than one person needs
3. dice to anyone for profit if no one needs

Further:
1. invited alts are treated as full players
2. lower level toons of a class (druids usually) get one roll vs. higher level (150+) getting 2
3. toons can get multiple drops if there is no other way to distribute the drops.

when the drops are different colors, i think dicing will be straightforward. But i saw 3 bosses drop 3 of the same color yesterday, so being able to deal with that well is important.

Thank you all for your discussions and voting - i think we have a good set of rules here.

Thanks
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Re: Updated DragonLord Boss Dicing Policies

#3
Cool, but we can't dice for drops if we don't get to that stage of the boss fight. Killing these bosses is very costly if we are unorganized or don't have a plan so we should come up with a few strategies for killing.

Using a tank is great but if you watch carefully, his aoes cast every few seconds and flatten everyone around him.

Something I would like to try would be to have people bolasing while the tank taunts the boss and runs around to keep the boss moving at all times and keeping the aggro on the thing most likely to live throughout the whole fight. The tank doesn't normally do damage anyways so his dps on the boss won't affect anything. I really think doing it this way will save a lot of money and time.

Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]

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