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Re: Lock Wars Question

#11
It's 10 lvls.

A lvl180 has to do less damage on a lvl170 boss than a lvl181 to get the lock, although not a huge difference since it's only one lvl. Having a grp of 8 lvl180s is better than having a grp of 7 lvl180s and a lvl220, since they grp of lvl180s technically have to do less damage for the lock. But the lvl220 doesn't make the entire grp have to do more damage. Each person contributes their own share towards the lock percentage and that isn't altered by anyone else in the group.
Epona:
Yeeticus- Work in progress ranger

Herne:
Wardon- 220 Warrior
Cryptic- 220 Rogue

Re: Lock Wars Question

#12
Plus3 wrote:
NUKE MAGE wrote:So you're saying it does hinder the time it takes to get the lock even if both groups have three 180s each? >.>


Absolutely not no. The high levels help. Reposted:


For those of you who still aren't sure the details behind lock: "Target lock works like this:

If you are within 20 levels above or below the mob, including the 20th there is no penalty and you lock at 15% damage. For each level beyond that you get a 0.5% penalty so if you are 40 levels over the boss it's 15% plus 20x0.5 or 10% so you need 25% to lock.

Group lock is calculated as follows:

Each player has a % locked value for damage dealt. This is 100% when you would lock solo so its 100% locked at 15% damaged within 20 levels and 100% locked at 25% damage for 40 level over. You add up your whole group %locked and when the group total equals 100% your group locks the boss.

Therefore in groups there is no penalty for a high level in a low level party, they just don't add as much to the % locked directly. The % the boss locks at will always be between the lowest % and the highest % group members would lock solo, the exact number based on when the %locked hits 100% and lock occurs.

How to game the system and ruin target lock making at level people unable to lock is to have a decent group of mostly the right level people. Ideally they are all exactly 20 levels above the boss. You then have a end game ranger with sharpen weapons and spikes maxed in the group and end game rogues with maxed poison weapon and mages with cloak of fire out of group. The low level lock group gets massive buffs yet keeps the 15% needed (the ranger above wont help much directly though).


IDK how accurate this is.


Yeah tbh having lockers isn't all that useful anymore especially on mordi. I'm a 230 full DG with BT helm, 3 imp BT rings, and imp BT qs misc. I outlock our lockers with ease just because of the sheer damage I do compared to a lvl 200 Dl rogue. Since Lvl Lock got Capped at 220, that means I'd only need to do 20% compared to the locker needing 15% at mordi.
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