Stuff that will be in next patch:
- Okay, more news about archy frags in Rust. As you may or may not be aware, each Rust raid is comprised of a raid mob, plus a small event that happens right before the mob itself. The event itself is what has the chance to drop the archaic fragments. While the events are quite difficult in their own right, they aren't comprised of many mobs; the vast majority of "trash clearing time" is sublimated into the process of getting gems.
So what does that mean for archaic fragments? Take the Astatine event. There are only four loot-dropping mobs in that event, but the event itself is considerably harder than Silver's, which involves killing a larger number of weaker mobs. To figure out the % for each mob, I looked at the difficulty of each of the four fights vs the four fights in OP, then figured out how many of which mobs you have to kill to do each (motg = ignoring mobs you kill to get to the orbs). Add it up, divide by the number of mobs in the event, then adjust based on other factors. End result per raid will be near to (but not quite as good as) what you'd get in prison. Note that the events' mobs cannot be farmed for archaics because they only spawn once per handin, and the handin itself has an appreciable cooldown--while a raid force could *concievably* do a handin, kill the event, then leave the raid mob up until the timer expires, it would take them a very long time to do so--longer than simply farming prison mobs.
- Couple more raid fights' backends ready for nightmare.
- Adjusted hp down on the mobs outside the factory in Rust. That should make the xp better than it is, but not quite so good as when the zone was first released.
- I look forward to the day where the word "Rust" no longer appears under my changelogs. |