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  1. #1
    Community Member Shade's Avatar
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    Default Every quest in the game on Epic

    Currently every quest in the game is available on epic. Only ones unavailable are some raids.

    Here is how you get in:
    Complete the ques on Casual mode -the game considereds it a difficulty beyond epic so it unlocks everything. After completing the quest, repeat it and open the window, nothing will be unlocked, but just relog quick and try again and all difficulties will be available.

    And some are infact complete or mostly complete even tho the devs don't want us to know about it. So I've been checking some out to see what's up. Anyone else seen any cool ones?

    Mostly I think whats happening is the quest difficulty is simply set to Elite, then scaling is disabled (it is infact enabled on elite despite what devs had said).. And SOME monsters are scaled to epic, but not all.

    What I've seen:
    Gianthold Tor: 100% complete, with loot even implemented
    New quests - most aren't done and oddly have most mobs replaced with epic kobolds which do not attack.. But some are partially done.
    Acid Writ: The acidstone elementals interestingly are correctly scaled - CR30 and quite tough. Couldn't complete the quest solo due to this.
    Mired in Kobolds: A single kobold shaman is correctly scaled, but every other kobold is bugged. The dragons are all kobolds, but despite that the quest can be completed. The skeletons which spawn for the bonus fight are fully scaled and very tough, was in a group so we did take them down, but there was no result for doing so.
    Delirium: The beholders are all kobolds.. But since if you fail the drinking contest and kill the beholders, the quest advances,, killing the kobold has the same result here. So you get the key. Proceeding onwards, the tharaak hounds are fully scaled and seems like they added another 10! Quite nasty.. But all the other npc's are kobolds ,so the quest can't be progressed beyond that point.
    Demons Den: Have't tried.

    Old quests:
    No kobolds replacements in any i've seen. But many are partially scaled.
    Hiding in Plain Sight:
    The Aurum and Defender Dogs are fully scaled and pretty tough - but everything else was the same as elite. The quest was completable.
    Kobolds new Ringleader: Seems about the same as elite, no scaling happening.
    Running with the Devils: Same as elite, nothing scaled
    Runed Halls: Was thinking it was all the same as elite. Then I busted some barrels and some INSANE CR35+ slimes came out and devastated me.. I ran like hell thru the quest and nothing else seemed scaled so was an easy completion.
    Madstone Crater: I was thinking this one might of been fully completed when I first started it, as the entrance field seemed almost fully scaled. All ogres, ogre magi and trolls have full epic stats. However further into the quest, the minotaurs and skeletons did not. Was able to complete the quest, tho it was quite hard.


    I kinda like this bug.
    I think they should actually keep it in the game in some form..
    I mean take out the partially scaled quests as it's a bit odd to have some epic mobs and some not. But keep the difficulty setting in and call it True Elite. It would bascically work as Elite, without scaling and everything gets epic ward (so no stupid vorpalling)

  2. #2
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by Shade View Post
    Hiding in Plain Sight:
    The Aurum and Defender Dogs are fully scaled and pretty tough - but everything else was the same as elite. The quest was completable.
    Did you end up getting Epic Favor for HiPS?
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  3. #3
    Founder Matuse's Avatar
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    Default

    Do you get epic dungeon tokens?

  4. #4
    Community Member hydra_ex's Avatar
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    Wow. Nice observing Shade! This is one bug they have to fix, though.
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  5. #5
    Community Member Shade's Avatar
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    Quote Originally Posted by Dylos_Moon View Post
    Did you end up getting Epic Favor for HiPS?
    http://img197.imageshack.us/img197/5...nshot02659.jpg

  6. #6
    Sketchy Adventurer aradelothion's Avatar
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    Pardon the noob-ish question, haven't capped a toon yet so don't know how the epic difficulty works, but when you say the mobs have epic stats, how can you tell? And how much higher is it usually than on elite?

    Sidenote, maybe if they've done with epic, they can introduce a Chuck Norris difficulty, which, we all know, can't be beat

  7. #7
    Community Member Shade's Avatar
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    Quote Originally Posted by aradelothion View Post
    Pardon the noob-ish question, haven't capped a toon yet so don't know how the epic difficulty works, but when you say the mobs have epic stats, how can you tell? And how much higher is it usually than on elite?

    Sidenote, maybe if they've done with epic, they can introduce a Chuck Norris difficulty, which, we all know, can't be beat
    Endgame elite mobs are usually CR20-30 and have 500-1500HP. (tho lately the trend has been putting certain mobs at about 2000hp)
    Epic mobs are usually CR30-40 and have 4000-14000HP and hit about twice as hard as elite mobs. Caster types always act as if there spells are maximized and empowered.

    Quite a massive increase, very easy to tell.

  8. #8
    Sketchy Adventurer aradelothion's Avatar
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    Ah thanks.. wow that's a lot. On a slightly related note, does CR have any relation to HD? For purposes of certain spells like Undeath to Death, Trap the Soul, etc

  9. #9
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Shade View Post
    Endgame elite mobs are usually CR20-30 and have 500-1500HP. (tho lately the trend has been putting certain mobs at about 2000hp)
    Epic mobs are usually CR30-40 and have 4000-14000HP and hit about twice as hard as elite mobs. Caster types always act as if there spells are maximized and empowered.

    Quite a massive increase, very easy to tell.
    Epic foes also have significant resistances and immunities, similar in power level to the immunities Sor'Jek's frost giants have - they are immune to instant death effects and Flesh to Stone, and resistant to charm effects. They also have high or extreme AC and never miss players (except on a 1) unless players have utterly extreme AC.
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  10. #10
    Community Member Auran82's Avatar
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    Quote Originally Posted by sirgog View Post
    Epic foes also have significant resistances and immunities, similar in power level to the immunities Sor'Jek's frost giants have - they are immune to instant death effects and Flesh to Stone, and resistant to charm effects. They also have high or extreme AC and never miss players (except on a 1) unless players have utterly extreme AC.
    I have stoned gnolls in entrance of wizking epic before, they just have stupid high saves.

  11. #11
    Community Member Shade's Avatar
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    Quote Originally Posted by sirgog View Post
    Epic foes also have significant resistances and immunities, similar in power level to the immunities Sor'Jek's frost giants have - they are immune to instant death effects and Flesh to Stone, and resistant to charm effects. They also have high or extreme AC and never miss players (except on a 1) unless players have utterly extreme AC.
    No they don't. Very common misconceptions.

    Even using the very general term "immunities" is false. As realistic they only have a single immunity - deathblock. There's some other inconsequential ones (mindfog), but none that realisticly effect anyones gameplay. Flesh to stone, energy drain, every type of CC, all works the same as elite. Saves are moderately increased, but for casters properly geared for epic, there not a big issue.

    I routinely stone the gnolls in wizking and chains on my sorc. 1 energy drain and they have very little chance of saving.

    Most don't have any resistances that you wouldn't find on elite either. A few bosses that had fire resistance before generally will have higher scaled fire resistance. But you'll almost never find a monster that otherwise never had resitances, now have them on epic.

    They have no special "resistance" to charm effects. But as of this update, every single CC spell in the game including charms are less effective on epic due to duration scaling. Charms have a 1/4 duration, other CC mobs have a chance to break out of with heroic surges after a certain about of time.

  12. #12
    Community Member Dylos_Moon's Avatar
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    Quote Originally Posted by Shade View Post
    They have no special "resistance" to charm effects. But as of this update, every single CC spell in the game including charms are less effective on epic due to duration scaling. Charms have a 1/4 duration, other CC mobs have a chance to break out of with heroic surges after a certain about of time.
    While they may not have a special resistance to charm effects, every time I've used dominate in epic, it only lasted maybe 5 seconds, and that's after 2 energy drains and an enervate typically.
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    Quote Originally Posted by Tolero View Post
    Don't make me pull this forum over and come back there

  13. #13
    Community Member Shade's Avatar
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    Quote Originally Posted by Dylos_Moon View Post
    While they may not have a special resistance to charm effects, every time I've used dominate in epic, it only lasted maybe 5 seconds, and that's after 2 energy drains and an enervate typically.
    Yea the duration scaling may even effect the recurring save, have not tested that.

    So 3d6+12 = minimum 15 normal. /4 = as low as 3.75 seconds per save.

    Hit em with like 10 energy drains, then do it, will last a while, but they will suck as a result heh =)..
    Or just use suggestion for a more guarenteed duration.
    Still better then original epic where every was indeed iummune to charm, energy drain and lots more, turbine changed that as a result of our feedback.. One of the few times i've seen them directly listen to us.

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