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In a way, I do not like this. In a way this is essentially Railroading the Archglacor boss into ensuring it'll do (most of) its abilities.

Punishing people for performing well is bad. While this cap makes sense while massing the boss, being solo or duo it's really not great. In the beginning you may start learning, but then your time curve will never run up because the boss is - over intended mechanics - literally stopping you from being faster.

For meassure (info pulled from the Reveal Stream); The Archglacor has 140k no matter how many people you have, or how many mechanics are enabled. The boss will fire an ability each 30 seconds, and takes around 10 seconds. If your DPS is mega good, the boss will always at least do 3 abilities. This means that the 140k health cannot be cut down earlier than 2 minutes, meaning this damage cap will already kick in at only 70k DPM.

My idea?: Let the damage mitigation be dependent on how many people there are in the instance. No "overperforming" damage mitigation when you're solo, but let it start to occur if you're with more players inside the instance.

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over 2 years ago - /u/JagexOrion - Direct link

Fair concerns, which I tried to address in the stream, but I know I can't assuage everyone.

Here's some hard data:

Lifepoints:

Base 65000 + (mechanics*35000) + (mechanics*mechanics*5000), therefore:

  1. 105000
  2. 155000
  3. 215000
  4. 285000
  5. 365000

Player damage dealt to the boss will also be reduced to:

  • 1% if the player(s) are way ahead on dps and skipping 4+ mechanics
  • 5% if the player(s) are way ahead on dps and skipping 3+ mechanics
  • 25% if the player(s) are ahead on dps and skipping 2+ mechanics

If this doesn't play out nicely, we'll change it. My current thoughts are that it's an acceptable solution to quite a complex problem.

Of course it's worth noting that hardmode has no such cap and can be beaten by raw DPS.