Archive for July, 2012

The Story of Karutonia

July 29, 2012 2 comments

In Ymir’s Pass, there’s a long quest chain that starts with Niord in the Aesir camp; you have to go to their shaman Aevar, kill the Son of Ymir, break the seals of Karutonia, talk to Bellona and finally go to the Amphitheatre of Karutonia and kill the last boss there. The final quest reward is a choice between two purple cloaks which are very good for their level, so it’s a fairly popular quest chain.

Well, I’ve done that quest chain probably at least six times or so, and I also read what the NPCs are saying at least the first time around; and yet it was not until very recently, when I was tinkering with this chain on the testlive server, that I realized that was the point of the step where you have to break the seals of Karutonia. (The quest is called “The Sins of Karutonia”. The seals are 7 easily destructible objects near the road that leads towards the eastern end of Ymir’s Pass.) I guess that on pretty much all earlier occasions, I was doing the seals part of the quest while being in an impatient group for the Son of Ymir and the Amphitheatre, so I was always in a hurry to do the intermediate steps of the quest chain as quickly as possible so we could start doing the Amphitheatre soon.

So anyway, as I noticed recently, the seals actually tell you a nice bit of background information about the downfall of Karutonia, the ancient Acheronian city whose ruins lie in the eastern part of the playfield. The problem is that you don’t get popup windows with the text of the seals when you break them (this is how you get lore information in e.g. the Celestial Necropolis) — instead, you’d have to open your quest journal and read the text there at each step of the quest. And you can’t conveniently go back to (re)read the story at a later point — After you’ve completed the quest, the completed quests tab of your journal summarizes the whole thing with just one sentence: “I traversed Ymir’s Pass itself, stopping to break the seals of Karutonia and discover the dark history of that city.”

Thus I thought it might be interesting to include the full story here, in case someone else has (like myself until recently) never thought to look in the quest journal and read it there:

The First Seal

Let this record serve as a testament to the glory of Set and the might of the Empire of Acheron. Behold, Karutonia, might of the north and bulwark against the pitiful barbaric tribes that worship the false god, Bori.

We are ruled by three kings and beneath their wisdom, we prosper. A great and secret construction occurs in the heart of the city, and few know the true purpose of what is being built. Soon it shall be unveiled, and the glory of Karutonia will shine to rival even Python itself!

The Second Seal

Today our kings revealed the full extent of their magnificent wisdom — they have built us an amphithreatre without rival in the world.

Games have begun, pitting entire tribes of the barbarians against one another in bloody mortal combat. Their women and children go to the altars to feed the gluttony of our priests.

An orgy of glorious blood flows in Karutonia and we, her grateful citizens, can do nothing more than praise Set.

The Third Seal

The barbarians have increased their raids against our walls and our rulers have demanded more troops for the city. We continue to slaughter any prisoners we capture — and there are more than ever these days.

The priests of Set tell us that the increased attacks are a trial and that we must endure. Every holy day they butcher thousands of prisoners in the great amphitheatre and praise the name of Set. They assure us that Set will lead us to victory.

The Fourth Seal

The rumors are true — Ixion the Devourer is coming to Karutonia! He comes with troops to reinforce the border and all of the power that his sorcery brings.

If the most powerful sorcerer of our age cannot drive back these barbarians, then nothing will.

I have heard that the three kings are preparing a magnificent sacrifice for his arrival — some five thousand barbarians await execution in the amphitheatre. This will be a spectacle beyond anything that has gone before.

(Ixion is also mentioned in connection with the Sanctum of Burning Souls; see one of my previous posts.)

The Fifth Seal

The three kings are overthrown, by order of the Devourer. He used his magic to trap their souls within a grove of trees, forever alive but never free.

Ixion now rules the city with an iron fist. By his edict the amphitheatre has been closed and the sacrifices have been ceased. If Ixion is trying to placate the barbarians, I fear it is too late. They test our walls daily and it will not be long before they breach the city.

Great Set, what have our people done except follow your laws?

(You can find the ghosts of these three kings wandering the road through the swamp west of the ruins of Karutonia. In some of the other quests in this playfield you have to kill their ghosts and restore the trees in the grove.)

The Sixth Seal

The walls are breached and the streets run red. The barbarians stalk the streets, wicked swords in hand. They do not have the mercy of the civilized man and they slaughter without remorse. Men fall beneath their blades; women and children are shackled and led off to be sold on the slave blocks of the south.

Ixion has fled with his troops. We are abandoned. Karutonia is dying.

The Seventh Seal

A few of us have fled to the relative safety of the swamps. Our city is destroyed, razed by the barbarians. In the grim march of that immense horde, I saw the end of an empire.

Let whoever finds this remember Karutonia. We lived as we believed was right and, despite our faith, our god abandoned us. Perhaps such is the fate of all civilization

P.S. Having already typed all this stuff in from the screenshots of my quest journal, I did a bit of googling and found that someone else has already done the same thing like 3 years ago 😛 So here’s a link to that page as well.

P.P.S. Incidentally, each seal of Karutonia seems to have 500 HP.

Categories: Age of Conan, Lore

Pirate gear

July 21, 2012 12 comments

There are several sources of pirate-themed social gear in Age of Conan. One of them is the Silk Road Cove, one of the random encounters that you can get if you talk to the Khitan pathfinder NPC in Khemi and say that you want to act as a caravan guard rather than paying him to take you to Khitai. There are about 8 possible encounters, you get a random one each time, so if it isn’t the one you want, you can either relog (to find yourself back in Khemi) and keep trying, or you can complete the quest in your current encounter and return to Khemi after that, which ensures that you won’t get the same encounter again during the next hour (while its associated quest is on cooldown).

Anyway, once you get the Silk Road Cove encounter, you don’t even have to take the quest (which would require you to collect some fruit and fish supplies) — you can simply go kill the Hyrkanian Pirate Captain boss there (158, 428); you can reach him most easily by riding up the hill and jumping from there to one of the walkways, thereby avoiding pretty much all the trash mobs that you’d otherwise have to fight on your way upstairs). He always drops one of five possible pirate items. The complete set looks like this:

Avast, me hearties!

Pirate gear from the Silk Road.

You can also buy a set of similar (but not exactly the same) pirate gear from the item shop for 500 Funcom points. Judging by bebot’s item database, these are level 9 bind-on-pickup items, and they are actually cloth armor with some melee DPS stats on it, rather than stats-less social armor:

Pirate gear from the item shop.

Oddly, the description in the item shop says “This item is usable by the following classes: Assassin, Herald of Xotli”, so if you have the Show Usable option enabled, you won’t see this set in the shop unless you’re from one of those two classes. But as we can see from the screenshot above, there don’t seem to be any real class constraints on the items themselves.

There are several other similarly-themed armor sets in the item shop: Marauder (cloth armor), Buccaneer (light armor), Swashbuckler (light armor), and also Tamara’s Corsair Armor Set (social armor).

You can also get several vaguely pirate-themed items from low-level mobs in Tortage Island (the solo level 1-5 area that you go through before reaching the City of Tortage). However, a more thorough investigation of these will have to wait until a future post.

A few of these items also drop, under different names, from Crates of Assorted Concoctions — see my post from a few weeks ago about those. These crates can also drop an eyepatch, which AFAIK doesn’t drop anywhere else. It looks like this:

Eyepatch from the crates, together with one of the white shirts from Tarantia Common District (see below).

Finally there are white shirts that you can get in Tarantia Common District. (The Silk Road Cove boss drops only blue shirts, as far as I can tell. I got several blue shirts from him by now, but no white ones.) One of the first quests you get there is to infiltrate the Crows gang, in the course of which they’ll send you to kill a member of the enemy gang, the Rats, and bring his shirt as proof. This is one of the rare occasions where a mob drops exactly the gear that it has been wearing; so you’ll get either a blue shirt with a diagonal belt (which looks the same as the one seen above), or a white shirt with a diagonal belt, or a white shirt without a belt.

Pirate shirts from Tarantia Commons. (Click to enlarge.)

Interestingly, the two white shirts (with and without the diagonal belt) also differ in a few other details, as the following screenshot shows (the belt armor slot has been left empty to prevent the belt from hiding the view of the bottom part of the shirt):

(Click to enlarge.)

There is also a blue shirt without a diagonal belt (e.g. on; it doesn’t seem to be in bebot’s item database, however), but I don’t think it’s available to players; I haven’t seen any of the killable Rat mobs in the harbor area wear it. Upstairs, around (444, 936), where a bunch of Rats are about to push a captured Crow member off the plank, some of the Rats do wear a blue shirt without the diagonal belt; but as this group of Rats is not attackable, you can’t get this shirt from them.

(Note: as we saw above, the pirate set from the item shop also includes a blue shirt without a diagonal belt. But that can’t be the same one that is mentioned on; the item shop one is a blue level 9 cloth item named Pirate’s Shirt, the one is a white level 1 social item named Pirate Shirt.)

If you hand in the quest, you’ll lose the shirt and won’t be able to get the quest again; so, if you want to keep the shirt, you should delete the quest and take it again afterwards (if you still want to continue with the Crows quest chain).

You can use the same trick to get a social hood item from the opposite gang, the Rats (who give you a quest to kill one of the Crows and get his hood as proof):

Crow Hood, together with a Steelsilk Tunic (level 80 cloth armor).

The main problem with getting these items is that once you’ve handed in these quests, you can’t do them again on the same character and thus you can’t get the items to drop any more. But you can mail them from one character to another, or even buy them from other players on the tradepost. For the Crow Hood, another alternative (which looks exactly the same) is the Ravenkin Hood, a caster hood that drops in the Crows’ Nest dungeon.

Incidentally, the Rats mobs in Tarantia Commons also exhibit an interesting variety in belts. In the first screenshot above, we saw a red Pirate Belt from the Silk Road Cove boss. In Tarantia Commons, there are also cyan belts in addition to the red ones; I don’t think any such belts are available to players, however.

Another type of variety that is available to mobs but AFAIK not to players concerns the pants. On the first screenshot above, it looks as if the blue shirt extended below the belt, but actually it doesn’t; the blue fabric that we see below the belt is really the top part of the pants. Thus, if you switch the shirt for a white one but keep the old pants, you’ll be wearing white above the belt but blue below the belt. Some of the Rats mobs in Tarantia Commons wear pants where this top part is white instead of blue, and still others wear pants without this top part at all, but I’m not aware of any way that players could get such pants. In any case, the Rats exhibit little sense of color matching and can be frequently seen wearing a blue shirt with white-on-top pants, or vice versa (see the above screenshot of the mob with the blue shirt without a diagonal belt).

Cyan belt, and pants with and without the top part.

Another case of mismatch between shirt color and the top part of the pants.

So we have 3 possible shirts (blue with diagonal belt, white with diagonal belt, white without belt), 2 belt colors (red, cyan) and 3 possibilities regarding the top part of the pants (none, blue, white). This gives us a total of 3 × 2 × 3 = 18 combinations, and I have indeed observed all 18 among the mobs of Tarantia Common District. (In principle you could get another 6 combinations by also including the blue shirt without a diagonal belt; but I haven’t observed all those in practice yet, because you can’t easily generate new mobs of this type by killing the old ones — only the unattackable mobs at the top of the cliff can have this type of shirts, so you’d have to reset the playfield to spawn new ones.)

Categories: Age of Conan, Vanity Gear

Orders of Magnitude (HP)

July 7, 2012 4 comments

I love the “Orders of Magnitude” pages in the Wikipedia. They have one for practically every physical quantity. For example, the Orders of Magnitude (mass) page goes from 10-40 kg to 1060 kg and gives examples of things with that mass for each order of magnitude in that range.

So I thought it would be interesting to make an Orders of Magnitude list for hit points (HP) in Age of Conan. Before we go to the list itself, a few notes are in order. (Or you can jump directly to the list.)

First of all, it’s difficult to estimate the HP of a mob precisely. You can of course kill it and go through the combat log and add up all the little bits of damage you did in the process (and subtract any heals that the mob might have received*); the problem is that if you do this multiple times, you will get slightly different results each time. Part of the reason is that your last attack, the one that killed the mob, is reported in full even though the mob might have had less HP by then (e.g. the mob was down to 100 HP, you hit it for 300 points of damage, and thus 300 points get reported in the combat log, so when you add up the damage done in the combat log you will overestimate the mob’s total HP by 200 HP).

[* Note: there are some heals that you shouldn’t subtract. In most Khitai hardmodes, you can see a big heal on the boss at the moment when the hardmode is triggered (e.g. “Po-sha’s Trial of the Godslayer heals Po-sha for 210910.”). Considering that the boss is generally at full health at the time, the purpose of this heal is probably to boost his total HP pool (compared to the normal mode version of the same boss).]

The only way I’ve found to avoid the ‘last hit’ problem is to rely on your retributive damage, e.g. from your mage shield or from a soldier’s Counterstrike Stance (feated in the soldier general tree). Unlike other attacks, the amount of damage done by a retributive shield in any individual attack will be at most equal to the remaining HP of the mob. For example, on my guardian each hit of the retributive shield is for 11 points, except the last one (the one that kills the mob), which can be less than 11 points.

I did most of the testing with my necro, which has the good characteristic that the pets do many small hits (instead of a few big ones), so you can easily stop them when the mob is at low health but before it gets killed by some big hit; and then you can finish it off with a few white hits (without equipping a weapon), which will be very weak since you’re a necro and thus have very little strength and combat rating. And finally, you can stop when the mob is nearly dead and let the retributive damage from your mage shield deliver the last few hits to avoid the last-attack problem.

There is another problem that occurs with low-level mobs with extremely low HP (e.g. prey animals). Namely, how do you aggro them without doing damage on them (which will oneshot them as their HP is so very low)? I didn’t find any way to aggro the mob with my necro without also doing some damage on it. So for those mobs I had to use my guardian instead, where you can use Irritate to aggro the mob without doing any damage on it, and then you just have to wait until it kills itself on your retributive damage shield. Another benefit of Irritate is that it works at range, which is good because prey animals tend to run away from you until you aggro them.

Sometimes the different estimates from multiple kills of the same mob differ by more than one would expect on the basis of the last-attack problem mentioned in the previous paragraphs. I’m not exactly sure what else might be causing this (perhaps a mob’s HP is chosen when it spawns by taking a certain baseline amount of HP and adding a small random number to it, for the sake of variety), but anyway, for the list below, I tried to obtain multiple estimates for each mob (if it wasn’t too impractical) and report a rough average. The reported values shouldn’t be considered reliable beyond one or two most significant digits.

Another thing to keep in mind is that the overall HP of a mob might not be all that informative if your chief interest is in killing it. For example, we can see that Thoth-Amon has 6.0 million HP. But you don’t have to do 6.0 million points of damage to kill him; 15% of his HP is taken by using the pads correctly, and once his health is down to 12% or so, Conan will oneshot him. So in fact you have to do just 4.4 million points of damage to kill him. On the other hand, you’ll also have to kill several pairs of adds during the fight, and each add (Overlord or Obliterator) has around 515 k HP, so the total damage you’ll have to do in the fight can go well above 6.0 million.

Other examples of mobs that take substantial amounts of damage from other sources than direct attacks from players include the Little Prince (Vile Nativity) when he’s below 40%; Arcanist Khor-nu (Threshold of Divinity) during Opening the Rift; and the Arch Lector Zaal (Temple of Erlik) in the phases that do piercing damage.

On the other extreme you have mobs that receive healing or have damage deflection shields, so you potentially have to do quite a bit more damage than the total amount of mob’s HP. You can see this e.g. in the Kharon, Daimone and Ixion fight (Thoth-Amon’s Stronghold) and in many Khitai encounters. Some mobs have phases where your attacks drain the mob’s mana or stamina instead of its HP; the problem with this is that the combat log reports only whe amount of damage absorbed from you, but not from your teammates; so there is AFAIK no practical way (i.e. without asking everyone in the team to record a combat log and then trying to combine them) of estimating the total amount of damage that the mob has absorbed in this way. Examples of this include Armsmaster Uxus (T’ian’an District), Arcanist Khor-nu (Threshold of Divinity), and Yah Chieng (Jade Citadel).

For comparison, I also added rough estimates of the total damage done by players to mobs during an entire raid or dungeon run (assuming there were no wipes). Of course, these numbers are even more approximate than everything else in this table, as they depend on which trash mobs have been killed (and which have been avoided), how long certain fights lasted (which might affect the number of adds killed), etc.

So, anyway, keep these caveats in mind; this list is more for fun than for any useful purpose. Numbers in brackets refer to notes below the table. The table is color-coded thus: solo trash mob, solo boss, group trash mob, group boss, raid trash mob, raid boss.

HP What
0.01 smallest meaningful positive amount of HP in Age of Conan [6]
9 level 1 prey mobs (e.g. chickens in Paikang)
22 level 5 prey mobs (e.g. rabbits in Paikang)
62 level 1 trash mobs on Tortage Beach
88 minimum HP of a player character (level 1 PoM/ToS)
129 Ancient Crocodile (level 1 boss, Tortage Beach)
136 level 20 prey mobs (e.g. Deer in Lacheish Plains)
168 level 2 bosses on Tortage Beach
200 Head Poacher (level 3 boss, Tortage Beach)
228 level 4 bosses on Tortage Beach (except Saddur)
252 Wild Cow (level 30 prey, Poitain)
319 level 10 mobs in normal playfields
330 Wild Cow (level 40 prey, Poitain)
409 Wild Bull (level 50 prey, Poitain)
460 Saddur (Tortage Beach)
638 level 10 bosses in normal playfields
662 level 15 mobs in normal playfields
888 level 1 chicken in epic Khopshef Province
933 level 20 mobs in normal playfields
1.68 k level 30 mobs in normal playfields
1.78 k Strom (level 19 boss, Tortage End Battle)
1.86 k level 20 bosses in normal playfields
2.21 k level 40 mobs in normal playfields
2.65 k Bat Demon Kothar-Wa (level 19 boss, Acheronian Ruins)
2.74 k level 50 mobs in normal playfields
3.27 k level 60 mobs in normal playfields
3.37 k level 30 bosses in normal playfields
3.92 k level 70 mobs in normal playfields
4.43 k level 40 bosses in normal playfields
4.61 k level 80 mobs in pre-expansion playfields
5.52 k level 50 bosses in normal playfields
6.55 k level 60 bosses in normal playfields
6.58 k typical level 80 mobs in Khitai
6.64 k level 82 mobs in Kheshatta
7.97 k level 20 mobs in epic playfields
8.30 k level 84 mobs on the Isle of Iron Statues
9.06 k typical level 85 mobs in Khitai
9.36 k Wharf Rat Scoundrel, Crow Nightblade (level 80 mini bosses, Tarantia Common District)
9.81 k level 70 bosses in normal playfields
10.3 k Champion of Ymir (level 63 boss, normal Ymir’s Pass) [13]
12.7 k Ravenous Warden (Vile Nativity)
12.7 k level 80 bosses in normal pre-expansion playfields
14.5 k level 30 mobs in epic playfields
15.2 k level 81 bosses in Kheshatta
15.4 k level 85 Kappas in Paikang, Corrupted ones in T’ian’an District
17.7 k level 82 bosses in Kheshatta
18.1 k typical level 80 bosses in Khitai
18.5 k Cambion (adds in the Incubus/Succubus encounter)
19.0 k Nekkhi Khan (solo level 80 version of the Breach), Youji, Aiji (normal level 80 version of the Forgotten City)
19.4 k level 40 mobs in epic playfields
19.6 k Abyssal Keeper (level 60 boss, normal Ymir’s Pass) [1]
20.6 k Utamon (adds in the Chatha encounter)
22.2 k Eiki the Sentinel (level 83 unchained version of the Forgotten City)
23.3 k approximate maximum HP of a player character [2]
23.6 k level 84 bosses in Kara Korum
24.6 k Warfist, Archer, Pikeman (adds in the General Sheng encounter)
24.6 k level 50 mobs in epic playfields
24.9 k level 85 bosses in Paikang
25 k Attilius (Attilius Mansion, solo version)
27 k level 20 bosses in epic playfields
29 k Refuge Corpse-Waker (Refuge of the Apostate)
30 k level 60 mobs in epic playfields
31 k Accalia (in the camp), Vayaspâra (in the village), Dadgar (Dead Man’s Hand, level 82 unchained version) [9]
31 k Serpent Man Echo, Messenger (adds in the Omni-Prophet fight, Coils of Ubah Kan)
33 k Youji, Aiji (level 83 unchained version of the Forgotten City)
34 k Aratus, Wolfspider Creeper (level 84 bosses, Isle of Iron Statues)
35 k level 70 mobs in epic playfields
40 k Satorus (adds in the Chatha encounter)
40 k Ancient Soldier, Atlantean Living Fire (Threshold of Divinity)
41 k level 80 mobs in epic Kheshatta, Onyx Chambers, etc.
41 k level 30 bosses in epic playfields
41 k Reanimated Mammoth (level 82 boss, Northern Grasslands)
41 k Vayaspâra, Quartermaster Drostan (on the ship) (Dead Man’s Hand, level 82 unchained version)
42 k Atlantean Conjurer (Threshold of Divinity)
44 k Tian-bai (Refuge of the Apostate)
47 k Holder of the * Light (adds in the Grand Vizier fight, Coils of Ubah Kan)
48 k Atlantean Spellweaver (Threshold of Divinity)
52 k Quartermaster Drostan (in the crater) (Dead Man’s Hand, level 82 unchained version) [9]
53 k most adds and trash mobs in the Threshold of Divinity
54 k Chill Crawler Mindrazer (Vistrix trash)
56 k level 40 bosses in epic playfields
58 k Chill Crawler Shadowbearer (Vistrix trash)
58 k Senior Warmonk (level 81 boss, Northern Grasslands)
62 k Accalia (on the ship) (Dead Man’s Hand, level 82 unchained version)
64 k Yakhmar Wyrmling (adds in the Yakhmar encounter)
64 k Sergeant, Runner (adds in the General Sheng encounter)
65 k trash and adds in Ardashir Fort, Ai District, T’ian’an District
65 k Spectral Slayer (Toirdealbach’s Tomb)
65 k Ymirish Heavy Berserker (Threshold of Divinity)
67 k Toirdealbach’s Savant (Toirdealbach’s Tomb)
70 k Toirdealbach (Toirdealbach’s Tomb)
72 k level 50 bosses in epic playfields
77 k Red Hand City Guard (level 25 guard in Tortage City)
78 k Black Ring Revenant (BRC Wing 2 trash)
80 k Oak, Renato Savill (Cistern), Titus Sempronius, Vicious Alpha Male, Alcippe (Main System)
81 k Zukas, Marcelin, The Sewer King (Main System), Arena Champion Bahmun (Ardashir Arena)
84 k Dila, Lich Lord Hek’lar, Ka-Pusemet, Meru, Teremsefi, Putharjath (Main System)
88 k Jan Vermis, Karel Vernus, Catacomb Stalker, Commander Zoria (Catacombs)
90 k level 60 bosses in epic playfields
95 k The Dimensionalist, Spirit of Khan (Amphitheatre of Karutonia, normal mode) [1]
98 k Lunn the Warmonger (Thunder River)
100 k Scorpion Nest (Scorpion Cave unchained)
101 k Sentinel of Harmony, Grief, Fury, etc. (adds in the Celestial Necropolis boss fight)
112 k each Guardian on the roof of the Iron Tower
113 k Gray Man-Ape (Isle of Iron Statues)
114 k The Devourer (Amphitheatre of Karutonia, normal mode) [1]
116 k Animal Handler, Harem Master, Provisioner (Kang Pagoda HM)
119 k level 70 bosses in epic playfields
120 k Shaddrizzar (Cistern)
121 k Master of Protection, Restoration, Resurrection (Vile Nativity)
125 k Son of Ymir (Ymir’s Pass) [13]
127 k Vampire Bat (adds in the Unknown fight, Coils of Ubah Kan)
128 k Un Nefer, Un Nefer’s Spirit, Acheronian Warlord (Halls of Eternal Frost)
132 k Ahazu-Verin (each of the adds in the Ahazu-Zagam encounter)
133 k Ancient Wooly Mammoth (level 73 boss, epic Atzel’s Approach)
140 k level 75 bosses in epic playfields
142 k level 76 bosses (in epic playfields etc.)
142 k Champion of Ymir (level 63 boss, epic Ymir’s Pass) [13]
142 k Abyssal Convoker (Amphitheatre of Karutonia, normal mode) [1]
150 k level 80 bosses in epic playfields, Onyx Chambers, etc.
150 k bosses in Caravan Raiders’ Hideout; Anoki and Desumo in the Iron Tower
151 k Flesheater (adds in the Imp encounter)
153 k Argo-Satha’s Soul (Vile Nativity)
159 k level 81 bosses in epic playfields, Onyx Chambers, etc.
159 k Stone Golem (Xibaluku) [11]
162 k Abyssal Keeper (Amphitheatre of Karutonia, normal mode) [1]
162 k Frozen Cadaver (Vistrix trash)
165 k Black Ring Geo-Essence Extractor (BRC Wing 1/2 trash)
168 k level 82 bosses in epic playfields, Onyx Chambers, etc.
168 k Fire Guard, Ice Guard (each of the adds in the Shryke encounter)
174 k Dusk Fiend (adds in the Seruah encounter)
175 k Gor-na the Commander (Threshold of Divinity)
178 k Bibaculus (Crows’ Nest), The Executioner (Iron Tower), Argech the Tempest (Onyx Chambers)
178 k Eldritch Tendril (adds in the Lurker encounter)
180 k Black Ring Gargoyle (BRC Wing 1 trash)
196 k Black Ring Scion (BRC Wing 1 trash)
203 k Aguth the Landeater, Al-Basti, Karakoncolos (Ardashir Arena)
207 k Balko (Xibaluku)
212 k Black Ring Guard Gargoyle (adds in the Excorant encounter)
216 k Black Ring Flame Keeper (BRC Wing 1/2 trash)
217 k Black Ring Shadow Gargoyle (BRC Wing 3 trash)
225 k Gurnakhi Honorguard, White Hand Priest, White Hand Spellguard (Kyllikki’s Crypt trash)
230 k The Devourer (Amphitheatre of Karutonia, normal mode, post-3.4) [1]
235 k Protector of Acheron (Xibaluku)
238 k Jovus (Crows’ Nest)
240 k Black Ring Assassin (BRC Wing 1 trash)
240 k King Atzel the Nithing (Atzel’s Fortress)
241 k Bloated Celestial Parasite (Enigmata of Yag)
243 k Ravenous Fiend (Kang Pagoda) [second form of Po-Sha]
250 k Black Ring Artificer (BRC Wing 1 trash)
262 k Spawn of Nyarlathotep (outside the receptacle) (Enigmata of Yag HM) [8]
265 k Black Ring Shadow Mender (BRC Wing 3 trash)
270 k Abyssal Keeper (level 60 boss, epic Ymir’s Pass) [1]
272 k Ming the Knife (Pillars of Heaven)
275 k Spawn of Nyarlathotep (inside the receptacle) (Enigmata of Yag) [8]
288 k Black Ring Cabalist (BRC Wing 1 trash)
289 k Black Ring Shadow Magus (BRC Wing 3 trash)
289 k Kian Lai’s Consort (mini boss in Den of the Crowmen)
290 k The Devourer (Amphitheatre of Karutonia, normal mode, pre-3.4) [1]
290 k Black Ring Diabolist (BRC Wing 2 trash)
295 k Dagger-Tooth Leopard Alpha (level 79 boss, epic Kheshatta)
300 k Warlord Yun Rau (first phase) (Palace of Yun Rau)
302 k Master of Awakening (Vile Nativity)
302 k The Red One (Xibaluku)
303 k Cave Crusher Tyrant (Scorpion Cave unchained)
305 k Tesso Watchman (level 80 guard, Wild Lands of Zelata)
313 k Po-sha (Kang Pagoda HM) (until 10%, when he transforms)
324 k Chill Crawler Champion (Vistrix trash)
325 k Black Ring Quietus (BRC Wing 2 trash)
335 k Tia Shar, Jal Kor Bloodbane (Xibaluku)
340 k Clay Automaton (add in the Alchemist Myk-ra encounter)
340 k Black Ring Reanimator (BRC Wing 2 trash)
340 k Black Ring Shadow Assassin (BRC Wing 3 trash)
353 k Thaex the Challenger (Threshold of Divinity)
362 k Black Ring Guard (BRC Wing 1/2 trash)
366 k Noztaal (T’ian’an District)
367 k Black Ring Summoner (BRC Wing 1 trash)
368 k Black Ring Templar (BRC Wing 1 trash)
370 k Am-ra the Trapper, Dem-ru the Mage (Threshold of Divinity)
370 k Black Ring Honor Guard (BRC Wing 2 trash)
370 k Argo-Satha (Vile Nativity)
383 k Brass Mask (Pillars of Heaven)
389 k Phylactery (each of them) (in the Favored of Louhi encounter)
400 k Black Ring Shadow Guard (BRC Wing 3 trash)
406 k Vram the Duelist (Threshold of Divinity)
406 k Mei-lin, Jing-zhi (each of them) (Cavern of Malice HM)
430 k Eldritch Aegis, Arms, Talisman, Tome (adds in the Keeper of Artifacts encounter)
430 k a Refuge of the Apostate run
436 k Harbinger of Jang (Celestial Necropolis HM)
447 k Mental Projection (Entity encounter, T4)
452 k Serpent Man Grand Vizier (Coils of Ubah Kan)
453 k Containment Receptacle (Enigmata of Yag)
455 k Sodabeh’s Firstborn, Sodabeh’s Secondborn (Ardashir Fort)
467 k Warlord Yun Rau (second phase) (Palace of Yun Rau HM)
484 k Royal Hatchling (small bird in Den of the Crowmen)
513 k Little Prince’s Tentacles (Vile Nativity) [all of them together]
515 k Obliterator, Overlord (Thoth-Amon’s adds)
532 k Alpha Male (Pillars of Heaven)
543 k Spirit of Un Nefer (Halls of Eternal Frost unchained)
546 k Alchemist Myk-ra, Artificer Xan-phon, Cross Road King, Priest Syth-los, Rune-Caster Narvi, Jotunrodull (Threshold of Divinity)
546 k I-Po, Master of Bats (Pillars of Heaven)
546 k Bhangi Khan (human form) (Pillars of Heaven) [10]
576 k The Dimensionalist (Amphitheatre of Karutonia, unchained mode)
600 k Dagon (Paikang)
604 k Myk-ra the Apex Alchemist, Hierophant Syth-los, Shryke, Shryke the Storm-Shrieker, Narvi the Opener of Hideous Doors, Jotunrodull Lord of the Black Ice (Threshold of Divinity)
605 k Juxia the Berserk, Shadowmaster, Yi-T’ian, Armsmaster Uxus (T’ian’an District)
605 k Commander Yeng-Wang-Yeh, Cheehwa One Eye (Ai District)
605 k Commander Kamangir, General Arman, Sodabeh (Ardashir Fort)
605 k Serpent Man Hierophant, Serpent Man Unknown Hybrid (Coils of Ubah Kan)
606 k Idol of Silence (Vile Nativity) [each of them]
608 k Demigod of Acheron (Caravan Raiders’ Hideout unchained)
611 k Supernal Custodian of Yoth (Sepulcher of the Wyrm) [14]
618 k Air and Water (Vortex of the Storm HM) [until he resets at 10%]
620 k Khor-nu the Archarcanist (Threshold of Divinity)
623 k Monkhbat the Wolfslayer, Nekkhi Khan (The Breach, group version)
640 k The Little Prince (Vile Nativity)
640 k Bhangi Khan (wolf form) (Pillars of Heaven HM) [10]
646 k The Ironwright (T’ian’an District)
646 k Kun Whu (Abyss of Kun Whu HM)
648 k Sxi Ai (Ai District)
660 k Kian Lai (Den of the Crowmen)
675 k Balbet-Zhun (Reliquary of Flame HM)
687 k The Devourer (Amphitheatre of Karutonia, unchained mode) [1]
688 k Excorant the Gargoyle Master (BRC Wing 1)
725 k Overseer Olik (Vile Nativity)
725 k Vengeance of Set (BRC)
726 k Bottom Feeder (BRC Wing 2)
727 k Soul of Un Nefer (Halls of Eternal Frost unchained)
727 k Jarl-Kosh the Lotus-Haunted, Osseous Abomination, Custodian of Yoth (Sepulcher of the Wyrm)
782 k each trash mob in the Memory Cloud encounter (T4)
782 k Apotheosis, Xenomaster, Vivifier of Yag (adds in the Entity encounter) (T4)
790 k Bone Golem (adds in the Yah Chieng encounter) [7]
858 k Abyssal Convoker (Amphitheatre of Karutonia, unchained mode)
872 k Scorpion Abomination (Scorpion Cave unchained) [15]
896 k Yi Qin, Dai Gang, Bannerman (adds in the General Sheng encounter) [5]
896 k Aspect of the Infinite, Aspect of the Ruin (adds in the Lurker encounter)
900 k Minion of Erlik (T3.5 trash)
905 k Po-sha (both forms + adds) (Kang Pagoda hardmode)
908 k The Shah (Scorpion Cave unchained)
910 k The Unknown (Coils of Ubah Kan)
915 k Medjian the Unholy, Sethik Bloodblade (Caravan Raiders’ Hideout unchained)
930 k Scorpion Zealot (Scorpion Cave unchained) [15]
945 k Grim Lancer, Grim Curate, Grim Blade, Blood Magus, Storm Magus (T3 trash)
1.00 M Perimeter Generator (each of them) (Enigmata of Yag)
1.00 M The Emperor’s Gift (golem) (Northern Grasslands)
1.00 M Aspect of the Titan (add in the Lurker encounter)
1.03 M Unruly Kang Zai (The Breach, group version)
1.06 M Jathred the Life-Drinker (Caravan Raiders’ Hideout unchained)
1.09 M Vral the Wrathful (Caravan Raiders’ Hideout unchained)
1.12 M Temple Lector, Temple Sorcerer (T3.5 trash)
1.14 k Kian Lai + Royal Hatchling (Den of the Crowmen hardmode)
1.15 M Little Prince + tentacles (Vile Nativity)
1.17 M Martyr of Votantha (Xibaluku) [11]
1.20 M Heiromonk Zhu-La (Reliquary of Flame HM)
1.21 M Queen Cao-Polyphya (Vile Nativity)
1.23 M Temple Enforcer (T3.5 trash)
1.27 M Serpent Man Omni-Prophet (Coils of Ubah Kan)
1.26 M Blood-fused Black Ring Gargoyle (second form of Excorant)
1.42 M Constantius the Falcon (Scorpion Cave unchained) [15]
1.46 M Kharon (T3)
1.50 M Yakhmar (T1)
1.51 M Tomb King, Marjan of Kara-Shehr (each of them; Ardashir Arena)
1.52 M Sodabeh + Firstborn + Secondborn (Ardashir Fort)
1.55 M Ixion (T3)
1.61 M Incubus, Succubus (each of them) (BRC Wing 2)
1.63 M Daimone (T3)
1.70 M Kyllikki (T1)
1.80 M Scorpion Zealot + Scorpion Abomination (Scorpion Cave unchained) [15]
~1.8 M approximate total HP of all mobs on Dead Man’s Hand (level 82 unchained version)
2.00 M Champion of the Honorguard (Kyllikki’s Crypt, T1)
2.00 M Vistrix (T1)
2.07 M Ahazu-Zagam (BRC Wing 2)
~2.1 M a complete Halls of Eternal Frost run
2.12 k Scorpion Archer Prince (Scorpion Cave unchained) [15]
2.24 M Cheng-Ho Battle Commander, Tamarin Battle Commander (each of them; Chosain)
2.30 M Seruah (BRC Wing 2)
2.32 M Hollow Knight (T3)
2.40 M Favored of Louhi (T3)
2.42 M Acheronian Warlord (Halls of Eternal Frost unchained)
2.42 M Guardian of the Antechamber (Vile Nativity) [16]
2.64 M Yaremka the Soul Eater (BRC Wing 1)
2.87 M Athyr-Bast the Shadow Master (BRC Wing 3)
2.88 M Chatha (BRC Wing 2)
3.00 M Keaira (Amphitheatre of Karutonia)
3.09 M Keeper of Artefacts (T3)
3.11 M Sabazios the Insane (BRC Wing 1)
3.14 M General Sheng (T4) [5]
3.21 M Leviathus (BRC Wing 3)
3.22 M Incubus + Succubus (BRC Wing 2)
3.22 M Excorant (both forms + adds) (BRC Wing 1)
3.23 M Hathor-Ka (T3)
3.36 M Arctic, Harvest, Swelter, Thaw (Zodiac encounter, T4)
3.36 M Mithrelle (Memory Cloud encounter, T4)
3.37 M Arch Lector Zaal (fake one) (T3.5) [4]
3.43 M Arbanus (T3)
3.54 M Overseer Lao-Che (Jade Dugout) [12]
3.58 M Lu Zhi, Keaira (Memory Cloud encounter, T4)
3.81 M Saddur (Memory Cloud encounter, T4)
3.97 M Favored of Louhi + 4 Phylacteries (T3)
4.21 M a complete Caravan Raiders’ Hideout run
4.39 M Thoth-Amon (actual damage you have to do on him) (T3) [3]
4.48 M Strom (Memory Cloud encounter, T4)
4.48 M Obsidian Basilisk (T4)
4.48 M The Entity (T4)
4.48 M Vistrix unchained (T5)
4.50 M Yah Chieng (T4) [7]
4.50 M The Lurker at the Threshold (Threshold of Divinity)
4.64 M Kharon + Daimone + Ixion (T3)
5.15 M Master Gyas (T3)
5.41 M Keeper of Artefacts + Hollow Knight (T3)
5.43 M a complete Iron Tower run
5.49 M a complete Scorpion Cave run (normal mode, pre-4.1.4)
5.60 M Imp (T4)
6.01 M Thoth-Amon (total HP) (T3) [3]
6.15 M Bat of Nergal (T3.5)
6.27 M Champion of the Honorguard unchained (T5)
6.30 M a complete Pillars of Heaven run
6.57 M a complete Atzel’s Fortress run
6.63 M Kyllikki unchained (T5)
6.80 M Arch Lector Zaal (the real one) (T3.5) [4]
6.83 M a complete Vistrix run
7.06 M Archfiend of Gore (T3.5)
8.97 M Yakhmar unchained (T5)
9.99 M Staff of Death fatality on the Master of the Brittle Blade during the Brittle Blade quest chain in Paikang
10.0 M Lurker + all adds (Aspects, Tendrils, Chaoses) (Threshold of Divinity)
10.2 M General Sheng + mini bosses + adds (T4) [5]
11.5 M Black Dragon (5th anniversary event boss)
11.7 M Guardian of the Antechamber’s self-destruct ability (Vile Nativity) [16]
13.4 M Zodiac encounter (all 4 animals) (T4)
16.5 M a complete Kyllikki run
17.3 M Kraken, Ice Worm, Leviathus Spawn, Obsidian Basilisk (5th anniversary event bosses)
20.1 M nearly all Portent world bosses (from December 2013)
21.4 M ranger oneshot bug
~24 M a complete BRC Wing 3 run
~25 M a complete Tier 1 run
~27 M Memory Cloud encounter (trash + all 4 bosses) (T4)
~31 M a complete BRC Wing 2 run
~37 M a complete BRC Wing 1 run
~52 M a complete Temple of Erlik run
~59 M a complete Thoth-Amon’s Stronghold run
~75 M a complete Tier 5 run
~93 M a complete BRC run
~95 M a complete Tier 4 run


[1] The Devourer has around 114 k HP. In the pre-3.4 Amphitheatre, you had to fight him from 100% to 25% twice and then from 100% to 0%, so the total damage you had to do was around 290 k; in the post-3.4 Amphitheatre (normal as well as unchained), you have to fight him from 100% to 50% twice and then from 100% to 0%, but he also heals up a little from Touch of the Devourer (unless you always manage to avoid it), so the total damage done will be probably a bit over 230 k (in normal mode) or 1.37 M (unchained mode). The Abyssal Keeper and Spirit of Khan were removed from the Amphitheatre in update 3.4 and replaced by the Abyssal Convoker. After 3.4, the Abyssal Keeper is a normal level 60 boss in Ymir’s Pass, but with triple the health of usual level 60 bosses; the Spirit of Khan is just a normal level 60 trash mob next to him.

[2] With group buffs, food, gear, AA etc., but excluding temporary HP buffs from Sustaining Wrath (guardian AA perk) and the Blessing of Jhebbel Sag. See this post for details.

[3] Thoth-Amon has 6.0 million HP, but if you exclude the damage done to him by using the pads and the fact that Conan oneshots him at 12% HP, you have to do only approx. 4.4 million points of damage on him.

[4] The main form of Arch Lector Zaal (the one that does unholy damage and a bit of crushing damage at the end) has 6.8 million HP. At 75, 50 and 25% of health he disappears and a fake Zaal spawns instead; each of these three fakes (which do piercing damage) has around 3.3 million HP. However, the fake Zaals have a dot which takes 2% of their HP every 2 seconds, so the actual amount of damage needed to kill them is far less than their total HP (unless you let them heal up too much). Still, the total amount of damage done by players during the entire Zaal encounter is likely to be well over 10 million points.

[5] My estimate of Sheng’s HP might be a bit unreliable as I was on one of the doors, so some of the people DPSing him might have been out of range and wouldn’t appear in my combat log. I don’t have an estimate of Zhu Meng’s HP because we kite him rather than killing him, but I guess he probably has the same HP as the other two mini bosses, i.e. approx. 896 k. The total amount of 10 M for the entire encounter is of course just a rough estimate; the exact number will depend on how fast you are and how many mini bosses you kill.

[6] That the game uses non-integer amounts of HP in its internal calculations is obvious; even many tooltips show non-integer amounts of HP. A good argument can be made that its basic internal unit of HP is 0.01 HP. You might remember the notorious bug where a ranger would oneshot a mob by suddenly doing 21 million points of damage on it. The exact number there is actually 231 / 100, just the sort of thing you would expect if they are internally using signed 32-bit integer variables where the unit represents 0.01 HP.

Incidentally, it appears that this bug used to be more widespread and not specific to rangers: in old combat logs from 2009, I found this exact same amount of damage being done to players by trash mobs in Kylikki’s Crypt and the BRC.

[7] The main (real) form of Yah Chieng has 4.5 million HP. The illusions take mana damage instead of health damage and therefore your combat log will only show the amount of damage absorbed from you, not from other players. Thus I don’t see any practical way of estimating how much damage an illusion must absorb to get its mana to 0%. For the Bone Golems, 790 k is a rough upper bound on a golem’s HP, as I wasn’t in a position to see to what percentage they were actually DPSed before exploding.

[8] The estimate of the boss inside the receptacle is more inaccurate than most measurements in this list, because, to trigger the hardmode, one doesn’t actually kill him; so I had to extrapolate based on the percentage of health at which the boss was when we broke the receptacle. For the boss outside the receptacle, he spawns with his health at 12% and the list shows the amount of HP he has at that time; if we extrapolated from that to 100%, he’d turn out to have almost 2.2 million HP, but it didn’t seem to me to make much sense to put that into the list. Similarly, the Guardian who appears outside the receptacle at 5% has approx. 32 k HP at that time; extrapolating this to 100% would give us 625 k, again a highly meaningless result.

[9] The Drostan, Accalia and Vayaspâra fights end when the enemy is at 25%; I extrapolated from that to get an estimate of the total HP of these bosses (which is what is shown in the list above).

[10] What we have for both forms of Bhangi Khan are just rough extrapolations. For the human form, we DPSed him down to 25% (to trigger the hardmode); for the wolf form, I extrapolated from the damage done by the time it reached 80%. After that, you’re always dealing with multiple mobs of the same name and you can’t tell which log entries refer to the real boss and which refer to the various fakes.

[11] The Stone Golem in Xibaluku stands on top of the ramp with the bat swarms; you can’t target him or attack him directly, but he can be hit by retributive damage (e.g. Cunning Deflection, Stall the Advance, Curse of Gwahlur; it took us an hour to kill him this way :P). He has the same amount of HP as typical level 81 group bosses. For the Martyr of Votantha, our list shows his full HP, although in practice you’ll of course use the platforms to quickly reduce him to 3% of health. As a general note, all the Xibaluku data here is from before the ninja HP nerf in update 4.1.

[12] This is an extrapolation based on the amount of damage done to him by the time he reached 75% and disappeared. A similar estimate, 3.46 million HP, can be obtained by observing that each barrel explosion seems to take 8% of his health, while in the combat log it’s shown as going 276617 points of damage.

[13] The Son of Ymir used to be a group boss in the normal as well as in the epic instance of Ymir’s Pass. In update 3.4, he was replaced by the Champion of Ymir, who is still a level 63 boss, but is a solo boss in the normal instance and a group boss in the epic instance. He has 50% more HP than usual level 63 bosses.

[14] This is an extrapolation based from the fact that we did 458k damage on him by the time he reached 25% and become unattackable. The number shown is from after the 23 May 2013 downtime; before 4.0.1, the total HP of the Supernal Guardian of Yoth seems to have been around 725k, same as the other bosses in the dungeon.

[15] These are post-4.1.5 values. In the original 4.1.4 version of Scorpion Cave unchained, the Scorpion Archer Prince had approx. 2.43 million HP and Constantius had approx. 1.51 million HP. For the Scorpion Zealot, the amount shown is from 100% to 50%, and for the Scorpion Abomination the amount shown is from 50% to 0%.

[16] Of course, normally you don’t fight the Guardian of the Antechamber at all. If you kite him over the pads in the wrong order, he oneshots himself with a 11.7 million hit. On one occasion he got bugged so that we could DPS him down to 0% and he didn’t oneshot himself at any point; there we measured his HP to be 2.4 million.

Categories: Age of Conan, Mob HP

Level 40-69 world-drop sets

July 6, 2012 10 comments

You might remember my post from some time ago about the old world-drop armor sets. Well, I got the idea that it would be nice to have screenshots of all 12 level 40-69 sets, so I’ve lately been doing some farming in epic Fields of the Dead and eventually managed to get all items from all twelve sets. Unfortunately they take up too much inventory space, so I’ll probably delete them soonish.

Anyway, without further ado, here are the screenshots; above each screenshot, there’s the name of the set and of the class with which it has traditionally been associated.

Beatific (Priest of Mitra)

Brimstoned (Demonologist)

Corybantic (Barbarian)

Dark Ember (Herald of Xotli)

(Note: for the back picture, I had to remove the legs and shoulders as they were clipping very badly with the robe. As you can see, some clipping problems with the character’s chest remain.)

Eidolon’s (Necromancer)

Heretic’s (Dark Templar)

Pathfinder (Ranger)

Twilight (Assassin)

Vindicator (Conqueror)

Watchman’s (Guardian)

Wildsoul (Bear Shaman)

Zephyrous (Tempest of Set)

How much farming is needed?

Each of the 12 sets discussed in this post consists of 8 items, so that’s a total of 96 different items. So you’ll need to kill at least 96 bosses to get them all; but it’s likely that it will take more than that, because sometimes you’ll get the same item several times. So what can we say about the number of bosses you’ll have to kill to collect all 96 items?

This is a nice little exercise in combinatorics. Let’s say we have a loot table of n = 96 items that we’re interested in, and that every time we kill a boss, one of these items drops, and they are all equally likely. What’s the probability that we have to kill exactly k bosses to get all n items?

Killing k bosses results in a sequence of k items looted from them; since there are n possiblities for each of these items, there are a total of nk loot sequences from these k kills. They are all equally likely. Now we want to count those that contain each of the n items at least once, and where no shorter prefix of this sequence contains all n items (otherwise we could have stopped sooner than at k bosses).

So there must be some item, let’s call it x, that dropped for the first time only at the very end of the sequence; before that we have a slightly shorter sequence of k − 1 drops from among the remaining n − 1 items (i.e. all items except x; let’s call these items y1, …, yn − 1), with the additional constraint that each of these n − 1 items must occur at least once in that shorter sequence.

How many such shorter sequences are there? There are a total of (n − 1)k − 1 sequences of length k − 1 over a set of n − 1 items; from these we have to subtract those which lack y1, and also those which lack y2, and so on; and now we find that we subtracted those which lacked *both* y1 and y2 twice, instead of just once, so we have to add them back again; and so on. This is what is known as the inclusion-exclusion principle, and it leads us to the following formula:

Σ0 ≤ i < n (−1)i binom(n − 1, i) (n − 1 − i)k − 1.

This is the number of sequences of length k − 1 from a set of n − 1 items that contain each of these items at least once. Now, at the beginning we started with item x, which we could have chosen in any of n ways, so we have to multiply our sum by n; and then, to get a probability, we have to divide it by nk, which is the total number of sequences of length k from our set of n items.

Now, you might remember that half of the items we’re talking about here are actually bind-on-equip instead of bind-on-pickup, so strictly speaking you don’t have to farm them by yourself. You could just focus on farming the bind-on-pickup parts and once you have all those, you can then buy the missing bind-on-equip parts on the tradepost (assuming that some other player is selling them). How does that affect our calculations regarding the number of boss kills we need?

Let’s say that the loot table still has n items, like before, but we’re only interested in r specific items among those n items. A very similar line of reasoning like before now leads to the following formula:

Σ0 ≤ i < r (−1)i binom(r − 1, i) (n − 1 − i)k − 1.

And similarly as above, we have to multiply this sum by r and then divide it by nk to get the probability we’re looking for.

Note that our initial formula is just a special case of this second one, and you can get back to the initial formula by setting r = n.

I’m not sure if our formulas can be simplified still further (by replacing the sums with something more elegant), but in any case for the purposes of calculating these probabilities our current formula is enough. The following chart shows the resulting probability distribution at n = 96 and for r = 96 (if we want to farm all items) and r = 48 (if we want to farm just the bind-on-pickup items and will then buy whatever bind-on-equip items we’ll be missing by then):

Now that we can calculate the probability of each k, we can also calculate the expected value of k (i.e. the weighted average of all possible values of k, in which each k is weighted by its probability). In our case this turns out to be approx. 494 for r = 96, and 428 for r = 48. In other words, on average you’ll have to kill 494 bosses to get all 96 items, or 428 bosses to get just the 48 bind-on-pickup items; but you can of course be lucky and get them sooner, or you can be unlucky and require a lot more than 494 boss kills. (It turns out that if you kill 876 bosses, the probability that you’ll have obtained all n = 96 items by then exceeds 99%.) So from this point of view, the idea of focusing on farming just the bind-on-pickup parts isn’t actually a huge improvement.

[If you look at the above-mentioned formulas for P(k) more carefully, you can see that they are really a combination of r different geometric distributions. This also allows us to derive a nice direct formula for the expected value of k, which turns out to be:

E[k] = r n Σ0 ≤ i < r (−1)i binom(r − 1, i) / (i + 1)2.

Thus at r = 1, where we’re interested in just one item among n possible drops, the expected value of k turns out to be, unsurprisingly, simply n. At r = 2, it turns out that the expected value of k is 3n/2.]

In practice, of course, we’ll have to kill a bit more bosses than our calculations so far have shown, because their loot tables also contain some items that we aren’t interested in (e.g. weapons, or armor pieces that aren’t part of sets). We could in fact take this into account with our second formula by setting n to some value greater than 96 (to include the “uninteresting” items from the loot tables) and then keeping r at either 96 or 48, as before; but I haven’t tried to do so as I don’t have any clear idea of how many such uninteresting items there are.

I haven’t tried to keep track of how many bosses I actually had to kill to get my 96 items, but my impression is that it was probably less than 494, so I think I was relatively lucky there. And in fact the last item I got was a chestpiece, so the plan to focus on farming the bind-on-pickup parts (and buying any missing bind-on-equip parts at the end) wouldn’t have done me any good in this concrete case, because by the time I got my last bind-on-pickup part, I already had all the bind-on-equip parts as well.

[P.S. Another reason why I found this calculation interesting is because I was wondering if I should try collecting the level 70-80 sets as well. There, killing each boss takes quite a bit more time (unless you’re doing it with a group), so I wanted to get a sense of how many kills would be required to complete all the sets. I don’t think I want to try solo killing level 70-80 group bosses 494 times. :P]

So far all our calculations have been done for n = 96; but it is also interesting to ask what happens if you want to collect all items from a loot table of some other size. For example, here are distributions for n = 5 and 10. At n = 5, we’re dealing with sufficiently small values of k that it’s still easy to see the discrete nature of the distribution, so we’ve shown it as a bar chart.

Another very interesting question is: how does k (the required number of boss kills) depend on n (the size of the loot table)? The following chart shows some answers to this question. It shows the expected value of k (as a function of n), as well as the number of kills required if you want to have a certain chance (25%, 50%, 75%, 90%, 99%) of discovering all n items.

Or, if we zoom in a little on the smaller n‘s:

Gorilla Island

July 1, 2012 3 comments

I’ve only recently noticed this lovely small island in the southeast of the White Sands Isle playfield, so I couldn’t resist sharing a few screenshots 🙂

As you approach it, you can soon notice that it’s infested by a bunch of large gorillas!

(Click to enlarge.)

They are all level 19, including a boss called Gorilla Queen.

(Click to enlarge.)

(Click to enlarge.)

She drops a random piece of green armor/weapons and the Golden Necklace (level 19 white generic item):

The vendor price of 38 tin is comparable with that of green gear of the same level.

There are several other small islands around White Sands Isle, e.g. one just south of the gorilla island, two in the northeast and another one in the north, but unfortunately they are all unreachable (you get a message about the current being too strong, and you get a cold dot that will kill you fairly quickly).

Categories: Age of Conan, Quests

Desumo hardmode

July 1, 2012 5 comments

When the Iron Tower was being released, the developers said that two of the boss encounters there would include a hard mode. One of these hard modes, involving the four Guardians on the roof of the tower, was quickly discovered and became widely known. The second one, however, was apparently a bit bugged (and hard to trigger even without bugs) and thus remained for a long time mostly the subject of speculation.

By the time it became a bit better known, about 1.5 years after the release of the Iron Tower, the cloaks that drop from this second hardmode were no longer particularly interesting as you could get better ones from e.g. T3 raids. Thus, very few people do this hardmode, as triggering it is a pain in the ass and the loot isn’t worth it. I did it for the first time only recently, so I thought I’d write it up in a blog post.

This second hardmode involves Desumo, the boss on the top floor of the tower, just below the roof. You might remember that when his health reaches 75%, he spawns 5 colored pads on the floor and starts doing some heavy AoE damage. Earlier in the dungeon there are also 5 minibosses, each of whom drops a wardstone (each of a different color). A player with a wardstone in his/her inventory can stand on the pad whose color matches the wardstone and thereby avoid being hit by Desumo’s AoE. An additional challenge comes from the fact that every now and then, the pads change color, so players have to move.

To trigger the hardmode, you must keep each of the five pads occupied by a player with a matching wardstone in his inventory. You have to ensure this within a few seconds after the pads spawn, otherwise you’ll get a message that the ‘pillars of faith have been desecrated’, which is a sign that the hardmode has failed (and you should reset the encounter if you want to try again). According to various forum posts, the hardmode similarly fails if anyone steps on a pad for which he doesn’t have the corresponding wardstone.

Thus the safest way of triggering the hardmode (indeed the only practical way, as far as I’m concerned) is to make sure that each of your five players has all 5 wardstones in his inventory. When the boss gets close to 75%, people should run downstairs and stand on the places where the pads will spawn. Once the pads do spawn, each person simply stays on his pad regardless of how its color changes (since he has all five wardstones anyway). After some time, Desumo disappears and a similar boss called Rabidus spawns in his place; from this point on it’s just a simple tank-and-spank fight.

Desumo shouts: Gggguuuuaaargh!
Rabidus shouts: Now I will visit my true fury upon you!

The most annoying part here is of course equipping everyone in the group with five wardstones. The minibosses downstairs drop 1 copy of each wardstone, so you’ll have to kill them once for each person in the group (and then reform the group so you’ll get a new instance of the dungeon). This can get pretty tedious and time-consuming. And of course, as in the normal Desumo fight, all wardstones disappear from your inventory when you kill the boss. (Note: it seems that you need 5 people to trigger the hardmode; we tried to do it as a group of 3 players first, to reduce the amount of time needed for farming the gems, but the hardmode didn’t trigger.)

Rabidus seems to be in many ways Desumo’s evil twin. He casts spells called Smite and Rebuke, but they do unholy damage instead of holy. And he has a buff called An Unholy Man’s Cursed Shield, whereas Desumo had a buff called A Holy Man’s Shield. Curiously, when the hardmode is triggered, all players get a 35-second beneficial buff called Divine Avenger (+10% damage mitigation, +10% scale, +20% damage multiplier, heals 1 percent every 1 second).

Loot: in addition to two blue items that could also drop from the normal mode Desumo, you will get a purple cloak. (Update: according to comments on the Youtube video mentioned below, the purple drop is not guaranteed.) We got an intelligence cloak but judging by bebot’s item database there are also 3 others:

Update: someone posted a very nice Youtube video of the Desumo/Rabidus fight.