When fully purified on Norushen, are we intended to do 25% extra damage to the boss? Tooltip says "25% additional damage inflicted to the Amalgam of Corruption. Cleanse your corruption to increase your damage." There may be a bug there -- we're investigating. The intent is that you should do something like 31% less damage right at the start of the fight, 50% less damage if you're fully Corrupt, and 25% extra damage (i.e. 125% of normal damage) once you've been Purified, with a sliding scale in between. In general you should do a bit less than double what you do at the start of the fight, once fully Purified (69% of normal -> 125% of normal). If that isn't working properly in this build, that will of course make it extremely difficult to meet the enrage timer until we can fix it. |
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Creature health and damage should scale completely dynamically as people come and go, as well as mechanics interactions such as the number of puddles into which Immerseus splits. The number by your minimap should be an accurate indication of your current instance group size. For testing purposes (mostly internal convenience on our end), you can currently queue with a fairly small group, but nothing will actually scale below a 10-player size. When we release 5.4, we're intending to require a minimum of 8 players to queue. The thought there is that you might want to begin clearing the instance or at least zone in and get ready while waiting on a latecomer 9th/10th, and if we set the queue limit strictly to 10, that wouldn't be possible. |
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Unfortunately, that isn't something we can fix. The item level scaling used in Challenge Modes and Proving Grounds has some special handling for hit/expertise, but is a hardcoded aspect of those game modes. This is just a buff we use to manually adjust item level to normalize it for testing purposes, varying from boss to boss and difficulty to difficulty. We'll work on a more elegant solution for future testing, but in the meantime your best bet is to adjust your reforging accordingly. |