The existing temporal anomaly system is in place to spread players across the various territories of the World of Twelve and prevent players from going to the same territories. To do so, the system counts the number of battles fought in a zone, then compares this number with the other territories of the same level. The higher the number of monsters defeated in a territory relative to other territories of the same level, the more the XP and loot bonus in that territory goes down (minimum: -18%), and vice versa (maximum: 90%). When a territory has a negative bonus, it is eligible to open an anomaly. If an anomaly opens in the territory, monsters in the territory get a power boost. The territory's zaap will then grant access to one of the 10 anomaly bosses at random. This boss is the same level as the zone and can only be defeated once per character. The formula for calculating this bonus has been balanced to have a majority of territories with a bonus between 20 and 80%.Battles fought in dungeons and dimensions have a greater impact on the bonus than those fought in "regular" territories.the more the bonus applied to territories of the same level will go up quickly.the more the bonus will slowly go up, or even go down.The more battles there are in a territory relative to other territories of the same level: We've changed how the zone bonuses/penalties work.make anomalies more appealing as a source of opportunities for players.The system didn't penalize the types of players who overgenerated resources.The territory bonuses stagnated at -18% or +90%.Doing an anomaly wasn't appealing to many people because the rewards were too hard to get.The current system had a number of issues: The anomaly will close 30 minutes after a player has defeated the anomaly boss. An anomaly now stays open for 2 hours.The power boost applied to monsters in the territory is removed.The loot and XP bonus is increased to 150%.When an anomaly opens, it now has multiple effects on the territory.An anomaly can open in all territories with a bonus higher than 90% (corresponding to the territories rarely visited by players). This duration is fixed and not based on the people who take on the boss in the anomaly. Once the anomaly is closed, a "residual anomaly" remains, extending the 150% bonus in the territory for 1 hour.The per-character battle limit in an anomaly has been removed.Dungeons can now be affected by anomalies, in the same way as outside territories.At the end of this period, the residual anomaly will end and the territory bonus will drop to 0% again. As well as this it is the only place to find Sphincter Cell and one of the few places to find several kinds of rats, most notably White Rat and Black Rat.Some anomaly boss maps have undergone minor improvements.Encounters with anomaly bosses are limited to 4 players.A character can participate in an anomaly boss fight as many times as they want while the anomaly is open. There is an almost guaranteed drop of an Atooin. The attacks of Sphincter have a large diffrence in base attack, so using the spell Jinx with a sram will decrease his attack a lot. Sphincter tends to end his turn next to a player, so stand diagonal from a turtle to have a higher chance to have him end his turn next to a turtle. Sphincter has a high dodge, so dont count on fully locking him. In order to get the Turtles next to Sphincter for long enough, it is recommended to bring a class with spells which limit movement, such as Cras with Atonement Arrow, Osamodas with Summoning of Gobball and Enutrofs with Bribery. Due to fickle AI you may need to place a character next to the Turtle before it casts the spell. When the turtle casts the spell, affecting Sphincter, you can then damage it. The weakness spell only has one range though, so you need to place the turtle right next to Sphincter. Sphincter summons a turtle every 2 turns during the fight, each of which casts a weakness spell which lowers the relative resistance by 200% per cast for 3 turns, it also gives 600 Vitality (so the red turtle lowers fire resistance). The most common strategy to deal with Sphincter is similar to Gourlo the Terrible. You can also find your way there from Astrub Tunnel.Īccess requires giving both First Key to Sphincter's Dungeon and Second Key to Sphincter's Dungeon to Aperirel at (6,-5) which are consumed.
0 Comments
Leave a Reply. |