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Game screwed you over, Isnt the challenge fun? :D
Point is I think i'd be less 'bothered' if all mobs had similar values of health, etc. (Or at the least, make the 'harder' mobs give more xp, which they do not. each gives about the same amount just takes 20-25x longer to kill the 'beefed' up ones)
You mean miniboss enemies ?
1st time in this form show at lvl 90 in tomb 2/3/4
And after that they become fairly regular in 2 and 3 star zones
Either add con, equip plate and pump atribute or bring yourself a party cause only high hp characters are expected to facetank them, and if you are archer and they are magicians, good luck killing them solo :)
All (minus one) of the 200+ lv maps ive been to are set up this way, and if you checked out the further maps u will see.
In earlier levels there was maybe 2-3 of them (example the big beefy dudes in royal mausoleum)
I doubt half(or more) of the mobs on maps @ the higher maps can be considered 'mini boss' because beyond utterly beefed up stats, they are just typical monsters.(IE other than more damage needed to kill, and more healing on your side, there's nothing special about them, even the xp return on them is about the same as the 1-2 hit-to-kill mobs.)
I poke at things with leather, i slice the guys in cloth, and i punch the dudes in metal armor(I wonder why that don't hurt me)
Truth is it don't make much difference except in extreme cases, what I AM talking about is the BEEFED UP stats. IE (Like i think ive said 3-4 times already) MASSIVELY more hp than other mobs(IE Not exaggeration but where typical mobs are 9-10k hp, the other half of the map is 100-120k hp) do MUCH more damage(again normals do around 1k -ish, supers do 2-3 and sometimes even 9k dmg) and TAKE less (regardless if u use 'weak' points, take around 1/3 - 1/2 damage) - Ontop of all that they are LOWER LEVEL in almost every case(by a level or two) than the 'easy' mobs.
My issue is that all mobs should be 'averaged' out somewhat (IE no huge differences like that, bring the 10khp mobs up around 20-25k hp, and the supermobs down to 30-50k, and adjust all other stats)
ANyone whos been at any of the higher maps will see this too, and yea, in some cases where some are designed to be easy pickings for mages it should be 'considered' their defenses NOT massive overboosted stats.(Like resistance to magic or weakness to magic like it should be) but not add another 100k hp just 'cuz'
Just check TOSBASE: http://www.tosbase.com/database/monsters/?name=&order=Level&type=Normal&race=All&element=All&armor=All&size=All&page=37
I dint found things with 100k hp and it not being a boss.
Everything gives more exp as it has more hp, so something with 6k hp will give X and something with 60k will give nearly 10X.
The addon shows number of kills of said (last kill) to reach a level, and that value don't change much (maybe 10-20 total) between the hard/easy ones. (Still over 500-1000 mobs needed)