Morloch's Revelry
Morloch's Revelry is a game mechanic designed to improve parity in heavily imbalanced bane battles that applies a buff or debuff on outgoing damage.
Contents
Hand of Morloch
Once a character has been judged as an attacker, defender, or crasher, its actions in combat will influence the ever-swaying hand of war in the form of modifications to its outgoing spell and weapon damage. A calculation is performed at the moment of the attack that will either increase it, decrease it, or not modify it at all depending the disparity between allies and enemies in the area of battle. There is no visual effect to show the bane buff is active.
Classifications
- The defending nation and their allies are considered defenders.
- The attacking nation and their allies are considered attackers.
- All other parties are considered crashers.
Destroyer's Sway
Each outgoing weapon attack and spells performed in the area of twice the besieged city will receive a dynamically-adjusted damage increase or decrease proportional to the source's advantage or disadvantage of ally numbers. This adjustment is recalculated every 5 seconds based on battlefield activity, scanning counts and calculations have been normalized prevent drastic swings for situations such as spec changes, or characters teleporting in to receive god-like buffs. Siege damage is not modified by the Destroyer's Sway.
As new players enter the grid, they are counted during the 5 second scan interval and the bane buff is adjusted. If a player is not seen for 15 minutes, they will fall off the count. If a player categorized as a Defender or Attacker leaves guild, they will still be counted towards the calculation for 15 minutes.
Players are counted as part of their overarching primary account, this is done to not penalize a nation for changing characters or spec groups. Within the 15 minute window, if a player is seen on one character, than changes to another character, only a single player is taken into account for the calculation.
The following lists describe the modifiers that apply when weapon attacks and spells are performed. These adjustments do not apply if less than 20 players are on the grid. The difference must be greater than 10 players for the modifiers to kick in. Once the modifier has kicked in, the smaller side is modified with a base +10% modifier. For every player difference over 10 players, there is 5% increase to the smaller side and 1% debuff to the larger side.
Rates of Adjustment
The following are examples of adjustments apply during battles with a numbers disparity.
Difference | Bonus to Smaller | Penalty to Larger |
---|---|---|
30 v 45 | +35% damage | -15% damage |
30 v 60 | +110% damage | -30% damage |
30 v 90 | +200% damage | -60% damage |
Crasher Adjustments
- Attackers and defenders never receive a penalty for attacking crashers, even with a numbers advantage.
- Crashers always receive a 40% damage penalty when damaging attackers or defenders.
- Crashers will be slain after 20 seconds of entering the grid while a bane buff is active. A warning message is generated over the Siege channel to inform the player they should abandon the area.
Multi-boxed characters
- Multiboxed characters will be treated as crashers, and slain if occupying the scanning grid. This is done to prevent players from logging death shrouded characters to soak damage.
Example
A defending city was only able to muster 30 players for their defense. Their attackers, however, managed to rally 45 players. The attackers have a x1.5 numbers advantage. Therefore, all defenders receive a damage buff of +35%. The attackers receive a damage penalty of -15%. While these adjustments alone may not be enough to help the defenders overcome their disadvantage, it may give them a fighting chance!