Monsters with diff statuses

blackdeath07
blackdeath07 Posts: 7 Arc User
edited July 2009 in General Discussion
Hey just wandering if theres any benefit to killing monsters that might have increased life, defense, etc.

Do they have a higher chance of dropping good items? I usually avoid those with increased life because they waste my mana, but I'd like to know if I'm missing out on anything.

Thanks
Post edited by blackdeath07 on

Comments

  • Isala - Sanctuary
    Isala - Sanctuary Posts: 1,607 Arc User
    edited July 2009
    They give you more EXP, and more coins. Weak gives you less EXP, and less coins. I have no idea if it affects drop rate.
  • darkjagans
    darkjagans Posts: 0 Arc User
    edited July 2009
    afaik, drop rates should be the same regardless of the additional attributes the monster has, besides the higher chance of increased coin drops

    I *think* this is how it's like compared to a normal mob (estimates);
    Weak: Half the attack damage, twice as easy to kill - 50% less exp/sp
    Sacrifial Assault: Double attack damage, twice as easy to kill - 50% more exp/sp
    Inc. Attack: ~75% increased Physical Damage - 2x more exp/sp
    Inc. Magic Attack: ~75% increased Magic Damage - 2x more exp/sp
    Inc. Defense: ~75-100%(?) increased Physical Defense - 2x more exp/sp
    Inc. Magic Resistance: ~75-100%(?) increased Magic Defense - 2x more exp/sp
    Inc. Movement Speed: ~50-100%(?) increased movement speed - 2x more exp/sp
    Inc. Life: ~75-100%(?) increased HP - 2x more exp/sp

    so killing inc. life mobs is like killing 2 mobs in terms of exp/sp, but twice as slow if you want the mob count for a quest, personally i just try to avoid inc. life mobs

    depending on your class and build, you may prefer one mob with an attribute over another

    e.g.
    Barbs or BMs may prefer killing inc. mag resist or inc. speed mobs but avoid inc. def or inc. mag attk mobs

    Wizards or clerics may prefer killing inc. def but avoid inc. mag resist mobs and so on...
  • _DarkSeph_ - Sanctuary
    _DarkSeph_ - Sanctuary Posts: 2,294 Arc User
    edited July 2009
    Personally I just plow through whatever I happen to click on in front of me, but I do have several favourites I will go for. Sac assault, increased magic res and increased movement speed is basically free bonus exp. Increased Magic atk is nice early game before the mobs all turn nasty.
  • Isala - Sanctuary
    Isala - Sanctuary Posts: 1,607 Arc User
    edited July 2009
    I follow the simple formula "If it moves, it dies." I deal with the consequences of that decision later... My poor Wizard learned his lesson well... Increased magic attack sucks...
  • Nerithos - Sanctuary
    Nerithos - Sanctuary Posts: 370 Arc User
    edited July 2009
    As Cholla said, incr. magresist mobs have an immensely high bonus to mag resist, like 300% or perhaps even 500%, seeing as to the damage I deal to them.

    Also, for wizards, increased attack (nonranged mobs), increased mag attack, increased defense, and sacrificial assault mobs are such easy prey.
  • Randoms - Dreamweaver
    Randoms - Dreamweaver Posts: 305 Arc User
    edited July 2009
    Archers dont care about that. We kil if it moves.
    I kill things b:victory
  • Kotecek - Lost City
    Kotecek - Lost City Posts: 193 Arc User
    edited July 2009
    as veno I don't like inc. life mobs most and inc. mag. ress. b:cry
    My chars: 97 barb, 87 cleric, 91 veno, 80 archer, 74 Blademaster, 34 Psychic, 30 Assasin, 20 Wizard, 44 Seeker, 20 Mistyc.

    ^ I have SO many personalities to play them all! b:cute

    And YAY for my Phoenix!(on THIS veno ^^) b:victory
  • wnight
    wnight Posts: 0 Arc User
    edited July 2009
    my 5cents :

    Use Blade Tempest MagRes mob as good as dead if timed accurate you can shoot him 1/2 way till he can get in range of any kind(exception Archers do avoid or prepare plan B b:chuckle). So myself not count them as treat b:victory
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited July 2009
    Archers dont care about that. We kil if it moves.

    We also tend to kill if it doesn't move too!
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited July 2009
    darkjagans wrote: »
    Inc. Life: ~75-100%(?) increased HP - 2x more exp/sp

    so killing inc. life mobs is like killing 2 mobs in terms of exp/sp, but twice as slow if you want the mob count for a quest, personally i just try to avoid inc. life mobs
    The 2x time to kill an increased life mob is less than the time to kill 2 regular mobs if you include time to find and run to the 2nd mob.

    I usually just kill them because if you leave it there, it will always be "a mob I don't want to kill" taking up space and making you run around longer trying to find something to kill. If you kill it, something will respawn in its place and you won't waste as much time looking for something to kill. I think this time difference is enough to eliminate lack of quest credit as a factor. So the only thing you're losing out on is loot.
  • Daerina - Heavens Tear
    Daerina - Heavens Tear Posts: 101 Arc User
    edited July 2009
    really depends on what i'm killing, if i'm having a tough time killing something i'll try to avoid the increased life and increased magic res and favour the weak and sacrificial assault

    but if i'm just grinding for exp i favour anything with different stats, in the end it's either easier/faster to kill or i get more exp b:victory
    [SIGPIC][/SIGPIC]
    Daerina~Lvl79 Venomancer
    Sunny_Dae~Lvl41 Cleric
    follow me on twitter b:victory twitter.com/Daerina