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Interpreting The Con System

By admin On January 30, 2007 Under Everquest Eq2 Gold

  

Grey – Easier than "Green" – will not provide any XP or Loot
Green – Easier than "Blue" – Barely worth the effort, but still provides XP and Loot
Blue – Easier than "White" – Might be a challenge for 1 player, might not
White – Even encounter for player (generally)
Yellow – Harder than "White" – Challenging for 1 player
Orange – Harder than "Yellow" – Nearly impossible for 1 player
Crimson – Harder than "Orange" – Definitely Impossible for 1 player

To add more flavor, variable difficulty is introduced by the means of multiplying the attributes of each color-con by a set amount.

Example:

2 Arrows Down – a LOT easier than normal con, think "Peon" (zug-zug!)
1 Arrows Down – Easier than normal con, think "Henchman"
0 Arrows – Normal color con. No modifications.
1 Arrows Up – Harder than a normal con, think "Lieutenant"
2 Arrows Up – a LOT harder than a normal con, think "Mega Boss"
Now, the difficuly of this system, is that it is misleading somewhat.

a White ( – - ) con mob is not the same as a Green mob.
a White ( – ) con mob is not the same as an Blue mob.
a White ( + ) con mob is not the same as an Yellow mob.
a White ( + + ) con mob is not the same as an Orange mob.

Think of the ( – ) and ( + ) as meaning "x0.5" and "x2" in terms of levels.

a White ( – - ) mob will have a quarter the defence, hitpoints, and attack as a normal White mob.
a White ( – ) mob will have half the defence, hitpoints, and attack as a normal White mob.
a White ( + ) mob will have twice the defence, hitpoints, and attack as a normal White mob.
a White ( + + ) mob will have quadruple the defence, hitpoints, and attack as a normal White mob.