8 years ago
Raid Handicap Tool Needed Yesterday
Damage Handicap Limiter.
The idea is on each raid a leader can set damage allowed on raids as follows.
The Pit
U = Unlimited
0 = get on the board but no damage added (however does require 1 attempt lost)
500K
1M
1.5M
2M
And so on
Tank Takedown
U = Unlimited
0 = get on board but no damage added (however does require one attempt lost)
100K
200K
300K
400K
500K
1M
1.5M
2M
And so on
My thinking on this is as follows
Only the set damage is allowed per day to be applied to the COLLECTIVE GUILD RAID TOTALS
However
It DOES NOT limit play for the individual on that attempt
So a player can play a full solo if they like, but it will only apply the set cap.
Attempts stop once cap is reached.
So for instance. The cap for the raid The Pit is set at 500k
1. You play 1 attempt and throw down 1.5M in damage. The 500K is added to the raid total and your other 4 attempts freeze.
2. You throw down 280K on first attempt and second attempt you throw down 670K. Only 500K is added to the raid and your other 3 attempts lock.
Then if the guild leader then increases damage allowed to 1M then your attempts unlock.
2 major benefits
1. No need to worry about communication to guest players
2. People can play full bore testing their teams without fear of ruining the raid for others.
Ties are broken by who gets on the board first. Early bird gets the worm.
The idea is on each raid a leader can set damage allowed on raids as follows.
The Pit
U = Unlimited
0 = get on the board but no damage added (however does require 1 attempt lost)
500K
1M
1.5M
2M
And so on
Tank Takedown
U = Unlimited
0 = get on board but no damage added (however does require one attempt lost)
100K
200K
300K
400K
500K
1M
1.5M
2M
And so on
My thinking on this is as follows
Only the set damage is allowed per day to be applied to the COLLECTIVE GUILD RAID TOTALS
However
It DOES NOT limit play for the individual on that attempt
So a player can play a full solo if they like, but it will only apply the set cap.
Attempts stop once cap is reached.
So for instance. The cap for the raid The Pit is set at 500k
1. You play 1 attempt and throw down 1.5M in damage. The 500K is added to the raid total and your other 4 attempts freeze.
2. You throw down 280K on first attempt and second attempt you throw down 670K. Only 500K is added to the raid and your other 3 attempts lock.
Then if the guild leader then increases damage allowed to 1M then your attempts unlock.
2 major benefits
1. No need to worry about communication to guest players
2. People can play full bore testing their teams without fear of ruining the raid for others.
Ties are broken by who gets on the board first. Early bird gets the worm.