We all know, Flocks are the game-changers, since v2.7 release. We’re in v2.12 now, and still it poses a major challenge to all other creatures. A normal creature (those without group attacks/DoT) should hit at least 2-3 times to kill flocks as a whole, and a flock can easily kill 2 creature when properly used.
So, should the attack levels of flocks be adjusted based on the count of members which are alive?
For example, below are stats of Level 26 Unique Compy (Compsocaulus). If we divide those stats by 3 (excluding speed, considering all can run with the same speed ), we will gets the stats like below, per creature.
|Stats||per creature (/3)|
Basic attack is Cunning strike which can hit with 1350. Irrespective of how many members alive, it can always hit opponent creature with 1350 (unless it’s not distracted).
If a flock is down to 1 or 2 creatures, my suggestion is that the attacks should also be adjusted accordingly like below. For example, here’s the stats for ‘Cunning Strike’.
|Attack||Stats (Secure) - When all 3 are alive||Stats (When 2 are alive)||Stats (When only 1 is alive)|
So when the compy is down to 2, it’s basic attack should be 900, and not 1350 as a whole. Similarly, all other attacks should be adjusted as well, based on the alive members.
We already has states like Secure & Threatened (HP at 66.6%), which solely depends on the flock’s HP. It can also rally-heal, when it’s down to 1 creature (that is at HP 33.4%), to restore the HP.
If HP can be increased (via Alert scurry) based on alive creature count, should the logic be applied to the attack as well?
This post is not just for unique compy, but to all other flocks as well as they behave the same.
Am sure, i will get hate from people who are running full/partial flocks team, but others - what’s your thoughts on this?