Tests on Great Jungle Wurm?

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Thund.2795

Thund.2795

Hello, I would like to propose these two theories. I hope that some server or guild consider this because I’m still convinced that something is missing. If someone else wants to propose other theory no problem, use this topic.

Theory 1: The health of the Wurm’s Head depends on how many people attacked the relative wurm.
The first phase often is always done with a “entire zerg” that moves from one wurm to another to reduce the HP up to 5%.. Perhaps this is the wrong method. I think when ArenaNet has designed this boss didn’t want it to get that way. So if the three wurms are dealt separately without interference then the second phase will be easier. Maybe the HP of the wurm’s heads depends on how many people attacked at the “first phase” event. I’m not talking about a scaled effect, instead I’m talking about a “hidden counter”.
Check: You have to do the amber and the cobalt with the entire zerg (leaving 5% and then split). Meanwhile one group of 50 people ONLY (1/3 of all player) deal with the crimson. Once the first phase is completed, just check that the crimson’s health drops faster.

Theory 2: In the second phase, the Wurm’s Head takes a lot of damage or become more vulnerable when it rolls against a wall (similar at CoE Boss)
I’ve seen many videos where in a few moments the health of the head’s wurm drop dramatically (20% in 3-4 seconds). I believe there is a undiscovered mechanic.
Check: Before starting second phase, all player go against a wall and attack ranged until the wurm’s head arrives. Just check to see if, when it rolls, there are some strange changes in its health or in the damage inflicted.

P.S. : sorry for my english, it’s not my native language, please forgive my mistakes!

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Celeras.4980

Celeras.4980

The only people who run the zerg to each Wurm 1 at a time are the ones who haven’t killed it yet.

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Rezz.8019

Rezz.8019

Health of the wurm changes while you are attacking it, its very random and unreliable. Number of players doesn’t seem to matter.

Also wurm head takes more damage against the wall because it’s way easier to DPS it then…

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Minae Iss.7054

Minae Iss.7054

The only people who run the zerg to each Wurm 1 at a time are the ones who haven’t killed it yet.

The one zerg to get each wurm to 5% was way more reliable to get to fase 2 than the split tactic. And since the wurm is only been killed once and even they can’t repeat their succes this is not really relevant.

That beeing sad the 1 zerg tactic was more reliable since the fuzzy hp spikes are seemingbly worse than before. And many people have noticed this as shown in this thread wich even got dev attention.

https://forum-en.gw2archive.eu/forum/livingworld/madness/Wonky-scaling-on-the-Wurm/first#post3555547

As to the OP, many many people agree that there is some hidden mechanic we are missing. Specially for the head fase. I do not think it has to do with fase 1, since FSP always runs the one zerg tactic and got some heads down in fase 2. I do agree that we either need to test more ideas or need some feedback from the devs , since it can’t be designed to be done the way deso did it.

(edited by Minae Iss.7054)

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Phoenixlin.8624

Phoenixlin.8624

About that dramatic decrease in hp in 2nd phase, if you say it just looking to UI, it is not some kind of trick. UI refreshes itself in every %10 hp.

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Fafnir.5124

Fafnir.5124

With a constant number of people the hp fluctuates significantly can be clearly seen during the burn phase.

theory: Maybe the wurms total hp is a multiple of number of husks there are or total mobs in the vicinity.

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Thund.2795

Thund.2795

About that dramatic decrease in hp in 2nd phase, if you say it just looking to UI, it is not some kind of trick. UI refreshes itself in every %10 hp.

Look the crimson health on the UI at 22.40-22.50

Two possible things: 1. it’s a simple bug or 2. they have accidentally activated the hidden mechanic or have reached the required condition (No, you can’t do all that dps in so little time)

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Divus.3175

Divus.3175

There’s a problem with UI. I’ve watched videos from Cobalt and Crishmond kill on Deso. When I was on Cobalt we’ve seen about 15% more on Crishmond and then out of nowhere 0%, but in reality it was dropping steady. Source: http://www.reddit.com/r/Guildwars2/comments/1w4ve9/desolation_gets_first_wurm_kill/

[KING] Desolation – Pikan Parom (engineer), Grace Parom (ele)

Tests on Great Jungle Wurm?

in The Origins of Madness

Posted by: Rezz.8019

Rezz.8019

There’s a problem with UI. I’ve watched videos from Cobalt and Crishmond kill on Deso. When I was on Cobalt we’ve seen about 15% more on Crishmond and then out of nowhere 0%, but in reality it was dropping steady. Source: http://www.reddit.com/r/Guildwars2/comments/1w4ve9/desolation_gets_first_wurm_kill/

That is not true. Scaling is bugged and wurm health keeps changing extremely fast. It can go up from X (lowest) to Y (highest) within a second, and change back. It’s just random really. (numbers are hidden for obvious reasons but Anet is aware of them)