What is the Actual Difficulty Increase of Raid Bosses
Ive heard plenty now that this server is designed to be more hardcore, and to my understanding, its only a numbers increase, no new mechanics, and to that...Is there a specific number, like a percent, as to how much its been tuned up?
It varies based on the bosses, but 10 man bosses have about the same health and even more damage than retail 25 man bosses, which leads to 10 mans ironically being more difficult as it requires more specific comps with less room for mistakes.
It varies from boss to boss, but it is about a 200-250% increase in health, with a large increase in the damage done by bosses and adds during mob fights (but not trash).
There was an entertaining video someone made regarding these changes, will post it if I find it again.
It varies based on the bosses, but 10 man bosses have about the same health and even more damage than retail 25 man bosses, which leads to 10 mans ironically being more difficult as it requires more specific comps with less room for mistakes.
It varies from boss to boss, but it is about a 200-250% increase in health, with a large increase in the damage done by bosses and adds during mob fights (but not trash).
There was an entertaining video someone made regarding these changes, will post it if I find it again.
Yeah and as far as I know, most of the 25 man bosses have received a lower increase in life than some 10 man bosses have.
Very little care was put into 10 man it seems, as in the future of the expansion, they become meaningless.
Basically what happened, is that <Is a Cookie> (A now disbanded guild from the old WOTLK server ran Naxx 25 in Pre-Raid BIS gear (complete with unaccessable/unreasonable enchants and gems such as epic gems) ran the raid on PTR while being monitored by the devs, in which they used the information gathered by how <Is a Cookie> cleared it in order to tune it to the max.
So basically one of the best guilds with more gear than they were suppose to ran naxx, and winged it basically. It was tuned to the point where they were barely able to do it.
This was on 25man.
10 man seems to have simply been scaled based on the % Increase per boss relatively to HP/Damage
Some things weren't even scaled, for example - The spiderlings in Maexxna 10 man and 25 man have the same (Or atleast extremely similar) HP, making Maexxna 25 man one of the easiest fights in the raid, while Maexxna 10 is one of the hardest fights, if not the hardest fight in all of the tier (barring achievement fights such as OS + Drakes).
Basically, they made it too hardcore, and I wouldn't expect the scaling to be similar for Ulduar, it'll likely be more similar to retail numbers than Naxx was.