[Suggestion] Scaling per player

5 votes

1 person in prospect: Current rates
2 people in prospect: Mob health x2 Damage same as current rates. Ore output increased by .5% Plant output increased by .5% so herbalists can make pastes for everyone.
3 people in prospect: Mob health x2.5. Damage increased by 1% ore output increased by 1%. Plant output increased by 1%
4 people in prospect: Mob health x3 Damage increased by 1.5% ore output increased by 1.5% Plant output increased by 1.5%
5 people in prospect: Mob Health x4 ore output increased by 2% Plant output increased by 1.5%
6 people in prospect: Mob Health x5 ore output increased by 3% Plant output increased by 2%
7 people in prospect Mob Health x5 ore output increased by 4% Plant output increased by 3%
Full Group: Mob Health x8 ore output increased by 6% Plant output increased by 5%

Ore Output increased for weaponry provision reasons for the entire group including things like T3/T4 arrows etc.

Plant Life increase for cooks/herbalists. Health Pastes/Resto paste/food etc.

Under consideration Balance Suggested by: Ninwah Upvoted: 13 Dec, '21 Comments: 3

Comments: 3