Death rate: weaker monster groups finally count
Analysing 262 deaths showed characters mostly died to several monsters weaker than themselves, which camp avoidance ignored. First batch to clearly improve experience and gold earned per hour.
- Commit
- 9977173
- Build
- Build success (2 min) · Target worldserver
Finding
Out of 262 deaths recorded in production (excluding death knights): 74% against two or more attackers, and in 70% of cases the killer was lower level than its victim. Top situations: on the way to an objective, quest turn-in, approaching a target. A level 18 warrior died five times among level 14 to 16 gnolls, attacked by four or five at once.
Fix
Camp avoidance on routes and the choice of an isolated target ignored any monster more than two or three levels below the character. They now count down to six levels below; a weaker camp is skirted more closely than one of the character's level.
Verification
Paired validation on 26 clones: experience per hour +51% and gold per hour clearly up, both significantly; deaths down, almost significantly; no crash. On the economy side, characters under 15 silver are down to 29%, from 80% at the start.