Standardizing Mobs
A change the IMM staff have been asking about for a while to ease builder pains of stating mob difficulty.
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting.
This change will largely be transparent to players, with a few exceptions:
Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward
higher levels.
Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as
you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster.
And also:
- Fixed output of score level to actually give you a gauge of progress from your current level to the next.

