One Boss Leaves: The Four Horsemen vs. The Twin Emperors wrap-up


However, a victory is a victory. Commenters cite the twins' ability to heal one another as a major deciding factor in the fight -- because while the horsemen can certainly dish out the damage with their stacking debuffs, the twins are capable of so much healing that they might not even notice it.
Later today we'll talk about our next boss fight, but until then, you can take a look at our most recent standings. (Note: These are completely subject to change -- and to keep the fights interesting, the second tier of fights will probably have to be mixed around.)
Later today we'll talk about our next boss fight, but until then, you can take a look at our most recent standings. (Note: These are completely subject to change -- and to keep the fights interesting, the second tier of fights will probably have to be mixed around.)
Filed under: Bosses, Two Bosses Enter






Reader Comments (Page 1 of 1)
Elra Jul 15th 2007 6:44PM
bosses that heal themselves always overcome bosses that doesnt.
just imagine how much damage a boss takes per second versus how much he deals to a single character.
Michael Jul 16th 2007 4:16AM
The stacking debuff will increase exponentially and approach infinite damage per second, which will far eclipse the static healing the twin emps do to each other. It'd be mathematically impossible for the twin emps to win.
Hoofio Jul 16th 2007 7:09AM
hmmm... 48-49 me smells the law of averages afoot
Cascade Jul 16th 2007 10:56AM
The marks will actually start doing damage around the 2 minute time...as the 30k per tick healing manages to cancel the damage to that point. Constant Aoe by the one twin averages 1500 dps and a knockback that will keep the fight moving and reduce the void zones. Coupled with occasional blizzard, the melee damage from the 4H will be almost non-existent. Bugs in the same AoE will do about 500 dps to all of the horsemen and melee should approach 1000 dps before dieing from marks, meteor or the holy wrath. Bugs will agro as soon as they spawn do to marks. The meteor will be a non factor due to too many bugs and its a random target (read anywhere), the righteous fire is a melee proc and he'll be constantly knocked back so little damage here.
One horseman should be dead by 4 minutes thus reducing the damage on the marks to ~60k per tick at that point instead of ~80k per tick (which is a net 30k per tick less healing). The next horseman will die by 5 minutes then another by 6 minutes and the last by 7 minutes (probably sooner)...in the end, its the knockback ability of the arcane AoE that really wins it for the twins...there is a random chance that the knockback might push the one twin target the opposite direction and continue to do so, eventually eliminating the healing, however the marks would also diminish, at that point the damage output of the 4H would be even less as they would be randomly divided and potentially doing no damage at all.
techically, the twins would win on a 10 minute enrage if they had infinite space and all got completely separated since the twins teleport and negate atleast half the 4h damage all of the time.
Cascade Jul 16th 2007 11:01AM
Edit...it also gets alittle complicated as what the AI of the 4H would do if attacking a twin that was immune to its damage...if it ran to the other...the twins would never be seperated as the 4H would alwyas stay on one twin.