There has been a lot of confusion surrounding the current implementation of the Boss system within the game. This brief article should clear up most confusion and hopefully answer a lot of questions circulating within the community.

The Basics

Each named Boss has a type, and each type of Boss lasts for a certain number of blocks, has a specific spawn chance, and multiplies the base CFTI yield by an exact amount.

Basic Bosses are the most common types of Boss players will encounter, followed by Strong, Epic, Mythic, Legendary, and Godly, respectively. All players in raid while a Basic Boss is present will receive the lowest possible yield over that timeframe when compared to fighting any rarer type of boss.

All players fight the same Boss at the same time - the best analogy is a Boss (and respective yield multiplier) being the “Ocean” and players being the “Ships”. If the playerbase gets lucky with multiple Godly Bosses in a day, the average daily yield for the entire playerbase will be significantly higher than if the entire playerbase fought common mobs for a day.

Depth

This system creates the interesting possibility for periods of high playerbase yield and periods of low playerbase yield. If, for example, the entire playerbase fights strictly Basic Bosses for an entire week, there will be a significant CFTI “drought”.

Players who leave their parties in raid for a significant amount of time will be least effected by the occurrence of these events, as their CFTI yield will trend towards our internal target average over a long period of time.