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View Full Version : Make agi worth something


strider19
03-07-2006, 12:25 PM
Based on all the posts I've read, it seems all our end game gear is dripping with AGI, and no STR.  Also, after reading the post on the AA lines people are taking, I saw NO ONE, zero people say they were going down the STR line.  I guess the abilities must suck?  Why not make AGI account for our dps, or crit percentage, or ranged damage?  Why do we need to rely on STR/INT when they are so scarce to us?  This needs some fixin, I think it's clear due to all the posts.<div></div>

Wozicasamoll
03-07-2006, 12:33 PM
<div></div><div></div><p>The AGI AA tree gives an increased crit change for ranged at rank 4, if I remember right.</p><p>Anyways, yes.. lots of our gear seems to be AGI only.. nearly that is! Take a look at this <a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=39&message.id=26139">http://eqiiforums.station.sony.com/eq2/board/message?board.id=39&message.id=26139</a></p><p>Message Edited by Wozicasamoll on <span class="date_text">03-07-2006</span><span class="time_text">08:35 AM</span></p>

subari
03-07-2006, 01:49 PM
<div></div>I would be glad, if agi would raise the chance to hit, parry and evade in an apropriate way. Like the way dexterity is used in most other games i know.

ReynardTheFox
03-07-2006, 05:23 PM
Yes the limitless agility offered to all types of scout is a work or genius. And I define genius to mean "incomprehensibly stupid".<div></div>

Mathe
03-07-2006, 05:34 PM
<div></div>Agility raises evasion pretty significantly if you have a lot of it. It also raises power pool. Those are both quite good. I'd rather have power to use a CA then have the CA have a slight bonus in damage, but not be able to use it.

roblinb
03-07-2006, 05:51 PM
<div></div><blockquote><hr>ReynardTheFox wrote:Yes the limitless agility offered to all types of scout is a work or genius. And I define genius to mean "incomprehensibly stupid".<div></div><hr></blockquote>I agree with you, Rey, but point blank shot is kinda cool at least :smileytongue:

strider19
03-08-2006, 04:14 AM
<hr width="100%" size="2">Agility raises evasion pretty significantly if you have a lot of it. It also raises power pool. Those are both quite good. I'd rather have power to use a CA then have the CA have a slight bonus in damage, but not be able to use it.<hr width="100%" size="2">Agi does raise power, but we got enough agi from all the scout gear out there.  Agi does not significantly raise evasion though.  I have not met a ranger yet with more than 40% avoidance in offensive stance, and most rangers are stacked well enough on agi.<div></div>

Jayad
03-08-2006, 05:42 AM
<div></div><p>The fundamental problem, at least for predators and rogues, is that our primary stat (agi) is not related to our primary job (damage/dps) except in a very loose way.  str, however, is directly related to our primary job.</p><p>Now, if agi would do something useful it would be fine.  For example, it could reduce casting times, increase damage potential, decrease parry potential, etc. </p><p>I don't think there are any high-level scouts out there who think of agi in any terms but a power pool.  Even int would be more useful after you get agi to a certain point.  So much scout gear has lots of agi already that you have to pursue str/int gear after a certain point because having agi at 200 or 250 doesn't make a lot of difference.  Having str at 200 or 250 makes a big difference.</p><p>Now, for soloing, that is a different matter.  I'm talking in a group/raid setting.</p>

Velocidad
03-08-2006, 06:46 AM
There was a time agi was useful. It was the only factor in whether you got hit or not as well as our power pool. I don't remember when, but a few people had figured out that if you could get your agi around 200 points higher than the mobs they couldnt touch ya and couldn't avoid you. So SOE adds the soft cap making agi not as useful but still the deciding factor in the hit/miss area. So then they decide to change combat and make it so that your str vs their agi is the determining factor. More Str = greater chance to hit the mob and do more dmg, more agi = less chance of being hit by the mob and more power.Without a good balance between the 2 your not gonna have the power to hit, or you won't have the ability to hit. So in the last /respec 1/2 of my traits got changed from +agi to +str.<div></div>

Avendelf
03-08-2006, 08:53 AM
<div></div>I have actually found a good deal of gear with plenty of str on it from KoS.  Granted I did have a harder time before this with DoF finding the right gear but now I have several scout items with 20str or 20str + agi and such, that has really helped me give up a lot of the agi I had and convert it to str.  Some agi is still nice as on longer raid encounters I do start to get pretty low on power, but as for group situations agi is pretty useless.  I dont mind though because of the solo avoidance it still gives and the extended power pool on raids helps.  If youre looking for str gear though KoS items are definitely the way to go.

Carna
03-08-2006, 09:01 AM
<div></div>AGL should influence your chance to hit, and STR your damage... why it aint this way is beyond me. It's annoying as a Rogue that the stat I'm primarily concerned with over all others is STR. It doesn't fit with the archetype at all, which tells me the mechanic is flawed.

The_Wind
03-08-2006, 10:49 AM
If our primary job is DPS, and our primary way of doing said DPS is through usage of bow arts and auto-bow damage(procs aside) then why wouldn't strength be part of an archers archtype?   Agility would determine, theoretically, how quickly you can move, and move your bow into the right position to fire an arrow.  Intelligence would determine, the proper arch alignment to get the range correct, and strength would determine the bow pull, and how hard/fast the arrow would fly.  So if we're meant to be archers, then why wouldn't all those 3 stats effect us? <div></div>

Avendelf
03-08-2006, 11:03 AM
<div></div>Well I do think EQ2 is missing Dexterity.  This had a lot to do with the ranger class in EQ1 but was lumped together with Agi in EQ2.  I guess it was lazy programming (or I think they claimed it was for efficiency) but I think it would help compensate for the agi/str conflict.