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Nice
03-29-2008, 09:41 PM
<p>i dont know how to ask this, but i think Many people would benefit from knowing and i simply cannot find it on the boards. Is there somewhere you can point me?  these boards are old and i know the answer is somewhere... ive been playing for a couple of years so i think i should learn how the game works</p><p>what actaully happens in combat?  i figure there are 4 scenarios</p><p>1.  you hit for a melee attack</p><p>2.  you hit for a spell attack</p><p>3.  you recieve a melee attack</p><p>4.  you recieve a spell attack</p><p> course i could be completely wrong.. anyhow, if this is basically true, can i get a break down of what actually happens for each case ?  i mean if i were to take the first one for example... as far as i know, events take place like this (i never played D&D as a kid so im totally guessing here)</p><p>the very first thing that happens is some roll of imaginary dice to determine wether or not i actually even hit the mob. these dice have a certain number of sides, some of which say hit and some say miss...  the number of total sides and the number of sides that say hit or miss is a function of (i would love to know... if someone could explain using words from in-game like mitigation, resistance, avoidance, strength... etc  i dont need the formulas, just a basic idea of what all the ingame words mean in context)</p><p>then second thing that happens (as far as my ignorance can imagine) is a roll of dice that determines the Amount of damage that the mob recieves (based on ...)</p><p>thirdly... ??</p><p> if you get the idea... id just like to know what happens and it seems that, to a small degree, the basic concept of all the words in the game like Int and CA and Crit etc. could be loosly refered to (what is CA again?) and things like wether or not the damage you recieve from AEs from mobs depends on your proximity to it and so forth... its of course gunna be a long answer if anyone cares to explain... but i think one that would be well worth it</p><p>Thank you so much </p>

noetici
03-29-2008, 11:56 PM
<p>Hmm. I'm not sure I entirely understand what you're looking for... descriptions of what affects what are all in the persona window, if you hover over each attribute it will tell you. This game doesn't involve a lot of mystery, most of the combat mechanics are straightforward. As far as the order of the actual mechanics go... I believe the damage is calculated first, including physical and spell mitigation (part of what's listed as resists, see below), and then it is calculated whether or not it lands. I could be wrong on that, but I know when stoneskin absorbs damage, it lists what the amount would have hit you for, unmitigated, which leads me to believe the potential damage is calculated first. EQ2, as far as I know, uses an RNG (random number generator) to the determine what actually happens.</p><p>When you run up to a non-aggro mob, and turn your auto attack on, or if a mob runs up to you and auto attacks you:</p><p>The amount of damage the hit will hit for is determined by the attacker's STR, what their class'/species auto attack modifier is, the DPS mod, and the damage range that is on the weapon being used. On the attackee's end, mitigation will determine how much the hit actually lands for. Avoidance will determine whether the hit will actually land or not. Most types of avoidance scale with level, AKA if a higher level mob is hitting you, you are more likely to be hit than if a lower level or even con mob tries to hit you. If you hover over your avoidance, you will see the percentages listed for each type of melee damage, these are shown for an equal level mob. So for example if you have 30% avoidance for slashing, 30% of the time you are against an equal level mob, that is using slashing melee attacks, you will avoid 30% of them. Your melee skills, Slashing Piercing Crushing, will also determine how likely your hit is to land.</p><p>When you cast a spell on a mob or a mob casts a spell on you:</p><p>The caster's int, +spell damage, and %spell damage increase (some items proc a % increase) will affect how much damage the spell lands for. The castee's "resistance" (as listed in the Persona window) is actually not just resist rate, but also mitigation against whatever damage type is in question. This means that if you have very low... heat resist for example, and a mob casts a heat based spell on you, it will land for more than if you had higher heat resist. Resists will determine the "hit rate" of a spell as well, you have a chance to resist every spell cast on you, the higher your resist against the spell type, the higher that chance is. The %-to-land chance on your spells (this increases with spell quality, Masters have a higher % to land than Adept 3s and so forth) will determine how likely the spell is to land on a mob. The higher level the mob is in comparison to you, the less likely you are to land a spell, and thus having masters helps. For casters, disruption, and sometimes subjugation, will also effect how likely spells are to land.</p><p>AE damage is rarely distance-related, except in raids. CA = Combat Art.</p>

JAFO74
03-30-2008, 07:40 AM
<p>When you attempt a physical attack, a skill check is made using your weapon skill/level vs mobs:</p><p>Base avoidance- this is their basic chance to avoid an attack entirely based on AGI/Defense and level modifiers</p><p>Parry skil: mobs chance to parry with a weapon</p><p>Dodge(brawler only). Chance to dodge a blow using dodge skill(duh)</p><p>Deflect(brawler only) chance to avoid a blow by deflecting it</p><p>Block(shield wearers) chance to block a blow with a shield.</p><p>If your skill check makes it through all of those, you hit the mob for some amound of damage based on the listed damage on your CA or /weaponstats. No mitigation check is made, mobs do not mitigate. So if your CA does 100-1000 damage, basically once it is determined the hit will land a /ran 100-1000 is made by the system thus determining your damage. If the mob has had its mitigation debuffed then that modifier will be added on top of your calculated damage.</p><p>Everything above works the same on spells except the only avoidance check is against mobs level/innate resistance to spell damage type. They won't mitigate a spell, it hits for full listed damage or is avoided all together, same as melee.</p><p>It gets complicated when adding in +ca damage/spell damage modifiers, Crit and % based spell buffs, and mitigation debuffs,  but that is the general idea</p>

Nice
03-30-2008, 08:43 PM
yes i loved Leanans pages of math on the intricacies of Crit <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />