View Full Version : Can someone (dev maybe) please make a extensive post about all the new mechanics
wickermanuk
02-17-2010, 05:35 AM
<p>Would it be possible to get some kind of post detailing all the mechanics going on in EQ2 at the moment. Its difficult without puring over various forums to gather even some of the most basic information, a lot of people seem to be confused over all the various changes.</p>
Yimway
02-17-2010, 12:35 PM
<p>Yeah, a comprehensive list of changes to mechanics, particularly the explanation of 'rebranding' of stats would go a long way.</p>
Jarnvargr
02-17-2010, 01:15 PM
<p>Yes please!</p><p>I'm still getting my head around how my Wisdom will increase the melee effectiveness of my Ogre Inquisitor. And here I was thinking that an Ogre's strength actually meant something. Oh silly me.</p>
Stubbswick
02-17-2010, 01:39 PM
<p>I'm really baffled none of this made it into the patch notes. It's pretty important stuff - I'd say most players want to know about mechanics changes vs. spelling changes.</p>
Mikai
02-17-2010, 04:12 PM
<p>Well, I'm no dev, but I've done enough reading to kinda figure most of this out. I'll give some of the information I've had to give repeatedly to my guildies. lol</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong><span></span></strong></span></span></p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong><span>Stat Changes</span></strong></span></span></p><p>I pulled this from the "NDA lifted" post. This was a repost of what was on the Beta forums. Below are the stats for the different archetypes and what they do for them. Note that each class type has ONE main stat for almost everything.</p><p><span><span><p>Fighters</p><ul><li>Strength (primary) - determines your max power, increases your damage (including spells if you have them), and determines how much you can carry.</li><li>Agility - improves your chance to avoid melee attacks, adds a crit mit bonus.</li><li>Wisdom - improves your resists against spell damage.</li></ul><p>Mages</p><ul><li>Intelligence (primary) - determines your max power, and increases your damage, adds a crit mit bonus.</li><li>Wisdom - improves your resists against spell damage.</li><li>Agility - improves your chance to avoid melee attacks.</li><li>Strength - determines how much you can carry.</li></ul><p>Priests</p><ul><li>Wisdom (primary) - determines your max power, increases your damage (both spell and melee), and improves your resists against spell damage.</li><li>Intelligence - adds a crit mit bonus.</li><li>Agility - improves your chance to avoid melee attacks.</li><li>Strength - determines how much you can carry.</li></ul><p>Scouts</p><ul><li>Agility (primary) - determines your max power, increases your damage (including spells/poison if you have them), and improves your chance to avoid melee attacks (adds a crit mit bonus).</li><li>Wisdom - improves your resists against spell damage.</li><li>Strength - determines how much you can carry.</li></ul></span></span></p><p><span style="text-decoration: underline;"><strong><span style="font-size: medium;">Resist Changes</span></strong></span></p><p>All resists have been consolodated into one of 3 types. Where before you would have Cold, Heat, Poison, Disease, etc, you now only have 3:</p><ul><li>Elemental (Heat, Cold)</li><li>Noxious (poison, disease)</li><li>Arcane (mental, magic)</li></ul><p><span style="text-decoration: underline;"><strong><span style="font-size: medium;">Other Changes</span></strong></span></p><p>Gear in the higher tiers has always had some sort of modifier. Heal Crit, +Combat Art Damage, etc. Those were all consolodated as well. We now have:</p><ul><li>Crit Chance - Heal crit, Melee crit, and Spell crit have all been consolodated into a single crit chance. This crit chance can be found on many pieces of gear and affect the crit of your heals, taunts, combat art damage, and spell damage.</li><li>Ability Modifier - +heal amount, +combat art damage, and +spell damage have been consolodated into a sing Ability Modifier. Like the Crit Chance, this affects heals, taunts, combat art damage, and spell damage alike. This still functions as the old modifiers did. <ul><li>There is a cap of 50% on Ability Modifier. What this means is if you have a spell that does 1000 damage, your ability modifier can only contribute 500 dmg. Keep this in mind when choosing your gear</li><li>AoEs only gain 1/3 the benefit of Ability Modifiers. So, if a piece of gear gives you 30 Ability mod, only 10 of that will be effective on AoE spells.</li></ul></li><li>Toughness - <span> <span>Toughness is a rating that decreases all PVP damage done to you. The planned cap for damage mitigation gained from Toughness is 40%. This is PVP only. Because Toughness can mitigate critical attacks, Crit Mit no longer functions in PVP.</span></span></li><li>Potency - Potency is an ability that affects the Base Spell, Combat Art, or Heal percentage (%). Prior to SF, you might see items such as the Bloodthirsty choker that provided a Base Damage or Heal increase. Those have been changed to provide Base increase across the board (for example, Bloodthirsty Choker can now affect Heals).</li></ul><p>I think I got the basics, but if I left anything off, I'd be happy to add it and update this. Also, if you have any other questions you want me to add to this, ask and I'll try to answer as best I can.</p><p>~~~Edited to reflect Ability Mod information discovered in the Items and Equipment Forums~~~</p><p>~~~Edited to include information on Toughness and Potency. Thanks go to The_Cheeseman for this info~~~</p>
Yimway
02-17-2010, 05:13 PM
<p>Potency is?</p><p>Ability Time?</p><p>Toughness?</p><p>etc.</p><p>There were a number of 'effects' who's names were changed with no roadmap provided.</p>
Mikai
02-17-2010, 05:45 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>Potency is?</p><p>Ability Time?</p><p>Toughness?</p><p>etc.</p><p>There were a number of 'effects' who's names were changed with no roadmap provided.</p></blockquote><p>You are correct. Only thing I've been able to find on potency so far is that it's "base %"......what that means exactly, i'm not sure.</p><p>Ability Time - Is that the actual term? I'm not finding anything on it, but I know, there is an adornment that grants "Ability Casting Speed". My first guess would be that it is like the Benevolent Alacrity, but I believe those are still in game. Pretty sure some of my Mystic's items still have that, but I'm going to have to double check when I get in game.</p><p>Toughness, I can answer, being on PVP. <span >Toughness is a rating that decreases all PVP damage done to you. The planned cap for damage mitigation gained from Toughness is 40%. (Quoted from <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=467115" target="_blank">Frizznik</a>). My understanding is that Crit Mit does not work in PVP (but it will take me a bit more time to find the exact post I read that).</span></p><p>I hope this helps some.</p>
The_Cheeseman
02-17-2010, 06:06 PM
<p>Potency replaces Base Spell/Combat Art/Heal Amount. An example would be the Bloodthirsty Choker or Torque of Peacock Feathers. This is the percentage-based bonus to the base value of an ability that also raises the cap for Normalized damage values.</p><p>Toughness is relevant in PvP only, where is provides resistance to other player's attacks.</p>
Mikai
02-17-2010, 06:08 PM
<p>Sweet! Thanks. I get it now.</p>
Terron
02-18-2010, 09:38 AM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote>Gear in the higher tiers has always had some sort of modifier. Heal Crit, +Combat Art Damage, etc. Those were all consolodated as well. We now have:<ul><li>Crit Chance - Heal crit, Melee crit, and Spell crit have all been consolodated into a single crit chance. This crit chance can be found on many pieces of gear and affect the crit of your heals, combat art damage, and spell damage.</li><li>Ability Modifier - +heal amount, +combat art damage, and +spell damage have been consolodated into a sing Ability Modifier. Like the Crit Chance, this affects heals, combat art damage, and spell damage alike. This still functions as the old modifiers did. <ul><li>There is a cap of 50% on Ability Modifier. What this means is if you have a spell that does 1000 damage, your ability modifier can only contribute 500 dmg. Keep this in mind when choosing your gear</li><li>AoEs only gain 1/3 the benefit of Ability Modifiers. So, if a piece of gear gives you 30 Ability mod, only 10 of that will be effective on AoE spells.</li></ul></li></ul></blockquote><p>Crit chance and ability modifier also affect taunts now</p>
Marawin
02-18-2010, 11:34 AM
<p>Does anyone have any information about Stat Caps? With the change to level 90, does anyone know where the rough deminishing returns will start to hit for basic stats like AGI, WIS, etc? What about DPS cap? It use to be around 125? Haste also fits in this same environment? Any help would be great as folks look to upgrade their equipment/items.</p><p>Thanks</p>
Nolrog
02-18-2010, 12:06 PM
<p>Meh. Too much WoW-afiing of the game. First the spell names, now the stats and even BGs. </p><p>What's next, you can enable PvP whenever you want, and if you don't attack something for 5 minutes you go back to PvE? Undead as the next playable race? Horde vs Alliance, er, I mean Freeport vs Qeynos?</p>
Yimway
02-18-2010, 12:13 PM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Potency replaces Base Spell/Combat Art/Heal Amount. An example would be the Bloodthirsty Choker or Torque of Peacock Feathers. This is the percentage-based bonus to the base value of an ability that also raises the cap for Normalized damage values.</p><p>Toughness is relevant in PvP only, where is provides resistance to other player's attacks.</p></blockquote><p>Potency is Base % modifier, not spell/ca/heal amount. The static amounts are something else now, Ability modifier?</p><p>I have to admit, the new descriptions on modifiers are very clinical, add onto that the actual values of 4.7%, 0.7%, 17, 231, etc.</p><p>It all feels very dry and I dunno, scripted without actual crafted thought in itemization. I feel more like a test subject in someone's experiment with this new gear, rather than a hero in a fantasy world.</p><p>Maybe thats just my skewed viewpoint, but I feel it all takes away from the game somehow.</p>
Mikai
02-18-2010, 01:35 PM
<p>My understanding is that there are no more stat caps, but the new curve begins at 1200. I'm not quite sure what that new curve is but this is what Fyreflyte said about the subject:</p><p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Up to 1200, stats function the same way they always have. We did this to prevent lower level players from receiving a substantial power hit. After 1200, the new curve kicks in and you should experience sizable base damage gains.</p></blockquote><p>Also, will edit my original post to make certain things more clear. Thanks for your input.</p>
Tahksan
02-18-2010, 04:22 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Well, I'm no dev, but I've done enough reading to kinda figure most of this out. I'll give some of the information I've had to give repeatedly to my guildies. lol</p></blockquote><p>Thanks!</p>
PeaSy1
02-18-2010, 04:27 PM
Ive come to realize that INT now increases crit mit.....
Jonaroth
02-18-2010, 04:40 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong><span>Stat Changes</span></strong></span></span></p><p><span><span><p>Fighters</p><ul><li>Strength (primary) - determines your max power, increases your damage (including spells if you have them), and determines how much you can carry.</li><li>Agility - improves your chance to avoid melee attacks, adds a crit mit bonus.</li><li>Wisdom - improves your resists against spell damage.</li></ul></span></span></p></blockquote><p>So Int does nothing for a paladin now? Woah! I like.</p><p>Is this true though?</p>
No we just like lying to people to see what they'll believe <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Yeah, it's true. Makes it easy to see what the "intended" target is of a piece of gear too, just look to see which archetype stat is the highest.
DevilUnchained
02-19-2010, 09:59 AM
<p>Kaidia. Thanks for your generosity in taking time to share. I have only been playing a month and was barely getting to the place where I understood the basics of the previous expansion! LOL</p>
<p>I really don't know why this haven't been mentioned anywhere in the patch notes. (Or at least i didn't see it)</p><p>As a newbie i was pretty puzzled finding my aa trees changed and the ability skills (str, agi, etc.) gone.</p><p>Thanks for lighting me up.</p><p>Regardszuni</p>
Hellswrath
02-19-2010, 02:13 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>My understanding is that there are no more stat caps, but the new curve begins at 1200. I'm not quite sure what that new curve is but this is what Fyreflyte said about the subject:</p><p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Up to 1200, stats function the same way they always have. We did this to prevent lower level players from receiving a substantial power hit. After 1200, the new curve kicks in and you should experience sizable base damage gains.</p></blockquote></blockquote><p>I'd like to hear more about this. Also, did they change any of the other caps, such as crit%? Seems to me it will be relatively easy to max out crit this expansion.</p>
Jesdyr
02-24-2010, 07:45 PM
<p>Still no notes ?</p>
timetravelling
02-24-2010, 09:27 PM
<p>Hey folks</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=471667" target="_blank">I created a thread to help address these confusions</a></p><p>Please let me know what else you'd like clarifications for and I'll try to keep it as clear as possible, thanks!</p>
ranga
02-25-2010, 12:49 PM
<p>Timetravelling, thanks for your help on this but I would have thought it is obvious.</p><p>We would like clarification on the changes that have been made to stats. All stats that have changed or mechanics that affect stats that haven't been changed. What has been consolidated Old>New how it affects other stats. What the caps are for each stat type, whether mobs still crit, do mobs in older content now crit, plus all the other questions that have been asked.</p><p>In short <em>comprehensive</em> update notes.</p><p>Notes for BG would also be appreciated.</p><p>Thank you</p>
Geothe
02-25-2010, 01:01 PM
<p><cite>ranga wrote:</cite></p><blockquote><p>Timetravelling, thanks for your help on this but I would have thought it is obvious.</p><p>We would like clarification on the changes that have been made to stats. All stats that have changed or mechanics that affect stats that haven't been changed. What has been consolidated Old>New how it affects other stats. What the caps are for each stat type, whether mobs still crit, do mobs in older content now crit, plus all the other questions that have been asked.</p><p>In short <em>comprehensive</em> update notes.</p><p>Notes for BG would also be appreciated.</p><p>Thank you</p></blockquote><p>Hi, did you even go to the link timetravelling included in his post?Maybe you should actually do that...</p>
ranga
02-25-2010, 01:10 PM
<p>Yes thank you, I did. And the answers there prompted me to post here!</p><p>If you were that interested in the subject instead of just trolling, you might have followed the link yourself to check <em>before</em> posting your answer.</p><p>See the link in your post to check it <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Oh! Wait! there's no link...</p>
Kiara
02-25-2010, 01:13 PM
<p>Oh look. I tripped over some trolling and accidentally locked the thread.</p><p>I really must speak with housekeeping about the trolls lying around here.</p><p>/sigh</p>
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