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Cyrdemac
07-23-2012, 05:17 AM
<p>I asked one of these questions some time ago and was amazed about the different opinions about it. So I start this topic again and bolster it with other questions, I still don't have a valid answer for. I have an basic idea on the mechanic - or I wouldn't tank so efficently- but I really want some solid answers to be sure. Any Dev's around somewhere?</p><p><span style="font-size: medium; color: #ff0000;">A. Amends</span></p><p>- How exactly are the buffs from my amends-target work with it? When my target has 1.) deaggro buff on it with xxxx de-taunt on every strike and 2.) when it has a - hategain on it like peaceful mind from coercer.</p><p>Does the Amends-transfer work <span style="font-size: medium;">BEFORE</span> those buffs apply to the target or <span style="font-size: medium;">AFTER</span>? So do I get its raw aggro via amends or the reduced values due to those deaggro/de-hategain buffs on my target?</p><p>- How is it capped? I know that there is a 50% cap on Hate Transfer. Does this cap apply to <span style="font-size: medium;">EACH</span> target or <span style="font-size: medium;">ALTOGETHER?</span></p><p>- IF it is capped altogether, how does the transfer work? Amends Target gives me 46% and lets say Assassin transfer additional 24%. How do they apply? 46 % and 4% from Assassin? Or each equal? Or based on percentage amount? Like 35%amends + 15% Assassin?</p><p>- How does it work with the group Amends on Sigil of Heroism? This spell kinda implies that the hate-transfer cap must be for EACH target, otherwise the spell would be just useless, since amends is only group target castable.</p><p>- Are there known bugs about it atm? I still have the distinct feeling, that some mini-transfers like from the wizards or warlocks kinda overwrite my big Amends somehow. But it might be just a gut-feeling.</p><p><span style="font-size: medium; color: #ff0000;">B. Damage</span></p><p>- Looking at the new Recklessness Stance, there is another question, I couldn't get valid answers yet. Potency and Ability Mod. Wich one comes <span style="font-size: medium;">first</span> on the damage calculation? First Ability Mod and then Potency increases the CA value with the mod on it already? Or is it the other way around and first potency with the mod added afterwards?</p><p><span style="font-size: medium; color: #ff0000;">C. Block</span></p><p>- After checking several postings, I found a Block Chance Increase cap of 100%. But looking at in-game values, it still raises the real block value even above 100% block chance increase. So it doesn't seem to be a hard cap and not even a big soft cap here. Any opinions about that?</p><p>- Block with a shield is still a frontal avoidance, so only Brawlers are able to block to all sides, am I correct on this?</p><p><span style="font-size: medium; color: #ff0000;">D. Parry</span></p><p>- An old one, but as I know, after 20% Parry value, every parried attack automatically becomes a Riposte. Due to the high values on Parry nowadays, is this still working this way?</p><p>As you can see, the Amends question still is the biggest one, as it still is one of the major hategain tools from my Paladin. I would like some opinions or even a written statement from some red about these mechanics.</p>

Jemoo
07-23-2012, 10:40 AM
<p>I only play a fighter as an alt, but I do pride myself in understanding the mechanics of the game. I have an idea of the answers for some of these and I am also curious of the answers on others. For Amends: My understanding is that any transfer (Amends, Assassin, Swashy, Guardian, Monk, etc) happens BEFORE any -hate or other mods. So the amount of hate transfers is unmodified (ie Assassin's -hate does not affect it, neither does the +hate a monk may have). If there is a total transfer over the 50% cap, each transfer is lessened in effectiveness. I do not know the conversion on it, but your "35% Amends + 15% Assassin" is the closest example you give. I don't know how the Sigil of Heroism spell factors into the transfer cap, tbh. I don't believe there are any bugs with any transfer at the moment. Damage: Ability Mod and Potency both modify from the base damage, meaning (I believe) that it doesn't matter which is added in first as the base damage never changes. However I think Ab Mod technically is added first. Block: Block on your character tab works much like resists. The cap is technically 75% but when you mouse over, it is only showing you the modifier against an even level, no-arrow mob. each level above or below and each arrow up or down will modify where your block actually is (this is only for Contested Block). For Uncontested Block, the cap (I believe) is 75% as well. Because it's uncontested, that 75% is against any mob of any level or arrow. It is correct that Brawlers can block from all quadrants, it is also true that block only works for plate tanks while a shield is equipped while Brawlers need no specific items to block (huge advantage with the disarms in the current content). Parry: this is where I don't know the mechanics well enough. I would assume that it is still working in this way because other stats (ie other overcap conversions) are still in place, but I could be wrong.</p>

Silzin
07-23-2012, 02:01 PM
<p>For the Avoidance questions I will have to direct you to a thread by Vinka "<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=472979" target="_blank">Avoidance FAQ</a>". This thread is a bit old now but I think it is up to date. I think it explains all avoidance better than any Dev could at this time (sadly). As for Amends and the hate transfer caps, I can only guess and say based on what I have heard. the way I have understood it is if you are getting 46% + 25% then each get a percent of the 50% cap. since you have 71% hate tran coming in and the cap is 50% then each of the tran's is only 50/71 or .704% effective. so your 46% becomes 46*.704 = 32.4% hate tran and the 25% becomes 17.6. As for the Transfer bugs. I think there is a bug where if you place a transfer on a person giving you a transfer then only the last one cast has any effect. like if I as a monk place my 5% on a Sin after he buffed me with his 25% then I am only getting 5% from him, not 30%. this is my understanding and am probably off or just out right wrong. </p>

Cyrdemac
07-26-2012, 12:25 PM
<p>I thought, there would be more pallies out there...</p>

Cyrdemac
08-01-2012, 11:36 AM
<p>Still waiting for more replies or clarification from a Dev. It's just combat mechanics, no complains or something.</p>

Khatarr
08-08-2012, 01:24 PM
<p><cite>Cyrdemac wrote:</cite></p><blockquote><p>I asked one of these questions some time ago and was amazed about the different opinions about it. So I start this topic again and bolster it with other questions, I still don't have a valid answer for. I have an basic idea on the mechanic - or I wouldn't tank so efficently- but I really want some solid answers to be sure. Any Dev's around somewhere?</p><p><span style="color: #ff0000; font-size: medium;">A. Amends</span></p><p>- How exactly are the buffs from my amends-target work with it? When my target has 1.) deaggro buff on it with xxxx de-taunt on every strike and 2.) when it has a - hategain on it like peaceful mind from coercer.Does the Amends-transfer work <span style="font-size: medium;">BEFORE</span> those buffs apply to the target or <span style="font-size: medium;">AFTER</span>? So do I get its raw aggro via amends or the reduced values due to those deaggro/de-hategain buffs on my target?- How is it capped? I know that there is a 50% cap on Hate Transfer. Does this cap apply to <span style="font-size: medium;">EACH</span> target or <span style="font-size: medium;">ALTOGETHER?</span>- IF it is capped altogether, how does the transfer work? Amends Target gives me 46% and lets say Assassin transfer additional 24%. How do they apply? 46 % and 4% from Assassin? Or each equal? Or based on percentage amount? Like 35%amends + 15% Assassin?- How does it work with the group Amends on Sigil of Heroism? This spell kinda implies that the hate-transfer cap must be for EACH target, otherwise the spell would be just useless, since amends is only group target castable- Are there known bugs about it atm? I still have the distinct feeling, that some mini-transfers like from the wizards or warlocks kinda overwrite my big Amends somehow. But it might be just a gut-feeling.</p><p><span style="color: #ff00ff;">From what I can read here you might be getting Hate Transfer and Hate Gain mixed up, there is a difference between the two.Amends works mainly "after" if you really call it that. Amends will not do much unless your Amends target does damage which then will Transfer to you and will build your Hate gain up. Amends is a must on the highest damaging person in your group. Your Amends target will not get as much hate gain on him because its transfered to you. Other classes that have Hate Gain is max up to 100% towards you like Swashys, Dirges and Assassins. Sigil is hate gain pulled from the entire group to you for a short period of time, always best on big pulls. If you have warlocks keep pulling hate over you and you have Amends on them, then you need to work on your Accuracy hits to keep the mobs on you and taunts will help a lot. Otherwise you DPS and Haste is too low for the amount of constant hits on the target to maintain that hate yourself. But with a good group setup you should never worry about hate if you have certain classes to max your gain(100%) and transfers(50%).</span></p><p><span style="color: #ff0000; font-size: medium;">B. Damage</span></p><p>- Looking at the new Recklessness Stance, there is another question, I couldn't get valid answers yet. Potency and Ability Mod. Wich one comes <span style="font-size: medium;">first</span> on the damage calculation? First Ability Mod and then Potency increases the CA value with the mod on it already? Or is it the other way around and first potency with the mod added afterwards?</p><p><span style="color: #ff00ff;">Potency is a smaller % of damage for us Pallys as most of our spells are melee hits not magical. We do have a few magical attacks but if you look at your melees abilities there are a lot more and also add in your Auto attack/AE attack to that. The best thing is Crit Bonus. Potency will work for heals and certain spells only but work towards Ability Mod. I really do not see much of a huge increase of damage from Pallys in reckless stance so far. Ability Mod is based on a modifier to your abilities highest damage hit. Example 10k damage spell you can have up to 5k in Ability modifier added, only the initial first hit will add first to the spells damage. Check this description for more info.<blockquote>Ability Mod:Caculator<a href="http://advancedmod.com/EQ2/AbilityModCap.html" target="_blank"><span style="text-decoration: underline;"><span style="color: #0066cc;">http://advancedmod.com/EQ2/AbilityModCap.html</span></span></a>Ability mod caps at 1/2 the base spell amountOn Damage over time and Heal over time spells, add the total amount of all ticks combined and divide by half. That amount is then applied on the initial hit of the spell only. Example: spell amount 1000 and ticks every second for 5 seconds. total amount 6000. total ability mod applied 3000 to the initial hit of 1000 for a total initial hit of 4000, which is then multiplied by the crit multiplier.Potency and Attributes(str/int/wis/agi) increase the amount of ability mod that can be applied to a spell by increasing its base spell amount.</blockquote></span></p><p><span style="color: #ff0000; font-size: medium;">C. Block</span></p><p>- After checking several postings, I found a Block Chance Increase cap of 100%. But looking at in-game values, it still raises the real block value even above 100% block chance increase. So it doesn't seem to be a hard cap and not even a big soft cap here. Any opinions about that?- Block with a shield is still a frontal avoidance, so only Brawlers are able to block to all sides, am I correct on this?</p><p><span style="color: #ff00ff;">Block Chance is 100% maxed for sure from the front only. Look at the break downs of Block though in Avoidance and your question to Parry will be here as well: Check out this site for better details </span><a href="http://eq2.wikia.com/wiki/Cap"><span style="color: #000000;">http://eq2.wikia.com/wiki/Cap</span></a> </p><p><span style="color: #ff0000; font-size: medium;">D. Parry</span></p><p>- An old one, but as I know, after 20% Parry value, every parried attack automatically becomes a Riposte. Due to the high values on Parry nowadays, is this still working this way?As you can see, the Amends question still is the biggest one, as it still is one of the major hategain tools from my Paladin. I would like some opinions or even a written statement from some red about these mechanics.</p></blockquote><p><span style="color: #ff00ff;">Hope you get some more ideas from my reply in Pink in your quote there for you. My main overall is an Illy, but my Pally can do a lot more than my illy can ever do, I solo a lot of stuff in the new SS Contested stuff with my Pally. I do not even have HM gear raid stuff at all and I can still do very well in HM zones, so you need any other questions you can PM me. Have fun, your fellow Paladin!</span></p>

Cyrdemac
08-09-2012, 07:10 PM
<p><cite>Khatarr wrote:</cite></p><blockquote><p><cite>Cyrdemac wrote:</cite></p><blockquote><p>I asked one of these questions some time ago and was amazed about the different opinions about it. So I start this topic again and bolster it with other questions, I still don't have a valid answer for. I have an basic idea on the mechanic - or I wouldn't tank so efficently- but I really want some solid answers to be sure. Any Dev's around somewhere?</p><p><span style="font-size: medium; color: #ff0000;">A. Amends</span></p><p>- How exactly are the buffs from my amends-target work with it? When my target has 1.) deaggro buff on it with xxxx de-taunt on every strike and 2.) when it has a - hategain on it like peaceful mind from coercer.Does the Amends-transfer work <span style="font-size: medium;">BEFORE</span> those buffs apply to the target or <span style="font-size: medium;">AFTER</span>? So do I get its raw aggro via amends or the reduced values due to those deaggro/de-hategain buffs on my target?- How is it capped? I know that there is a 50% cap on Hate Transfer. Does this cap apply to <span style="font-size: medium;">EACH</span> target or <span style="font-size: medium;">ALTOGETHER?</span>- IF it is capped altogether, how does the transfer work? Amends Target gives me 46% and lets say Assassin transfer additional 24%. How do they apply? 46 % and 4% from Assassin? Or each equal? Or based on percentage amount? Like 35%amends + 15% Assassin?- How does it work with the group Amends on Sigil of Heroism? This spell kinda implies that the hate-transfer cap must be for EACH target, otherwise the spell would be just useless, since amends is only group target castable- Are there known bugs about it atm? I still have the distinct feeling, that some mini-transfers like from the wizards or warlocks kinda overwrite my big Amends somehow. But it might be just a gut-feeling.</p><p><span style="color: #ff00ff;">From what I can read here you might be getting Hate Transfer and Hate Gain mixed up, there is a difference between the two.Amends works mainly "after" if you really call it that. Amends will not do much unless your Amends target does damage which then will Transfer to you and will build your Hate gain up. Amends is a must on the highest damaging person in your group. Your Amends target will not get as much hate gain on him because its transfered to you. Other classes that have Hate Gain is max up to 100% towards you like Swashys, Dirges and Assassins. Sigil is hate gain pulled from the entire group to you for a short period of time, always best on big pulls. If you have warlocks keep pulling hate over you and you have Amends on them, then you need to work on your Accuracy hits to keep the mobs on you and taunts will help a lot. Otherwise you DPS and Haste is too low for the amount of constant hits on the target to maintain that hate yourself. But with a good group setup you should never worry about hate if you have certain classes to max your gain(100%) and transfers(50%).</span></p><p><span style="color: #ff6600;">No, I didn't mix them up. The question still stands, if the Hate Transfer is for the entire group OR for each group member on the 50% Cap.</span></p><p><span style="font-size: medium; color: #ff0000;">B. Damage</span></p><p>- Looking at the new Recklessness Stance, there is another question, I couldn't get valid answers yet. Potency and Ability Mod. Wich one comes <span style="font-size: medium;">first</span> on the damage calculation? First Ability Mod and then Potency increases the CA value with the mod on it already? Or is it the other way around and first potency with the mod added afterwards?</p><p><span style="color: #ff00ff;">Potency is a smaller % of damage for us Pallys as most of our spells are melee hits not magical. We do have a few magical attacks but if you look at your melees abilities there are a lot more and also add in your Auto attack/AE attack to that. The best thing is Crit Bonus. Potency will work for heals and certain spells only but work towards Ability Mod. I really do not see much of a huge increase of damage from Pallys in reckless stance so far. Ability Mod is based on a modifier to your abilities highest damage hit. Example 10k damage spell you can have up to 5k in Ability modifier added, only the initial first hit will add first to the spells damage. Check this description for more info.</span></p><blockquote>Ability Mod:Caculator<a href="http://advancedmod.com/EQ2/AbilityModCap.html" target="_blank"><span style="text-decoration: underline;"><span style="color: #0066cc;">http://advancedmod.com/EQ2/AbilityModCap.html</span></span></a>Ability mod caps at 1/2 the base spell amountOn Damage over time and Heal over time spells, add the total amount of all ticks combined and divide by half. That amount is then applied on the initial hit of the spell only. Example: spell amount 1000 and ticks every second for 5 seconds. total amount 6000. total ability mod applied 3000 to the initial hit of 1000 for a total initial hit of 4000, which is then multiplied by the crit multiplier.Potency and Attributes(str/int/wis/agi) increase the amount of ability mod that can be applied to a spell by increasing its base spell amount.</blockquote><p><span style="color: #ff6600;">Again, not what I asked. Due to the changes on Recklessness and the doubled potency, the question was, if ability mod comes BEFORE potency or AFTER <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> So far as I read it, its AFTER, and therefore useless.</span></p><p><span style="font-size: medium; color: #ff0000;">C. Block</span></p><p>- After checking several postings, I found a Block Chance Increase cap of 100%. But looking at in-game values, it still raises the real block value even above 100% block chance increase. So it doesn't seem to be a hard cap and not even a big soft cap here. Any opinions about that?- Block with a shield is still a frontal avoidance, so only Brawlers are able to block to all sides, am I correct on this?</p><p><span style="color: #ff00ff;">Block Chance is 100% maxed for sure from the front only. Look at the break downs of Block though in Avoidance and your question to Parry will be here as well: Check out this site for better details </span><a href="http://eq2.wikia.com/wiki/Cap"><span style="color: #000000;">http://eq2.wikia.com/wiki/Cap</span></a> </p><p><span style="color: #ff6600;">Tested it, and raising block chance increase above 100% indeed raises the actual block value.</span></p><p><span style="font-size: medium; color: #ff0000;">D. Parry</span></p><p>- An old one, but as I know, after 20% Parry value, every parried attack automatically becomes a Riposte. Due to the high values on Parry nowadays, is this still working this way?As you can see, the Amends question still is the biggest one, as it still is one of the major hategain tools from my Paladin. I would like some opinions or even a written statement from some red about these mechanics.</p></blockquote><p><span style="color: #ff00ff;">Hope you get some more ideas from my reply in Pink in your quote there for you. My main overall is an Illy, but my Pally can do a lot more than my illy can ever do, I solo a lot of stuff in the new SS Contested stuff with my Pally. I do not even have HM gear raid stuff at all and I can still do very well in HM zones, so you need any other questions you can PM me. Have fun, your fellow Paladin!</span></p><p><span style="color: #ff6600;">Here was a mistake on my side. Every parried attack has a 20% base chance to become a Riposte <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></span></p></blockquote><p>I am grateful for this response, thank you! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Cyrdemac
08-24-2012, 03:38 AM
<p>Since Maergoth answered in another Topic about Amends and transfer, it seems to be the following:</p><p>50% Transfer Cap for ENTIRE group?</p><p>Wich results into following problems: hate transfer from other classes actually lower the amount gained by Amends. Sigil of Heroism is lowering the amount even further and could even result in LOOSING aggro, because transfer values of the other members might be much less then the amount gained by pure Amends.</p>

TheSpin
08-24-2012, 04:14 AM
<p>I think....</p><p>100% block chance cap would mean that any buffs, AA, or gear that increase your chance to block an attack can only apply up to double your base chance to block.  Just like spell casting speeds can only be cut by half.  So if you have a base block chance of 30, buffs could potentially give you a block chance of 60, but no higher unless you raised your base chance to block.</p><p>I also think parry and ripposte work a bit differently than you described.  Parry chance and ripposte chance are independently calculated, but in order to perform a ripposte, you must first parry an attack.  If you parry an attack you have a 20% base chance to perform a ripposte.  That ripposte chance can be modified independently of the parry skill, but you still have to first parry an attack before ripposting becomes possible.</p>

Boli32
08-24-2012, 06:13 AM
<p><cite>TheSpin wrote:</cite></p><blockquote><p>I think....</p><p>100% block chance cap would mean that any buffs, AA, or gear that increase your chance to block an attack can only apply up to double your base chance to block.  Just like spell casting speeds can only be cut by half.  So if you have a base block chance of 30, buffs could potentially give you a block chance of 60, but no higher unless you raised your base chance to block.</p><p>I also think parry and ripposte work a bit differently than you described.  Parry chance and ripposte chance are independently calculated, but in order to perform a ripposte, you must first parry an attack.  If you parry an attack you have a 20% base chance to perform a ripposte.  That ripposte chance can be modified independently of the parry skill, but you still have to first parry an attack before ripposting becomes possible.</p></blockquote><p>Correct you have a base 20% chance to riposte an attack you parry, stats which give "5% chance to riposte" are in fact giving you 5% chance to PARRY an attack with 100% chance to riposte it; which means it adds to base avoid and not to the riposte chance as many believe.</p><p>Block.,.. *sigh* everyone gets this wrong; it is NOT capped at 100%... or double the base value or anything; it is however capped at 70% chance to block.</p><p>The actual base block chance is based around the level of the SHIELD and the level of YOU.</p><p>If you were level 90 and had a shield with 1800 protection it will give you say a 20% chance to blockUsing the same shield at level 92 will give you ~18% chance to block.Equiping a level 92 shield with 1840 protection @character level 92 will return you to a 20% chance to block.</p><p>The block% is then calculated directly from this protection it gives:</p><p>50% block will mean you will block 30% of the time100% block will mean you will block 40% of the time150% block will mean you will block 50% of the time200% block will mean you will block 60% of the time250% block will mean you will block 70% of the time <--- reached the cap300% block will mean you will block 70% of the time</p><p>Equip a lvl 92 shield with 2000 protection instead and with 0% block it will now give you a 22% chance to block</p><p>50% block will mean you will block 33% of the time 100% block will mean you will block 44% of the time 150% block will mean you will block 55% of the time 200% block will mean you will block 66% of the time 218% block will mean you will block 70% of the time <--- reached the cap</p><p>Note you now need less block% to reach the chance to block cap</p><p>If you equip a level 90 shield with 2000 protection you will prob get a similar base block% chance as a level 1956 92 shield; or something; so you havr to pay attention to both the protection AND the level.</p>

Cyrdemac
08-24-2012, 06:28 AM
<p>Yep, I messed up with that parry/riposte stuff. Found out some time ago, just were not able to post it due to holiday <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

TheSpin
08-24-2012, 06:39 AM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p><cite>TheSpin wrote:</cite></p><blockquote><p>I think....</p><p>100% block chance cap would mean that any buffs, AA, or gear that increase your chance to block an attack can only apply up to double your base chance to block.  Just like spell casting speeds can only be cut by half.  So if you have a base block chance of 30, buffs could potentially give you a block chance of 60, but no higher unless you raised your base chance to block.</p><p>I also think parry and ripposte work a bit differently than you described.  Parry chance and ripposte chance are independently calculated, but in order to perform a ripposte, you must first parry an attack.  If you parry an attack you have a 20% base chance to perform a ripposte.  That ripposte chance can be modified independently of the parry skill, but you still have to first parry an attack before ripposting becomes possible.</p></blockquote><p>Correct you have a base 20% chance to riposte an attack you parry, stats which give "5% chance to riposte" are in fact giving you 5% chance to PARRY an attack with 100% chance to riposte it; which means it adds to base avoid and not to the riposte chance as many believe.</p><p>Block.,.. *sigh* everyone gets this wrong; it is NOT capped at 100%... or double the base value or anything; it is however capped at 70% chance to block.</p><p>The actual base block chance is based around the level of the SHIELD and the level of YOU.</p><p>If you were level 90 and had a shield with 1800 protection it will give you say a 20% chance to blockUsing the same shield at level 92 will give you ~18% chance to block.Equiping a level 92 shield with 1840 protection @character level 92 will return you to a 20% chance to block.</p><p>The block% is then calculated directly from this protection it gives:</p><p>50% block will mean you will block 30% of the time100% block will mean you will block 40% of the time150% block will mean you will block 50% of the time200% block will mean you will block 60% of the time250% block will mean you will block 70% of the time <--- reached the cap300% block will mean you will block 70% of the time</p><p>Equip a lvl 92 shield with 2000 protection instead and with 0% block it will now give you a 22% chance to block</p><p>50% block will mean you will block 33% of the time100% block will mean you will block 44% of the time150% block will mean you will block 55% of the time200% block will mean you will block 66% of the time218% block will mean you will block 70% of the time <--- reached the cap</p><p>Note you now need less block% to reach the chance to block cap</p><p>If you equip a level 90 shield with 2000 protection you will prob get a similar base block% chance as a level 1956 92 shield; or something; so you havr to pay attention to both the protection AND the level.</p></blockquote><p>No better way to get correct information than to post wrong info.  Thanks for clarifying.</p><p>So you are saying that ripposte chance adds to avoidance?  I thought it just modified the 20% chance to ripposte a parry, but didn't actually increase your chance to parry.  That's good to know.</p>

Boli32
08-24-2012, 07:03 AM
<p><cite>TheSpin wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p><cite>TheSpin wrote:</cite></p><blockquote><p>I think....</p><p>100% block chance cap would mean that any buffs, AA, or gear that increase your chance to block an attack can only apply up to double your base chance to block.  Just like spell casting speeds can only be cut by half.  So if you have a base block chance of 30, buffs could potentially give you a block chance of 60, but no higher unless you raised your base chance to block.</p><p>I also think parry and ripposte work a bit differently than you described.  Parry chance and ripposte chance are independently calculated, but in order to perform a ripposte, you must first parry an attack.  If you parry an attack you have a 20% base chance to perform a ripposte.  That ripposte chance can be modified independently of the parry skill, but you still have to first parry an attack before ripposting becomes possible.</p></blockquote><p>Correct you have a base 20% chance to riposte an attack you parry, stats which give "5% chance to riposte" are in fact giving you 5% chance to PARRY an attack with 100% chance to riposte it; which means it adds to base avoid and not to the riposte chance as many believe.</p><p>Block.,.. *sigh* everyone gets this wrong; it is NOT capped at 100%... or double the base value or anything; it is however capped at 70% chance to block.</p><p>The actual base block chance is based around the level of the SHIELD and the level of YOU.</p><p>If you were level 90 and had a shield with 1800 protection it will give you say a 20% chance to blockUsing the same shield at level 92 will give you ~18% chance to block.Equiping a level 92 shield with 1840 protection @character level 92 will return you to a 20% chance to block.</p><p>The block% is then calculated directly from this protection it gives:</p><p>50% block will mean you will block 30% of the time100% block will mean you will block 40% of the time150% block will mean you will block 50% of the time200% block will mean you will block 60% of the time250% block will mean you will block 70% of the time <--- reached the cap300% block will mean you will block 70% of the time</p><p>Equip a lvl 92 shield with 2000 protection instead and with 0% block it will now give you a 22% chance to block</p><p>50% block will mean you will block 33% of the time100% block will mean you will block 44% of the time150% block will mean you will block 55% of the time200% block will mean you will block 66% of the time218% block will mean you will block 70% of the time <--- reached the cap</p><p>Note you now need less block% to reach the chance to block cap</p><p>If you equip a level 90 shield with 2000 protection you will prob get a similar base block% chance as a level 1956 92 shield; or something; so you havr to pay attention to both the protection AND the level.</p></blockquote><p>No better way to get correct information than to post wrong info.  Thanks for clarifying.</p><p><strong>So you are saying that ripposte chance adds to avoidance?  I thought it just modified the 20% chance to ripposte a parry, but didn't actually increase your chance to parry.  That's good to know.</strong></p></blockquote><p>Only on blue stats or adornments for example : <a href="http://u.eq2wire.com/item/index/3833693502" target="_blank" rel="nofollow">http://u.eq2wire.com/item/index/3833693502</a></p><p>There is another (very closely named stat) which increases the chance to riposte WHEN you parry (e.g. make it 30% chance to riposte when you parry) which is completely diffrent.. and pretty useless.</p>

Khatarr
08-27-2012, 11:41 AM
<p>Just saw the recent posts about the Block. How is your block, shield, and level calculate into the total chance to block? Trying to figure this out better as I can tank pretty good even though I have no raid gear. I have the <a href="http://u.eq2wire.com/item/index/2166652669">http://u.eq2wire.com/item/index/2166652669</a> shield from Dozekar right now. My block % right now is 102.7% What will be my % chance then according to this? My profile is <a href="http://u.eq2wire.com/soe/character_detail/459562450599">http://u.eq2wire.com/soe/character_...il/459562450599</a> if you wanna see it overall. Seems to be a little outdated though, do not know when these get updated.</p>

Boli32
08-28-2012, 10:13 AM
<p>Truefully; we do not know know the EXACT formuale to calculated chance to block but if you find a shield with higher block at level 92 it will be a greater chance.</p><p>Unequiping block% items should allow you enough data to figure out what block% you need in order to cap it out. (I'll wager it'll be over 200% however.</p>