View Full Version : While it might be slightly trival ... but, here is a question for you.
ThorvaldMarr
06-13-2005, 10:04 PM
<DIV>Has anyone wondered why we are still given wisdom when we advance to classs and to subclass?</DIV> <DIV> </DIV> <DIV>Since Wis does us 100% of nothing ... why is it still apart of our advancment, or did I miss something? </DIV> <DIV> </DIV> <DIV>Cant seem to find any previous posts about this, so I thought I'd post something about it, to see what others might know, and or feel about the subject... </DIV> <DIV> </DIV> <DIV>Seems rather unfair that we are given a stat we dont even use. As it is with all other fighters our power comes from str and hps from stam, and avoidance from agi ... so why give us wisdom? There's that hard foot of sony trying to hold the crusaders down again ... once of these days, I'm going to chop that bastage off once and for all!</DIV> <DIV> </DIV> <DIV>Just a thought.</DIV> <DIV> </DIV> <DIV>Thorvald Odinmarr</DIV> <DIV>"Live today as if it were your last, for tommorow we all may die!"</DIV> <DIV> </DIV> <DIV> </DIV>
Titali
06-13-2005, 10:24 PM
<DIV>wisdom contributes to roughly 25% of your mana from stats, strength being the other 75%. it changes per level so prior to your 40s you arent even going to be getting 1 mana per wis, at that point you'll be recieving 3mana per str. at this point anyone besides us and priests get absolutely nothing from wisdom and some armor slots force you to have it. with upcoming combat changes wisdom is suppose to affect how you mitigate spell damage however, which i am looking forward to personally.</DIV>
ThorvaldMarr
06-14-2005, 04:20 PM
<P>Sounds good to me ... </P> <P>I read about the upcoming change as to int and wis effecting spell mitigation as well, so that'll give us a tactical advantage over other melee classes which'll be nice.</P> <P>Thanks for the Info.</P> <P>Thorvald Odinmarr</P> <P>"Live today as if it were your last, for tommorow we all may die!"</P>
That reminds me.. can anyone give a stat by stat rundown (or a link to one) on what, exactly, the stats do? I had a pretty good understanding of the mathematics behind EQ1, but this game has be baffled at times. Since I'm about to enter a new teir and I've become rich in the last one (thank you multiple SoT drops) I'd like to be able to maximize my gear but I can't do that w/o knowing and understanding the stats. I ran a few searches but I can't seem to find it -- can't put in the right words to find it, or there isn't a post about it anywhere on the boards. <div></div>
Titali
06-14-2005, 10:10 PM
<DIV>thing about this game is that the #s are scaled and are gradually changing depending on your level and how much you have in a stat.</DIV> <DIV>the higher level you are, the more benefit you get per stat point. the more you have in a stat, the less benefit you get per point as the # gets higher. (these #s arent correct but, if you have 20sta and you add 5sta, you may get 50hp. if you have 200sta and you add 5, you may get only 5 hp)</DIV> <DIV>to the best of my knowledged stats are as follows:</DIV> <DIV>str = dmg, weight, 100% fighter mana, 75% sk/pal</DIV> <DIV>agi = avoidance, % chance to hit</DIV> <DIV>wis = 100% of priest mana, 25% of pally (hopefully soon to mitigate incoming spell dmg)</DIV> <DIV>int = 100% of mage mana, and some % of a bard (soon to determine outgoing spell dmg)</DIV> <DIV>sta = hp (maybe underwater breath, but not sure, use EB ;P)</DIV> <DIV> </DIV> <DIV>pilot, you cant really focus stats in this game like you could in EQ1. basically all slots have pre-determined stats asigned to them, boots have agi/sta for example. some items arent like this, but the vast majority work this way, especially crafted armor. outside of Fabled rarity equipment, Legendary (rare harvest) crafted armor will be the best for each tier.</DIV> <DIV> </DIV>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.