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#1 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() An updated and compiled list off all known information found on the forums.Wether this information being correct or inacurate is up to you to find out but please let me know if it's wrong !! I've seen many people ask these questions over and over again so here it goes again once and for all ! *** Formula's *** Weapon Proc Chance : ( ( Delay / 3 ) * Proc % ) CA / Spell Proc Chance: ( ( Cast timer / 3 ) * Proc % ) Mitigation %: (Total Mitigation / LvL ) = The % Of dmg you will absorb from same LvL MOB. *** Caps ***
Skill Caps: The Formula to see caps at your own level are: ( 6 * Your Level ) = 420 @ lvl 70Stat Caps: The Formula to see caps at your own level are: ( 20 + ( 7 * Your Level )) = 510 @ lvl 70Note: 20 Should be replaced by your class starting stats for that attribute but for a more overall formulaI decided to stick to the 20 that humans use. In-combat HP regen cap is (3 x Level )In-combat Power regen cap is (1.5 x Level)In-combat item HP regen cap is (3 x Level x 0.5)In-combat item Power regen cap is (1.5 x Level x 0.5) Total Avoidance Caps: 80% Mitigation Caps: 80% Spell Mitigation Caps: 70% Base Defense Cap: 80% Deflect Cap: 70% Parry Cap: 70% Haste Cap : 100% With a minimum delay of 0.8 Seconds DPS Cap: 100% *** Stat / Skill - Effects *** 10 Skill Points of Base Defense add 2.50% To Avoidance 10 Skill Points of Deflect add 2.00% To Avoidance 10 Skill Points of Parry add 1.5% To Avoidance 10 STR add ??? Power @ Lvl 70 ( Formula ??? ) 10 STR add ??? Damage @ LvL 70 ( Formula ??? ) 10 AGI add 0.3% Avoidance @ LvL 70 ( Is This exponentially ? --> 100-200 ; 200-300 Effect smaller ) 10 STA add 50 Hit Points @ LvL 70 10 INT add ??? Dmg to Procs @ LvL 70 ( Formula ??? ) 10 WIS add 30-40 To all Resists Please PM Me or post additional info here.Hope we can complete this list and add all the info we ever need in here. Greetings Daveke Bruiser Of Splitpaw Special thx to the following people who provided information trough PM or Previous Posts/Topics. Quicksilver74, Moorgard, x0trunks, Morrgan_Soerenson, Dahlrek, ShinmaRyche Message Edited by Parasiteke on 03-21-200602:49 PM |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 35
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Hi, I thought the stat cap is dependend on your starting stat... so 20 + 7 * lvl is only accurate for humans... not that it is THAT much of a difference if you have 572 or 570 as stat cap.the rest i am working on...Olaf
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 211
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Right. Stat cap = stat at character creation + (7 * current level)
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#4 |
Lord
Join Date: Nov 2005
Posts: 57
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as far as i know, race does not matter at all when determineing stat caps... its simply 7 * lvl + 20 = capand i think this would be a great sticky for sure
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 92
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Mitigation % = Mitigation / LevelAvoidance (per skill, per skill point relative to base for level) = 10% / ( Level / 2)Avoidance skill point cap = 5.5 * Level ? <- Effectively true if caps for Deflection and Parry are 40% and 20%I had the Agility <-> Defense equation sitting around here somewhere, may have lost it.
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#6 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() I've read Avoidance caps for deflect and parry are at 70% , Can we get confirmation on this ? Furthermore : Avoidance (per skill, per skill point relative to base for level) = 10% / ( Level / 2) Does this mean that having an additional Defense point at lvl 10 has more effect than it has at lvl 70? Altough u still gain those stats at the same rate ? ( 5 per level ) Greetz
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#7 |
General
Join Date: Feb 2006
Posts: 32
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![]() Somebody want to explain that Avoidance formula out? I can do math, but I don't completely understand the forumua.
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#8 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() I think it works like thos Base Defense determined by "Defence and Agi" Skill + ( Deflection % * 0.X ) + ( Parry% * 0.X ) 10% of Parry or Deflection doesn't show up as 10% additional avoidance that is why i am only showing the direct effect of the skills to Total avoidance. Greetings BTW: Updated some more info. Please send me tells or reply to this thread if u have more info Greetings
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#9 |
Loremaster
Join Date: Feb 2005
Posts: 1,238
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/Sticky pls great info dav and a good discussion topic for sure
Message Edited by DarkMirrax on 03-20-200611:12 AM
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Q - Named and epics get + to hit which makes avoidance tanking suck. A- Yes they do, and yes it does =========================== Steve Danuser, a.k.a. Moorgard Game Designer, EverQuest II ... Whats Amazing Reflexes ?? ....... =========================== |
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 92
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I posted the 5.5 cap because Jez said Deflection% caps at 40%, but I can't personally confirm that to be true. I just confirmed the other day that for Defense the skill cap is higher than 5.5*level, so it's possible the caps are different, or Jez was wrong. Probably best to just ignore that part of what I posted. If the caps are actually 7*level, then Deflection% would cap at 70%, Parry at 50%, and Defense at something else, probably in the 70-80% range for us (ignoring other potential non-skill-based caps).As for total displayed avoidance, that's simple probability math. 1.0 - ((1.0-base)*(1.0-deflect)*(1.0-parry)*(1.0-block))
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#11 |
Join Date: May 2005
Posts: 144
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![]() Brilliant thread. Thanks for all the detailed information. One thing I'd really like to know is: What is the full effect of the defense skill? Does it just boost your avoidance, or also affect the damage of monsters of a different level? Previously I thought that, when a high level fought a low level, the combat system compared the offensive skill (say piercing) with the defense skill. If there was a big difference, this could dramatically reduce or increase the damage done. So a level 50 monster hitting a player with level 40 defense skill might, say, do 500 damage autoattack, but the same lev 50 monster hitting a player with level 60 defense skill might only do 50 damage. Something like this does seem to happen. Fighting green mobs, when I switch between defensive and offensive stances, the damage they do does seems to be affected. As the big difference in the stances is adjustments to offense/defense skills, that implies defense does more than just increase my avoidance. But I'm unsure. I know the game has changed, and now red and orange mobs ignore a large part of defense/offensive skill buffs. I've also noticed green herioc mobs hitting a lot harder than they used to, which I presume is due to adjustments in the way this works. The answer matters more than it used to. Some AA branches give a big boost to defense skills, and there are a lot of items out there that buff defense. Does anyone have anyone have any specific info on this, or know of the thread which does? Is there any info from SoE? Anyone done any methodical testing with a parser? Message Edited by tawek21 on 03-26-200602:08 PM |
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#12 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() I think your offensive skill vs defensive skill determines wether you hit for maximal damage or not. It also decides if you hit / get hit at all. When the chat log says *miss* thats because of the difference between Def vs Attack skill. Not shure on the range or formula here tough ![]() But against greens i tend to hit max damage a lot more ( and hit them offcourse ) and see them miss a lot more. |
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#13 |
Loremaster
Join Date: Nov 2004
Location: Denmark
Posts: 124
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![]() It's only 5 per level (or 1 per 20% xp), so it's 350 at lvl 70. |
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#14 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() Sanamien , if it were only 5 , what would be the point of having stances that boost your offensive skills ?
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 323
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So the better question to ask, is at level 70 what values do you need in parry, deflection, defense to cap them percentage wise?
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#16 |
Join Date: Nov 2004
Location: Belgium - Europe
Posts: 53
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![]() You need 420 skill in all the fields to get it maxed against an even con mob is my guess. I'm only a collector don't shoot me ![]() I've put everything here i could find that might prove usefull. Untill a DEV posts here that it's all correct or gives me a PM with what info i should change we will never be shure ![]() Greetings Message Edited by Parasiteke on 03-30-200603:19 PM |
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#17 |
Loremaster
Join Date: Apr 2006
Posts: 1
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Can someone give a pretty clear confirmed answer as to Monk/Bruiser caps regarding avoidance?I am a level 68 Monk and have tried to go with avoidance as much as possible through items and agillity etc.Now I have self buffed 72% avoid and the deflection % is 45%(so if max is 40% the other 5% isn't being used?). Parry is the lowest. As I adjust the avoidance and other %'s change but whether they are real I would like to know.I was going to go with the Sta/Agi line to get defense/deflection up but now with potential caps it may be smarter togo with STR to get riptose which is a nice freebie avoidance and Int since also good with no weapons toget parry which increases by 2?Any ideas? Would love to hear from people!Yeah I am a monk but the bruiser site kicks [Removed for Content] over the monk one
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#18 |
Loremaster
Join Date: Nov 2004
Location: Denmark
Posts: 124
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![]() Misunderstood you then, thought it was the cap for what you could train the skill to. Didn't know there was a soft cap out there ![]() |
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#19 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() "Haste Cap : 100% With a minimum delay of 0.8 Seconds" "The only cap on weapon speed is having your max haste at 100%. So a 1.2 weapon doesn't hit any mythical minimum delay barriers as some might believe. " Chris KozakProgrammer, Everquest II 04-10-200610:07 AM So according to the programmer there is no minimum delay. It was probably the way parsers work that made people think we had a minimum delay.
Message Edited by Gungo on 04-10-200611:58 AM |
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#20 |
General
Join Date: Nov 2004
Posts: 349
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With no minimum delay the duel weilders are king still as far as raw #'s.
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#21 |
Loremaster
Join Date: Nov 2004
Location: Denmark
Posts: 124
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![]() Since the lowest time unit in the log are seconds, parsers won't be able to see a delay lower than that.. |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 1,320
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![]() You just have to do it the old fashioned way... count the number of attacks in a given amount of time. So if you make 50 attacks in 30 seconds of time, your delay is 0.6. Parsers can still count all the attacks made, and can still see when the series of attacks started and finished. It's oldschool... but that's how we figured out how much haste things were giving us back in eq1 when they didn't list numbers, heh.
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#23 |
Lord
Join Date: Aug 2006
Posts: 2
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this post was last updated about a year ago. i would expect that after eof some of the math has changed a bit. would someone post any changes that might have occured in recent updates?
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#24 |
Loremaster
Join Date: Feb 2005
Posts: 1,238
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![]() the op no longer plays a brusier
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Q - Named and epics get + to hit which makes avoidance tanking suck. A- Yes they do, and yes it does =========================== Steve Danuser, a.k.a. Moorgard Game Designer, EverQuest II ... Whats Amazing Reflexes ?? ....... =========================== |
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#25 |
Loremaster
Join Date: Dec 2004
Location: Left of Center
Posts: 89
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![]() From GU#29 NOTES (November 2006)
Damage Mitigation and Resistance - Maximum mitigation/resistance numbers for your current level have been increased from [ Level * 80 ] to [ Level * 150 ]. - Damage mitigated now has diminishing returns, with the point at which the old system and new system meet set at 3675 armor/resist value or (52.5%) for level 70 players. - The new mitigation cap for any type of damage is 75% which is reached at [Level * 150] armor or resist value. - The mitigations / resistances for some item bonuses will appear to have dropped. This was due to a rounding error in their display. Their actual resistance / mitigation values have not changed in most cases.
Stat Caps - All stat cap maximums have been increased from [ 7 * Level + 20 ] to [ 15 * level + 20 ] - Stat benefits are now on a diminishing returns curve - The maximum benefit that each stat provides, including power pool size, melee damage bonus, spell damage bonus, hit points, and defense has been increased - Classes that use multiple stats for power pools have had their maximum power possible increased by up to +25% if they are high enough in both stats. This is meant to offset the difficulty of having to increase multiple stats
Avoidance Skill - Skill caps have increased from [ 6 * Level ] to [ 6.5 * Level ] - Base Parry chance has been lowered from 10% to 5% - Base Deflection chance has lowered from 30% to 25% - Increases to avoidance skills now have diminishing returns similar to the changes made for mitigation/resistance. Players experience more gains in avoidance when further away from the cap, and less gains as they reach closer to the cap
Avoidance in Combat - Display: The way avoidance is displayed has changed. A value similar to mitigation is now used to show your overall avoidance. A tool tip displays details for those who desire more information. - Parry Check: (Base 5%, Chance increases with additional parry skill.) The chance to parry an incoming attack is modified by level and offense skill of the mob you are fighting. Note: A base 20% of parries turn into ripostes. (Modified by certain achievements) - Block Check: (Shield Required). The quality of the shield determines the block chance. Block is only modified by mob level and is not a contested roll vs. mob skill. - Deflection Check: (Monk / Bruiser only) Base 25%, Chance increases with additional Deflection skill. The chance to deflect an incoming attack is modified by level offense skill of the mob you are fighting. - Dodge Check: (Everyone) Base chance is determined by type of armor worn. Chance increases with additional Defense Skill and Agility. The chance to dodge an incoming attack is modified by level and offense skill of the mob you are fighting.
Casting Skill - Skill caps have increased from [ 6 * Level ] to [ 6.5 * Level ] - Skills also use a diminishing returns curve similar to avoidance skills - Actual hostile spell resistance modification has increased from -10% to -20% at maximum skill - Beneficial spells that use casting skill, mostly affecting ministration and ordination, now have their power costs reduced with increased skill
Fizzling - The entire Fizzle mechanic has been removed.
Focus Skill - Skill caps have increased from [ 6 * Level ] to [ 6.5 * Level ] - Focus has a maximum 20% instead of 10% to prevent interrupts from taking damage - Focus Skill also reduces the chance of spell based Interrupts, Stifle, and Stun Effects from interrupting a spell that is already casting - When interrupted by damage a spell will attempt to auto-recast itself. The spell will try this up to 3 times before stopping this action. Using the escape key, ducking, or moving will cancel the current spell being cast as before.
Attack Skill - Skill caps have increased from [ 6 * Level ] to [ 6.5 * Level ]
Haste and DPS Mods - Haste and DPS are now shown as a modified score instead of a percentage. - The Haste and DPS mods can be increased to a rating of 200 - Haste and DPS mods also use a diminishing returns curve to determine the amount of attack speed and DPS modification. This is a 125% modification when reaching the 200 point capped value. - The values for most DPS and Haste spells have been increased slightly.
Item Procs - Item Procs have received a general increase in proc rate. As an average the prior mechanic would calculate the number to earn 1.0 procs per minute. The new mechanic raises this value to an average of 1.8 procs per minute. Given the speed of combat within EQ2 this should see more procs per fight on average for anything which had a lower than 9% chance to proc in the previous system. See this post (http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=66299) for examples. - Items that proc from Physical Triggers: The proc rate for triggers such as successful attack, melee attack, or ranged attack can now be calculated by taking the delay of the weapon and multiplying it by 3. - Items that proc from Spell Triggers: The proc rate for triggers such as hostile spell or beneficial spell can be calculated by taking the cast time of the spell plus the 0.5 second recovery time then multiplying it by 3. - Items that proc from Combat Arts: The proc rate for combat arts works similar to spells. Most combat arts have a cast time of 0.5 seconds and a recovery time of 0.5 seconds and are treated as if you are using a 1 delay weapon. Longer cast combat arts obey the rules in the same manner as spell triggering procs. - Spells and Poisons: Poisons remain unchanged in the rate at which they proc. Spells which apply a proc to a character also remain unchanged in the new system. - Reactive Procs: Procs which take effect after a character has taken damage, been killed, cross below a threshold, or other 'reactive' triggers have not changed. - Haste and Casting Speed Enhancements: The calculation for proc percentage uses the base value not the modified value. In this way the percentage will stay the same for chance to proc per trigger even if casting and attacking faster. It will raise the number of procs seen the higher the haste value.
Equipment Quality Levels - The Mitigation / Resistance Values of Armor and Accessories bearing the Mastercrafted, Legendary, and Fabled quality tags have been lowered to conform to the new combat mechanics and philosophy of diminishing returns. - The damage values of Weapons bearing the Mastercrafted, Legendary, and Fabled quality tags have been lowered to conform to the new combat mechanics and philosophy of diminishing returns. - The mitigation and damage value gap between Mastercrafted, Legendary, and Fabled quality items has been narrowed.
Spell / Combat Art / Weapon Damage Bonuses - The damage bonus received from higher statistics for spells, combat arts, and weapon damage will no longer drop off as you level up and your cap increases.
Spells: - Furies have a new Root spell line! - Coercer Spell Lash and Haruspex lines should show the proper trigger counts now. - The duration on wood elemental spell 'Vicious clubbering' has been reduced
Berserker: Juggernaut: Increased upgrades will reduce the penalty amount. Ranger: Hawk Dive: Hawk reduces hate with the target it strikes, greatly reducing the amount of hate that gets dumped on the ranger when it expires. Cleric: Soothe: Reduced casting time to 1.5 seconds. Wizard: Tongue Twist: Increased hate reduction amount.
Melee Defensive Stances - Melee defensive stances have a new effect. They now enhance the quality of armor you wear instead of adding a flat amount of physical mitigation to your character. This bonus will get more pronounced with better armor.
Class Modifications - Assassins, Rangers, Brigands, and Swashbucklers now gain some of their power pool from strength as well as agility. - Troubadors and Dirges now have more benefit to their power pools from agility. - All Fighter classes now share the same modifier to their auto attack damage. - Shadowknights now gain their power pool benefit from Intelligence and Strength instead of Wisdom.
Falling Damage and Safefall Skill - Falling damage is no longer taken as a percentage of your total health. - Distance is now the only modifier in the amount of damage taken, falling velocity is no longer a variable. - Damage is calculated as (Distance Fallen * 125). - A safe distance fall is 13 meters or less (Just under the height of a griffon tower platform). - A terminal fall is 80 meters. Any fall from that height (without safefall skill or some magic) will deal 30,000 points of damage. - Safe Fall Skill increases the safe distance fall by 1 meter for every 5 points of skill. A skill of 250 would increase the distance a character could fall without taking damage from 13 meters to 63 meters ((250 / 5) + 13). - Super jump abilities will now fall at the normal rate when jumping off very high places
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