Editing Skill Modifiers and Combat Effects

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<font size="2">There are eight Parts of this guide.</font>
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<font size="2">There are 7 Parts of this guide.</font>


1. Non spell based effects is mostly about effects that have no entry in the spell database and usually stack.
* Part 1 is mostly about effects that have no entry in the spell database and usually stack.
::Accuracy, Attack, Attack skill DMG: +##, Avoidance, Combat Effects, Damage Shield, Dodge, DoT Shielding, Mana Regeneration, Regeneration, Shielding, Spellshield, Strikethrough, Stun Resist
** Accuracy, Attack, Attack skill DMG: +##, Avoidance, Combat Effects, Damage Shield, Dodge, DoT Shielding, Mana Regeneration, Regeneration, Shielding, Spellshield, Strikethrough, Stun Resist
2. Spell based melee foci and percentile skill mods is mostly about effects that do have a spell entry and don't stack.
* Part 2 is mostly about effects that do have a spell entry and don't stack.
:: Cleave, Ferocity, Furious Bash, Improved Block, Improved Dodge, Improved Parry, Skill mod: "Skill" +##%
** Cleave, Ferocity, Furious Bash, Improved Block, Improved Dodge, Improved Parry, Skill mod: "Skill" +##%
3. [[Haste]].
* Part 3 is about Haste.
:: Worn Haste, Haste Spells/Songs, overcap bardsongs and [[Overhaste]].
** Worn Haste, Haste Spells/Songs, overcap bardsongs ([[Overhaste]])
4. Attack, AC, and Damage is about the game mechanics behind Damage, AC and Attack.
* Part 4 is about the game mechanics behind Damage, AC and Attack.
:: Melee Damage, Armor Class, Attack
** Melee Damage, Armor Class, Attack
5. Notes, Trivia, Order of Processing (Procs), Attack combat order
* Part 5 part contains some notes and tidbits.
:: How things work: % mods, Dodge, Lockpicking, Bash, Processing (Procing)
** How things work: % mods, Dodge, Lockpicking, Bash, Processing (Procing)
6. Worn Effect Caps
* Part 6: Worn Effects caps.
* Part 7 adds information about buffs, including disciplines, auras, and similar stuff.


7. Buffs, Disciplines, Auras, etc.
== Part 1 ==
'''Non spell based effects'''


8. Heal Amount / Spell Damage
== Non spell based effects ==
<font size="2">The first part of the compilation contains effects which can be a bit cryptic since they have no explanation in Lucy. They are not in the spell database and thus cannot be analyzed the same way as focus effects and spells can. They each have their own mechanics and differ from focuses in the way they stack.<br /><br /> Also you should pay extra attention to the fact that both AC and Attack have two different parts that have to do with hit chance vs damage. See section about AC, Attack and Damage below for an explanation on some terms used in this part.<br /><br /></font>'''<font size="2">Accuracy - </font>'''<font size="2">Improved chance to hit. This adds to the "hit chance" part of your Attack. 15 accuracy would equal to 1% more landed hits on the mob. According to the Safehouse, the cap is at 150 (wich there is no reason to doubt since the information is said to have come from a dev). See below for information on Attack and Accuracy.<br /><br /></font>'''<font size="2">Attack - </font>'''<font size="2">This used to be called Vengeance wich no longer exists, it's now just "+X attack". 10 attack = around 1% more dps. The +Attack stats on items add to the "Power" part of the whole Attack rating. Caps at 250. We should also note that spells that add to Attack to like Spirit of Bi'Lih and Ferine Avatar does </font>''<font size="2">not</font>''<font size="2"> count towards this cap while it seems that </font>''<font size="2">Avatar procced from Primals/Prismatic weapons in fact do count towards this 250 cap</font>''<font size="2">. See explanation below on difference between the "to hit" and "damage" parts of Attack. Paladins love +Attack items more than apple pie.</font>
<font size="2">The first part of the compilation contains effects which can be a bit cryptic since they have no explanation in Lucy. They are not in the spell database and thus cannot be analyzed the same way as focus effects and spells can. They each have their own mechanics and differ from focuses in the way they stack.<br /><br /> Also you should pay extra attention to the fact that both AC and Attack have two different parts that have to do with hit chance vs damage. See section about AC, Attack and Damage below for an explanation on some terms used in this part.<br /><br /></font>'''<font size="2">Accuracy - </font>'''<font size="2">Improved chance to hit. This adds to the "hit chance" part of your Attack. 15 accuracy would equal to 1% more landed hits on the mob. According to the Safehouse, the cap is at 150 (wich there is no reason to doubt since the information is said to have come from a dev). See below for information on Attack and Accuracy.<br /><br /></font>'''<font size="2">Attack - </font>'''<font size="2">This used to be called Vengeance wich no longer exists, it's now just "+X attack". 10 attack = around 1% more dps. The +Attack stats on items add to the "Power" part of the whole Attack rating. Caps at 250. We should also note that spells that add to Attack to like Spirit of Bi'Lih and Ferine Avatar does </font>''<font size="2">not</font>''<font size="2"> count towards this cap while it seems that </font>''<font size="2">Avatar procced from Primals/Prismatic weapons in fact do count towards this 250 cap</font>''<font size="2">. See explanation below on difference between the "to hit" and "damage" parts of Attack. Paladins love +Attack items more than apple pie.</font>


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<font size="2"><br /></font>'''<font size="2">Spellshield - </font>'''<font size="2">Percentage of spell damage mitigation. The same thing as with DoT Shielding. The percentage on your gear is the raw damage you miss out on. Caps at 35%.<br /><br /></font>'''<font size="2">Strikethrough - </font>'''<font size="2">Percentage chance to ignore a dodge, parry or riposte and thus landing a hit even if the mobs succeeds with his skill. Does nothing if you are attacking from behind. Caps at 35%.<br /><br /></font>'''<font size="2">Stun Resist - </font>'''<font size="2">Percentage chance of avoiding being stunned. Caps at 35%.</font>
<font size="2"><br /></font>'''<font size="2">Spellshield - </font>'''<font size="2">Percentage of spell damage mitigation. The same thing as with DoT Shielding. The percentage on your gear is the raw damage you miss out on. Caps at 35%.<br /><br /></font>'''<font size="2">Strikethrough - </font>'''<font size="2">Percentage chance to ignore a dodge, parry or riposte and thus landing a hit even if the mobs succeeds with his skill. Does nothing if you are attacking from behind. Caps at 35%.<br /><br /></font>'''<font size="2">Stun Resist - </font>'''<font size="2">Percentage chance of avoiding being stunned. Caps at 35%.</font>


== Spell based melee foci and percentile skill mods ==
== Part 2 ==
'''Spell based melee foci and percentual skill mods'''
 
I name the following entries "spell effects" because their effects are listed in Lucy's spell database. These are in fact focus effects for melee. This also applies to Instrument modifiers and skill modifiers like Alteration and Tradeskills (for example). None of these effects stack, and the highest one always is the only one that takes effect.  
I name the following entries "spell effects" because their effects are listed in Lucy's spell database. These are in fact focus effects for melee. This also applies to Instrument modifiers and skill modifiers like Alteration and Tradeskills (for example). None of these effects stack, and the highest one always is the only one that takes effect.  


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There are numerous items that modify different skills this way, for instance the Shaman PoTime BP has a Skill Mod: Specialize Alteration +8%. See Fandele Longtooth's note on lock picking and stacking below.</font>
There are numerous items that modify different skills this way, for instance the Shaman PoTime BP has a Skill Mod: Specialize Alteration +8%. See Fandele Longtooth's note on lock picking and stacking below.</font>


== Haste ==
== Part 3 ==
:''Main articles: [[Haste]], [[Overhaste]]''
'''Haste'''
 
Haste is the original Melee Focus, and has been in the game since day 1. Haste basically consists of 3 parts. There are a few exceptions to this, but to put it simply Haste is made up from '''Worn Haste + Haste Spells/Songs + overcap bardsongs'''.
Haste is the original Melee Focus, and has been in the game since day 1. Haste basically consists of 3 parts. There are a few exceptions to this, but to put it simply Haste is made up from '''Worn Haste + Haste Spells/Songs + overcap bardsongs'''.


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<font size="2">Hundred Hands can also be considered as a form of haste. It substracts a percentage of the weapon delay from the current hasted weapon delay. So if you have the max 125% haste you're effect delay is D/2.25. With 10 HH it becomes D/2.25 - 0.1*D (equivalent to 190% haste).</font>
<font size="2">Hundred Hands can also be considered as a form of haste. It substracts a percentage of the weapon delay from the current hasted weapon delay. So if you have the max 125% haste you're effect delay is D/2.25. With 10 HH it becomes D/2.25 - 0.1*D (equivalent to 190% haste).</font>


== Attack, AC, and Damage ==
== Part 4 ==
'''Attack, AC and Damage'''
 
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'''PC Melee damage'''
== Part 5 ==
 
'''Notes and Trivia'''
The above description of Melee Damage applies to mobs and players alike, but players have an additional component called the damage table. Specifically the damage table is an additional roll between 1.00 and the Damage Table value (3.95 at level 100 for non-monks, 4.05 at level 100 for monks) in 0.01 increments. The maximum and minimum rolls are more common, probably implying they are artificial caps from a larger distribution, although the exact nature is not clear.
 
The hit formula therefore becomes:
 
WeaponHit = floor(DI_Roll/10 * Weapon_Damage + 0.5)
HStrDam=floor(HeroicStr/10)
HDexDam=floor(HeroicDex/10) if ranged attack (0 if not)
Damage = DamageBonus + HStrDam + floor((1 + DamMultBonus) * (HDexDam + floor(WeaponHit * DamTabRoll + 1)))
 
(NB: not +1 after DamTabRoll if the roll is 1.00)
 
DamMultBonus is a damage multiplier from discs or buffs, SPA185. Eg 0.1 for Champion.
 
WeaponHit uses DI for a normal damage roll. Special skills (SPA193; Skill Attack) like the rogue Incursion spell "Backstab Attack for 2754" use replace this WeaponHit value directly with a non-variable value and no DI roll.
 
The Backstab skill acts as if the Weapon_Damage is floor((2 + BS_Skill/50) * Backstab_Weapon_Damage). Ie a weapon with 63 backstab damage at 336 skill will enter the hit function with a Weapon_Damage of 549. This is then subject to the DI roll as usual.
 
If you have a critical hit then 5 is added to the inner portion and it is multiplied by the critical hit multiplier. This varies by class (Warrior and Berserker have a lower value, but most start off at 1.7) and is boosted by AAs. Eg Veteran's Wrath for normal melee hit and Assassin's Wrath for rogue backstabs. Ie:
 
CritDamage = DamageBonus + HStrDam + CritMult * (5 + floor((1 + DamMultBonus) * (HDexDam + floor(WeaponHit * DamTabRoll + 1))))
 
Minimal damage modifiers (SPA 186) apply after the CritMult is factored in, but before DamageBonus and HStrDam is added. The minimum damage is simply a multiplier of the base weapon damage.
 
<font size="1">Apologies for some examples being a bit rogue-centric, but it is where my pairsing data came from. If you need a more complete model please PM me (Brogett).</font>
 
== Notes, Trivia, Order of Processing (Procs), Attack combat order ==


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<font size="2">Per [https://forums.daybreakgames.com/eq/index.php?threads/question-about-how-procs-work.222683/ this DGC forum thread], here is the order that a mob's combat check against you is made:</font>
<font size="2">Per Maddoc, </font>[http://eqforums.station.sony.com/eq/board/message?board.id=Lvlinc&message.id=1539&query.id=0#M1539 <font size="2">in this post</font>]<font size="2">, here is the order that a mob's combat check against you is made:</font>


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<font size="2">1. Invulnerability (Divine Aura, Preincarnation, etc.)<br /> 2. Riposte check<br /> 3. Parry / Block (skill)<br /> 4. Dodge check<br /> 5. Block (Shield / Staff) check<br /> 6. Avoidance AC/Agility + Avoidance mod2 + Combat Agility AA<br /> 7. Start calculating damage taken if all those checks fail.</font>
<font size="2">1. Block check<br /> 2. Parry check<br /> 3. Riposte check<br /> 4. Dodge check<br /> 5. Shield Block check<br /> 6. Avoidance check<br /> 7. Start calculating damage taken if all those checks fail.</font>


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<font size="2">ex: the bloodfrenzy has a proc rate mod of +55%; assuming a Dexterity of 255+ (giving the "1"):<br /> - in offhand it would fire at (1+55%+WA%+CE%)<br /> - in primary it would fire at 2*(1+55%+WA%+CE%)</font>
<font size="2">ex: the bloodfrenzy has a proc rate mod of +55%; assuming a Dexterity of 255+ (giving the "1"):<br /> - in offhand it would fire at (1+55%+WA%+CE%)<br /> - in primary it would fire at 2*(1+55%+WA%+CE%)</font>


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<br />
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'''Proc rate'''
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{{Cquote|Proc chance is a function of your base hardcapped Dexterity / 35 + Heroic Dexterity / 25.||| Elidroth, EQ Developer, Feb. 13, 2014 Dev Chat}}
 
'''<font size="2">Updated by [https://forums.daybreakgames.com/eq/index.php?threads/gamparse-help-needed.252587/page-2#post-3719709 this EQ developer post by niente]:</font>'''
<blockquote>These are all the special melee attack types and the order in which they are checked:
 
 
Flurry
 
Lucky
 
Critical
 
Wild Rampage
 
Rampage
 
Double Bow Shot
 
Finishing Blow
 
Crippling Blow
 
Assassinate
 
Deadly Strike
 
Slay Undead
 
Headshot
 
 
They can combine to an extent but will always occur in exactly that order.
 
 
 
Heals and DoTs get the following:
 
 
Lucky
 
Critical
 
Twincast
 
 
[https://forums.daybreakgames.com/eq/index.php?threads/gamparse-help-needed.252587/page-3#post-3719748 Decapitate wasn't included because it's a spell, oddly enough.]
 
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== Worn effect caps ==
== Part 6 ==
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== Buffs, Disciplines, Auras, etc. ==
== Part 7 ==
'''<font size="2">Buffs, Disciplines, Auras, etc.</font>'''
 
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== Heal Amount / Spell Damage ==
These are a flat amount added to your heals or spell damage.
<code>[https://forums.daybreakgames.com/eq/index.php?threads/test-update-10-10-2023-patch-notes-and-discussions.292978/page-3#post-4250373 Spell Damage / DoT Duration = Extra Damage Per Tick]</code>


== Credit ==
== Credit ==
Much of this originally from http://samanna.net/eq.general/effects.shtml
Originally from http://samanna.net/eq.general/effects.shtml


Some of this compiled [http://forums.interealms.com/shaman/showthread.php?threadid=27183 here] from various sources by [http://www.magelo.com/eq_view_profile.html?num=204252&resize=true Vigdis of Zek</font>] (with the occasional spot heal by Hamlon of Zek).
<font size="2">Compiled </font>[http://forums.interealms.com/shaman/showthread.php?threadid=27183 <font size="2">here</font>]<font size="2"> from various sources by </font>[http://www.magelo.com/eq_view_profile.html?num=204252&resize=true <font size="2">Vigdis of Zek</font>]<font size="2"> (with the occasional spot heal by Hamlon of Zek).</font>


Contributors who have been ninjaquoted and whose posts have been cornered and tanked for information (in no particular order): Shackleton/decius1, Payn_Prexus, Hurk, Brohg, Kevagron, Rydeon, Castina Solomnus, The Ranger Forums, Ladwenae, Orruar, Retron, Urdegish, Taraddar, Scowl, Jayabalard, Samanna, Swiftkique, Beimeith, Riou. Without you guys this compilation would not have been possible.
<font size="2">Contributors who have been ninjaquoted and whose posts have been cornered and tanked for information (in no particular order): Shackleton/decius1, Payn_Prexus, Hurk, Brohg, Kevagron, Rydeon, Castina Solomnus, The Ranger Forums, Ladwenae, Orruar, Retron, Urdegish, Taraddar, Scowl, Jayabalard, Samanna, Swiftkique. Without you guys this compilation would not have been possible.</font>




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