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Skill Modifiers and Combat Effects
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== Notes, Trivia, Order of Processing (Procs), Attack combat order == <blockquote> '''<font size="2">Taraddar's note on how it used to be in Beta:</font>''' <blockquote> <font size="2">On ac (attack too). Each used to be 2 separate values. One for chance to hit or avoid hit and one for how hard you hit or got hit but apparently in beta they decided that was to confusing and just combined them into one number.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">Orruar's note on Percentage mods:</font>''' <blockquote> <font size="2">Rule of thumb: Any % mods that affect skills you can find in your skills window do not stack.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">Urdegish's note on Improved Dodge and Dodge modifiers:</font>''' <blockquote> <font size="2">Improved Dodge increases your chance of triggering a dodge. +% Dodge increases your chance of a successful dodge. As Brohg said, the best mod of each works, and they are not the same and therefore both have an affect when worn.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">Fandele Longtooth's note on lock pick and stacking:</font>''' <blockquote> <font size="2">Lockpick modifiers do indeed stack, but in a very unique way. Modifiers that are equipped will not stack with each other, but a % mod that is HELD on the cursor will stack with worn mods. In order to pick a lock, the rogue needs to have their lockpicks held on their cursor to perform the action. My rogue, with 210 base lockpick skill, raises it to 216 while cheirometric lockpick device (3% mod) is equipped in the hand slot. I can now pick up mechanized lockpicks (2% mod) on to my cursor and go to 220 lockpick skill. Easily seen these days with the new green print in the skill window.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">A note on Bash:</font>''' <blockquote> <font size="2">As a side investigation, we asked the Devs why a bash that failed to stun was so much more likely to interrupt casting than a bash that would have stunned, but didn't (due to resist or immunity). It turns out that the mechanism first determines if a bash will stun or not; if not a stun, it checks for interrupt or not. When bash was put in to the game, they did not take into account stun immunity or the development of stun resist mods; so that if the first check yeilds a (potential) stun, it doesn't check for interrupt (assuming the stun would do the interrupting). The Ogre racial immunity to frontal stuns seems to be well worth the 70 levels of experience penalty at this point.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">The order of Processing - and what actually happens:</font>''' '''<font size="2">A) Mob attacking you:</font>''' <blockquote> <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> <blockquote> <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> </blockquote></blockquote> '''<font size="2">B) You Proccing on mob:</font>''' <blockquote> <font size="2">Here is the order that a player's combat check is against a mob is made (based on info at </font>[http://www.evilgamer.net/forums/showthread.php?t=58 <font size="2">EvilGamer</font>]<font size="2">):</font> <blockquote> <font size="2">1. Primary (and Secondary if Dual Wielding) Weapon/Aug/Powersource-based proc checks<br /> 2. Buff-based proc checks<br /> 3. AA-based proc check (SK AA: Touch of the Cursed)<br /> 4. Swing (Swings if Dual Wielding)<br /> 5. Double Attack check<br /> 6. Triple Attack check</font> </blockquote> <font size="2">These two distinct categories of procs are considered separately (based on info from Yoda at </font>[http://www.thesteelwarrior.org/forum/showthread.php?t=16325&page=2 <font size="2">The Steel Warrior</font>]<font size="2">):</font> <blockquote> '''<font size="2">Category 1</font>'''<font size="2"> - Procs from Weapons and Augs (and probably Powersources):</font> <blockquote> <font size="2">a) Only a single proc can fire in this first category for each combat round.</font> <font size="2">b) The order is innate weapon proc first, aug proc second.</font> <font size="2">c) No tests have further defined the check, but we predict multiple augs in slot order, then powersource.</font> <font size="2">d) Procs from this first category are modified by Weapon Affinity AA, Combat Effects mods, and Dexterity (benefit caps at 255).</font> </blockquote> '''<font size="2">Category 2</font>'''<font size="2"> - Procs from Buffs and Innate (SK TotC AA) Procs:</font> <blockquote> <font size="2">a) Although a single proc can only proc once per round, multiple procs from this second category can fire within the same combat round, even if a proc of the first category fires too.</font> <font size="2">b) Procs from this second category fire only in the combat round of the primary hand.</font> <font size="2">c) Procs from the second category are modified by Dexterity (benefit caps at 255), but not by Weapon Affinity AA or Combat Effects mods.</font> <font size="2">d) Each individual proc can have a proc rate mod built in that lets </font>''<font size="2">this particular proc</font>''<font size="2"> fire at an increased or decreased rate; this individual proc rate mod is </font>''<font size="2">not</font>''<font size="2"> applied to other procs.</font> <font size="2">e) Warrior auras: Myrmidon's Aura shows a +1% proc rate mod and Champion's Aura shows a +2% proc rate mod. This is such a small boost that parsing has been inconclusive.</font> </blockquote> '''<font size="2">Note: Mainhand Modifier</font>'''<font size="2"> - There is a global proc rate modifier for the primary hand that multiplies by two every single proc rate.</font> <blockquote> <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> </blockquote></blockquote></blockquote></blockquote><blockquote> <br /> '''Proc rate''' {{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.] </blockquote>
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