Editing Skill Modifiers and Combat Effects

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 20: Line 20:
<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>


'''''<font size="2">Attack skill</font>''<font size="2"> DMG: +## - </font>'''<font size="2">A very good example of this Damage mod is backstab, so I'm going to use the Rogues special skill as the prime example. On the new Rogue epic Nightshade we see two modifiers to backstab. The interesting one in this context is </font>'''<font size="2">"Backstab DMG: +15"</font>'''<font size="2">. This is damage that is directly added to your fixed damage . So if you normally hit for 600, you will hit for 615 with this effect. Sources indicate that this damage is not mitigated, and adds unmodified to your total damage score. As of yet, no rogues have accumulated enough of this gear to verify where the cap is, but one would assume that it might be around 100-150. As another example, Monks have a Flying Kick DMG: +15 on their epic 2.0 which works the same way.<br /><br /></font>'''<font size="2">Avoidance - </font>'''<font size="2">According to Magelo's script, Avoidance adds to the "avoidance" part of the AC. Taraddar also states: "Normally your defense skill and agility contribute to your "avoidance" ac and increase your chance of being missed. AC from gear doesn't effect this at all. The Avoidance stat directly adds to this and therefore increases ac." See details on AC below. Caps at 100. Parsing has shown these rough figures: </font>''<font size="2">"10 avoidance = +1% to avoidance. Compare to CA3 = +10% avoidance, LR5=+5% avoidance, RM5=+2.5% avoidance.</font>''<font size="2"> I assume that the results of the parse points to total number of evaded hits, and not "evasion AC". See </font>[http://samanna.net/sham.info/demystified.shtml <font size="2">Table 1. Melee Avoidance and Mitigation AAs on the Shaman AAs Demystified! page</font>]<font size="2"> for return per cost info on Avoidance AAs.<br /><br /></font>
'''''<font size="2">Attack skill</font>''<font size="2"> DMG: +## - </font>'''<font size="2">A very good example of this Damage mod is backstab, so I'm going to use the Rogues special skill as the prime example. On the new Rogue epic Nightshade we see two modifiers to backstab. The interesting one in this context is </font>'''<font size="2">"Backstab DMG: +15"</font>'''<font size="2">. This is damage that is directly added to your fixed damage . So if you normally hit for 600, you will hit for 615 with this effect. Sources indicate that this damage is not mitigated, and adds unmodified to your total damage score. As of yet, no rogues have accumulated enough of this gear to verify where the cap is, but one would assume that it might be around 100-150. As another example, Monks have a Flying Kick DMG: +15 on their epic 2.0 which works the same way.<br /><br /></font>'''<font size="2">Avoidance - </font>'''<font size="2">According to Magelo's script, Avoidance adds to the "avoidance" part of the AC. Taraddar also states: "Normally your defense skill and agility contribute to your "avoidance" ac and increase your chance of being missed. AC from gear doesn't effect this at all. The Avoidance stat directly adds to this and therefore increases ac." See details on AC below. Caps at 100. Parsing has shown these rough figures: </font>''<font size="2">"10 avoidance = +1% to avoidance. Compare to CA3 = +10% avoidance, LR5=+5% avoidance, RM5=+2.5% avoidance.</font>''<font size="2"> I assume that the results of the parse points to total number of evaded hits, and not "evasion AC". See </font>[http://samanna.net/sham.info/demystified.shtml <font size="2">Table 1. Melee Avoidance and Mitigation AAs on the Shaman AAs Demystified! page</font>]<font size="2"> for return per cost info on Avoidance AAs.<br /><br /></font>'''<font size="2">Combat Effects - </font>'''<font size="2">Increases your chance of having your weapons proc. Parses show +10 combat effects is equal to 1 level of weapon affinity on normal weapons. Since weapons have different innate proc rate, the effect varies. 10 Combat Effects would have a higher impact on for example the Ethereal Destroyer, with a low innate proc rate of 85 (100 being standard). Bloodfrenzy has an innate proc rate of 155 while Hammer of Holy Vengeance has whooping 630, where adding 10 extra would do little difference. No parses have been made to suggest a cap, since no one has accumulated enough Combat Effects yet, but we can assume that a cap of 100 is realistic.<br /><br /></font>'''<font size="2">Damage Shield - </font>'''<font size="2">Permanent damage shield. Each point equals to one point of DS. Cap </font><strike><font size="2">is 15</font></strike><font size="2"> </font>[http://eqlive.station.sony.com/updates/recent_updates.jsp?id=64108 <font size="2">upped to 30 as of 22 Sep 2005</font>]<font size="2">. Stacks with DS spells. You also need to have some kind of spell damage shield spell or effect active in order to use the worn DS to be active. This would probably both include clickies and potions.<br /><br /></font>'''<font size="2">Dodge - </font>'''<font size="2">Once a dodge attempt is triggered, the Dodge skill (and +% modifiers) determine success. Dodges are attempted against swings prior to the hit/miss determination, so some of your dodges will be against swings that would have missed anyway. +Dodge mods do not stack, only the highest one is used for calculations.<br /><br /></font>'''<font size="2">DoT Shielding - </font>'''<font size="2">Percentage of dot damage mitigation. This works on the total amount of incoming damage, not part of it as it does when calculating melee damage. Your percentage on gear indicates exactly how much less each tick does to you in damage. Caps at 35%.<br /><br /></font>'''<font size="2">Mana Regeneration - </font>'''<font size="2">Points of extra mana regeneration each tick. Used to be Flowing Thought. Stacks up to 15 and can be increased up to 20 with AA. Mental Clarity 3 stacks. Player cast and clicky buffs generally stack with no cap. Tribute Mana Regen is subject to the worn cap though. <br /><br /></font>'''<font size="2">Regeneration - </font>'''<font size="2">The number of extra HP regeneration each tick. Cap increases with levels and can be increased with AA. Worn cap is 45 at level 70.<br /><br /></font>'''<font size="2">Shielding - </font>'''<font size="2">Percentage of fixed damage mitigation. Shielding works on the part of the damage that is fixed and not affected by AC. See </font>[http://samanna.net/sham.info/demystified.shtml <font size="2">Table 1. Melee Avoidance and Mitigation AAs on the Shaman AAs Demystified! page</font>]<font size="2"> for return per cost info on Mitigation AAs.</font>
'''<font size="2">Clairvoyance - </font>'''<font size="2">Gives a chance to gain mana equal to the total amount of the modifier when casting spells. This believed to apply to spells close to your level and possibly of minimum amount of mana to cast.<br /><br /></font>
'''<font size="2">Combat Effects - </font>'''<font size="2">Increases your chance of having your weapons proc. Parses show +10 combat effects is equal to 1 level of weapon affinity on normal weapons. Since weapons have different innate proc rate, the effect varies. 10 Combat Effects would have a higher impact on for example the Ethereal Destroyer, with a low innate proc rate of 85 (100 being standard). Bloodfrenzy has an innate proc rate of 155 while Hammer of Holy Vengeance has whooping 630, where adding 10 extra would do little difference. No parses have been made to suggest a cap, since no one has accumulated enough Combat Effects yet, but we can assume that a cap of 100 is realistic.<br /><br /></font>'''<font size="2">Damage Shield - </font>'''<font size="2">Permanent damage shield. Each point equals to one point of DS. Cap </font><strike><font size="2">is 15</font></strike><font size="2"> </font>[http://eqlive.station.sony.com/updates/recent_updates.jsp?id=64108 <font size="2">upped to 30 as of 22 Sep 2005</font>]<font size="2">. Stacks with DS spells. You also need to have some kind of spell damage shield spell or effect active in order to use the worn DS to be active. This would probably both include clickies and potions.<br /><br /></font>'''<font size="2">Dodge - </font>'''<font size="2">Once a dodge attempt is triggered, the Dodge skill (and +% modifiers) determine success. Dodges are attempted against swings prior to the hit/miss determination, so some of your dodges will be against swings that would have missed anyway. +Dodge mods do not stack, only the highest one is used for calculations.<br /><br /></font>'''<font size="2">DoT Shielding - </font>'''<font size="2">Percentage of dot damage mitigation. This works on the total amount of incoming damage, not part of it as it does when calculating melee damage. Your percentage on gear indicates exactly how much less each tick does to you in damage. Caps at 35%.<br /><br /></font>'''<font size="2">Mana Regeneration - </font>'''<font size="2">Points of extra mana regeneration each tick. Used to be Flowing Thought. Stacks up to 15 and can be increased up to 20 with AA. Mental Clarity 3 stacks. Player cast and clicky buffs generally stack with no cap. Tribute Mana Regen is subject to the worn cap though. <br /><br /></font>'''<font size="2">Regeneration - </font>'''<font size="2">The number of extra HP regeneration each tick. Cap increases with levels and can be increased with AA. Worn cap is 45 at level 70.<br /><br /></font>'''<font size="2">Shielding - </font>'''<font size="2">Percentage of fixed damage mitigation. Shielding works on the part of the damage that is fixed and not affected by AC. See </font>[http://samanna.net/sham.info/demystified.shtml <font size="2">Table 1. Melee Avoidance and Mitigation AAs on the Shaman AAs Demystified! page</font>]<font size="2"> for return per cost info on Mitigation AAs.</font>


<blockquote><font size="2">Quote from the ranger boards:</font>''<font size="2"> "If a mob has a hit range of 500-1000, the damage bonus portion is 500, and 1% shielding would reduce all hits by 5." </font>''<font size="2">This makes Shielding grant a higher percentage of total damage reduction to characters who's AC is high. Characters with low AC still get the same reduction in damage per point, but the damage reduced for them less percent-ably since they take more damage from the non fixed damage portion of each hit. See details about Damage and AC in the corresponding section below. Caps at 35%.</font></blockquote>
<blockquote><font size="2">Quote from the ranger boards:</font>''<font size="2"> "If a mob has a hit range of 500-1000, the damage bonus portion is 500, and 1% shielding would reduce all hits by 5." </font>''<font size="2">This makes Shielding grant a higher percentage of total damage reduction to characters who's AC is high. Characters with low AC still get the same reduction in damage per point, but the damage reduced for them less percent-ably since they take more damage from the non fixed damage portion of each hit. See details about Damage and AC in the corresponding section below. Caps at 35%.</font></blockquote>
Please note that all contributions to Fanra's EverQuest Wiki are considered to be released under the Creative Commons Attribution Share Alike (see Project:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Template used on this page: