View Full Version : WTH does agility do?
Wickedbane
12-12-2015, 08:37 PM
Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. One of the three key factors for Monks is their AC and many Monks max this stat out in the hope of helping obtain a higher one at later levels. The amount gained is very minimal however and we recommend increasing your damage output over a minor armor class increase.
EQTHIEVES.com
Agility - Helps you avoid incoming attacks. Plays a part in avoidance armor class (which you cannot see, but trust me, it's there).
Almersguide.com
Agility (AGI)
Affects: Dodge, Defense, Avoidance Armor Class*, Parry?, Run speed (below 75).
Agility determines how much melee damage enemies inflict. Below 75 agility causes a large AC hit.
Max (cap): 255 ?
Brad McQuaid: "AGI: affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit "[3]
It's generally agreed on that AGI has very minimal effects on gameplay as long as it is at least 75, and that it is one of the least important stats to increase for any character.
P99wiki.com
Can anyone tell me how agility helps with dodge, defense and avoidance? Does having a high agility number effect the amount of times you're hit or the amount of damage you take? And by how much?
I know agility gives AC but if that's all it does why have the stat?
Does agility and AC work hand in hand? High AC and high agility = less damage taken?
Or is it each mob has a min/max dmg and just hits you randomly for whatever amount of damage.
Does having high agility improve you're dodge stat? If your dodge is 155 with high agility would it be 175 or 190?
Is there a formula to calculate you're avoidance?
Is there a formula to calculate how much AC you get per agility point?
Danth
12-12-2015, 09:17 PM
Agility helps defense skills raise more quickly. Once they're capped it doesn't do anything for skills like Dodge or Parry.
AC as shown in-game is a composite stat consisting of both mitigation and avoidance AC. Agility adds to avoidance AC; in short, having lots of agility should make things MISS more often. Because of relatively low returns it's generally advised not to gear specifically for Agility.
Danth
botrainer
12-13-2015, 10:31 AM
Once your past like 80 AGI it does nothing to help you tank any better, your skills cap out before your next level, mobs still hit for the same (max damage). Tanking is mostly based off your level on this server a level 35 druid will tank better then a warrior with twice to three times as much HP/AC being level 25/30, given the mobs are level 28 - 32. Great exp. of this is in Highkeep goblins, a 25 warrior would decently tank guards / lookouts / Cabs but be dropped by warriors / raiders, but by the time you ding 30/31 you can tank all the guards/warriors/lookouts without more then 1 or 2 heals but still need a whole mana bar for the 3 raiders due to the fact....raiders are still yellow to red, so they'll hit for max damage 3/4 of the time. So when making a tanking twink class, Fungi / weapons, HP items, then STR items. (max hit damage, max HP points giving healers more time to heal you, weapons to hit hard with to kill said mobs with quicker, and fungi to help recover lost HPs) You focus anywhere else your wasting your time, and plat.
chipz
12-16-2015, 09:17 AM
Once your past like 80 AGI it does nothing to help you tank any better, your skills cap out before your next level, mobs still hit for the same (max damage). Tanking is mostly based off your level on this server a level 35 druid will tank better then a warrior with twice to three times as much HP/AC being level 25/30, given the mobs are level 28 - 32. Great exp. of this is in Highkeep goblins, a 25 warrior would decently tank guards / lookouts / Cabs but be dropped by warriors / raiders, but by the time you ding 30/31 you can tank all the guards/warriors/lookouts without more then 1 or 2 heals but still need a whole mana bar for the 3 raiders due to the fact....raiders are still yellow to red, so they'll hit for max damage 3/4 of the time. So when making a tanking twink class, Fungi / weapons, HP items, then STR items. (max hit damage, max HP points giving healers more time to heal you, weapons to hit hard with to kill said mobs with quicker, and fungi to help recover lost HPs) You focus anywhere else your wasting your time, and plat.
I have nothing really to add here except this post went off in so many directions. I don't even know.
Wickedbane
12-16-2015, 05:09 PM
[QUOTE=Wickedbane;2136925
Can anyone tell me how agility helps with dodge, defense and avoidance? Does having a high agility number effect the amount of times you're hit or the amount of damage you take? And by how much?
I know agility gives AC but if that's all it does why have the stat?
Does agility and AC work hand in hand? High AC and high agility = less damage taken?
Or is it each mob has a min/max dmg and just hits you randomly for whatever amount of damage.
Does having high agility improve you're dodge stat? If your dodge is 155 with high agility would it be 175 or 190?
Is there a formula to calculate you're avoidance?
Is there a formula to calculate how much AC you get per agility point?[/QUOTE]
Okay so far....
Agility only helps you if you have over 75-80 points to midi gate any loss in movement speed and AC.
Also it helps you gain skill points faster in avoidance skills. But if you are a 34 Druid camping high keep goblins and tanking you will do a lot better then a 24 warrior.
Still haven't heard anything really of substance.
Danth
12-16-2015, 08:25 PM
Again, not all AC does the same thing. It's a composite stat. Perhaps you missed that distinction as explained earlier. The AC you gain from your armor or from AC buffs increases mitigation (lowers average DI roll). AC gained from agility doesn't do that; instead it increases raw avoidance (MISS chance). That's why agility exists: It improves your character in a way no other buffable statistic does. If someone tells you there's no difference at all in damage intake between a guy with 250 agility and a guy with 75 agility, he's wrong. Rather, if you try to gear specifically for agility, you'll give up more than you'll gain because agility gear tends on average to have poor tank stats otherwise. Agility has fairly poor returns given the opportunity cost of trying to gear for it. It's better to focus on other tank stats with gear and raise agility with buffs.
The effect of skills like dodge or parry are governed solely by skill level.
Nobody knows the exact formulas because Eq-Emulator isn't programmed the same way Live was and no player has done the thousands of hours of parsing necessary to determine the specifics here. You can work out how much AC you gain from Agility just by watching your character info change when you get an agility buff and click it off.
Danth
Pyrion
12-17-2015, 08:06 AM
If agility would indeed help avoid hits this would be hard to notice, so perhaps it *is* doing that. Data mining would be needed to find out. If let's say 50 agility would make you avoid 10% hits, this would be nice, but you would probably not notice it.
Nirgon
12-17-2015, 11:22 AM
Gives non classic PvP mitigation on red
A rather sizable amount
Implemented with the other genius idea of xp loss on death instead of item loot
It is offset by another not classic change to dexterity
Good information here, thanks!
Wickedbane
12-24-2015, 11:55 PM
Found some good info here: http://samanna.net/eq.general/effects.shtml
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