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LazyHydras
04-09-2019, 10:57 AM
Hey, guys, sorry if this has already been answered in an old post. I used the search feature to find a thread about this and there were many threads talking about dexterity, but not specifically about gearing for reasonably gearing for dex as a warrior without gimping your stats.

So, I am at 110 dex on Krystaps right now. Pretty darn low. I am missing the PoSky shoulders and ring which would put me up to 129. Do I add in a Cloak of Shadows (which would gimp me a bit by losing the stats from dire wolf hide)? Are there other avenues I should take to increase this? I could also use a +6 neck (still using glimmering mithril torque) and a better mask (Targishin's Bone Mask), but I am just hazy on warrior gearing since it's not my main.


Thanks.

Legidias
04-09-2019, 11:15 AM
Don't worry about dex. Invest in slow hammers / root nets + white dmg weapons.

Crede
04-09-2019, 11:31 AM
Don't worry about dex. Invest in slow hammers / root nets + white dmg weapons.

Root nets for normal leveling? That sounds like the worst thing ever. Can take you a matter of minutes to blow through a bag of nets if your group is chain pulling.

try to get items like cloak of maelstrom. Nice dex, hp, sta. Silver Chitin wristbands are great too. Farming pp for you should not be hard with your necro. Every melee I’ve ever played I wished I had more dex, except maybe a rogue. Look up items on the class equipment page and sort by dex to try and find more well rounded items like that.

More dex = more procs/more Aggro/crits/more fun.

Dillusional
04-09-2019, 11:51 AM
Hey, guys, sorry if this has already been answered in an old post. I used the search feature to find a thread about this and there were many threads talking about dexterity, but not specifically about gearing for reasonably gearing for dex as a warrior without gimping your stats.

So, I am at 110 dex on Krystaps right now. Pretty darn low. I am missing the PoSky shoulders and ring which would put me up to 129. Do I add in a Cloak of Shadows (which would gimp me a bit by losing the stats from dire wolf hide)? Are there other avenues I should take to increase this? I could also use a +6 neck (still using glimmering mithril torque) and a better mask (Targishin's Bone Mask), but I am just hazy on warrior gearing since it's not my main.


Thanks.

Here is a list of some pre-raid dex gear with procing weapon for your early 50s and before if you can afford it (don't forget to make enchanter give you boon of the garou)

Cloak of the Maelstrom
http://wiki.project1999.com/Cloak_of_the_Maelstrom

Silver Chitin Wristband
http://wiki.project1999.com/Silver_Chitin_Wristband

Matchless Dragonleg Breeches (or one of the cheaper versions like worked , reinforced or peerless)
http://wiki.project1999.com/Matchless_Dragonleg_Breeches

Infestation
http://wiki.project1999.com/Infestation

Incarnadine Breastplate <--- sorry no iksar
http://wiki.project1999.com/Incarnadine_Breastplate

Spider Fur Belt
http://wiki.project1999.com/Spider_Fur_Belt <-- if your haste item isn't on your waist like SCHW or something

Carnal Pauldrons (easy to loot in solb)
http://wiki.project1999.com/Carnal_Pauldrons

Black Ice sleeves maybe....

+6 dragon neck sounds good, there is other stuff, these are just some suggestions

one interesting option at leg if you know any clerics who are trying to get their epic done, you might have a shot at:

Blazing Greaves of Fennin Ro
http://wiki.project1999.com/Blazing_Greaves_of_Fennin_Ro

DMN
04-09-2019, 11:59 AM
More dex = more procs/more Aggro/crits/more fun.

I heard dex doesn't affect crit rate on p99.

bwe
04-09-2019, 02:55 PM
Don't worry about dex. Invest in slow hammers / root nets + white dmg weapons.

It's so stupid that this is "how it's done"

Legidias
04-09-2019, 03:14 PM
Even in a group, you dont want your aggro based around procs because:

A. XP groups wont want to sit still for 2 mins while you try to proc an axe
B. You probably won't be buffed into oblivion 255 dex
C. The difference of having about 20-30 dex more than whatever you have will equate to like .2 more procs per min, or about one extra proc every 5 minutes of fighting

Get a caster to root mob you fight. Done.

FatherSioux
04-09-2019, 04:49 PM
Root nets are super useful to have as a tank. But I never used them as a way to aggro mobs, they are sort of a ace up the sleeve to use when you need. It's good practice to get used to using this tactic as a warrior. Clicking items from inventory and swapping weapons all while assessing the playing field and making quick decisions based on the tools (Clickies) you have at your disposal.

Dolalin
04-09-2019, 04:50 PM
Boon of the garou and a dex buff are attainable, and enough. There is no point gearing specifically for dex imo.

LazyHydras
04-09-2019, 08:22 PM
Boon of the garou and a dex buff are attainable, and enough. There is no point gearing specifically for dex imo.

Not always going to have the luxury depending on the group composition. Sometimes you take what you can get, ya know.

Dolalin
04-10-2019, 05:58 AM
The problem is opportunity cost. +DEX gear is usually shit otherwise unless top tier raid loot. No point keeping agro 10% better just to end up a paper tank.

LazyHydras
04-10-2019, 07:54 AM
The problem is opportunity cost. +DEX gear is usually shit otherwise unless top tier raid loot. No point keeping agro 10% better just to end up a paper tank.

Makes sense to me.

Crede
04-10-2019, 10:21 AM
The problem is opportunity cost. +DEX gear is usually shit otherwise unless top tier raid loot. No point keeping agro 10% better just to end up a paper tank.

Plenty of nice pre raid dex items in velious that also make you a beefier tank. Earlier post indicated several of these, but there are more.

OP, as I previously stated, search for war equipment by slot on the wiki, sort by dex, and see what other stats are out there with it and what you can afford/save for.

Troxx
04-10-2019, 01:44 PM
I’d recommend taking posters who recommend not prioritizing dex with a grain of salt.

I did the *unthinkable* and created my warrior from the ground up prioritizing dexterity: dwarf with all starter stats dumped into dex. My gear is not great (0 raid drops so far) and my stamina buffs out to 225. A few upgrades will have me at or close to max. For dexterity a single Focus has me capped 255.

At lower levels stamina returns are minimal. Dexterity and ac in the absence of complete heal (or low enough level it’s not safe or efficient) are the most important stats. Dexterity is as potent at level one as it is at 60. After the last patch procs are less potent and white damage is the backbone of our threat potential, but we still function in an era where good, cheap weapons with aggro procs really on par (+/-) with their non proc counterparts. Those procs DO still matter. They are what will keep you above the monks and rogues who have backstab or superior weapons.

Procs are unpredictable. An absolute absence of them will drive you crazy ... but at lower levels cranking your unbuffed dex to 140 vs 100 or 180-190 at higher levels compared to 120 makes a huge difference. My experience having higher innate dex is very different than those with lower. Rolling a dual wield aggro proc setup gave me much higher total threat ... but more importantly it exponentially decreased my risk of going deep into an otherwise brief fight with a dry streak. One proc was almost always enough to lock down the fight and it’s rare that I didn’t (or still don’t) get one really early.

Our job is to tank. If you’re not the one taking damage, you aren’t tanking. Melee dps have ratios as good, ratios better, and special ability (stabs flying kicks) that we lack. With equal to or higher white damage threat potential, absent procs they can and will end up getting hit. White damage is the backbone base but procs cover and eclipse the gap.

High levels? My ac hasn’t suffered nor have my hp relative to my gear level. Raid vs group not once have I died due to not having enough. For me, the trade-off is absolutely favorable and well worth it and I’m now at the point that a few attainable upgrades will have me at 255 stamina while maintaining 255 single buffed dexterity.

My opinion isn’t main stream but prior to p99 I had almost a decade of main tanking cutting edge experience. Historically my experience is that the critically differentiating factors between a good tank and a great tank boiled down to aggro lock and, in later expansions high ac in the then infamous ac vs hp debate wars.

P99 ac mechanics aren’t the same as live expansions from PoP onward. Additionally the p99 loves to cheese-lock aggro with expendable clicks on engage. Depending on your outlook or play style you can cheese your way to success with clicks, but for day in day out warrior life (leveling, high level groups, and raid content not worth burning clicks) investing in dexterity pays off massively. Your groups will appreciate you more and you’ll have a lot less frustration.

DMN
04-10-2019, 01:51 PM
The final shaman buff is something like 60-70 dex and boon is another 100 dex. You will probably end up with a little bit on your gear, too, without even prioritizing it at all. Better to prioritze str when leveling up for much more reliable white aggro.

https://i.imgur.com/aYJHMom.jpg

Jimjam
04-10-2019, 03:40 PM
I created a dex gimmick warrior. It was fun.

At high levels with dex+focus+boon you don't really need any +dex starting points nor gear.

Dillusional
04-10-2019, 04:07 PM
My halfling warrior alt has more stamina than I need now (219 unbuffed) and in group situations (and awkward solo situations) I often want more dex but never worry about stamina. In raid situations I'm obviously maxing both stats... I put my starting points into stamina.

http://wiki.project1999.com/Magelo_Blue:Fullpint

not putting your starting points into dex is the casual move. If you're a long term player (and want to participate in the raid scene for like a year or more), put your starting points into dex, even for a race like halfling....

Dillusional
04-10-2019, 04:14 PM
The final shaman buff is something like 60-70 dex and boon is another 100 dex. You will probably end up with a little bit on your gear, too, without even prioritizing it at all. Better to prioritze str when leveling up for much more reliable white aggro.

https://i.imgur.com/aYJHMom.jpg

the actual damage you do has nothing to do with agroe generated by swinging your sword.

you get your weapon damage + dmg bonus per swing for your primary hand and just the weapon damage worth of agroe for each swing with your secondary hand.

dmg bonus for primary hand is calculated as (level - 25) / 3 ...if you care

LazyHydras
04-10-2019, 04:15 PM
My halfling warrior alt has more stamina than I need now (219 unbuffed) and in group situations (and awkward solo situations) I often want more dex but never worry about stamina. In raid situations I'm obviously maxing both stats... I put my starting points into stamina.

http://wiki.project1999.com/Magelo_Blue:Fullpint

not putting your starting points into dex is the casual move. If you're a long term player, put your starting points into dex.....

Too late now. I think I did the typical 25 Sta thing as per the wiki when I created Krystaps. Low starting strength on an Iksar is probably my only regret so far. I am hoping that the AC bonus starts to pay dividends at 60. My AC unbuffed (in Thurg gear, aside from Crystal Chitin Gauntlets & Boots, and trooper scale bracer x1) is about 1100, so I think I'm doing alright there. . . though that is partly due to Glimmering Mithril Torque and Targishin's Bone Mask which I hope to replace soon.

It's just very difficult to hold aggro in group situations, especially when I group with guildie rogues with Ragebringer. I don't REALLY want to have to rely on tricks and traps (nets, &c) in order to keep aggro. Root works really well, but that is also a bit of a gimmick, imho.

My best hope is to just find a shaman to duo with until 60, really. That would be the dream, lol. I even picked up a couple of blood points to facilitate that in the near-future.

Troxx
04-10-2019, 04:22 PM
Better to prioritze str when leveling up for much more reliable white aggro.[/IMG]

Your ignorance is showing.

-Str begets higher attack thus more favorable DI spread on your attacks.
-as you climb in levels str raises your max hit
-you carry more

That’s it.

“White aggro” is not affected. A missed swing generates identical threat to a hit. A low hit generates as much threat as a max hit. White aggro is constant and based off of weapon potential damage, damage bonus, and your relative attack speed.

Ways to improve your white damage threat are limited to:
-haste (more is better)
-weapon ratio
-weapon speed (factors in for frequency of damage bonus application)
-leveling up for higher DW and DA frequency
-dinging level 60 for main hand triple attack

Strength has no effect on your threat generation. DPS? Of course.

This is really basic shit that anyone proffering up advice should know.

Really basic shit.

Ya basic?

Snaggles
04-10-2019, 07:53 PM
What weapons are you using? I didn’t see them posted; maybe it’s just a switch up that’s needed.

Don’t forget there is responsibility for DPS to do as much damage as possible while taking as few hits as possible. It’s a rare head-space on p99 but is a damn fact. A rogue missing backstabs would be best to engage at 80-90% and land every one than get smashed to pieces just so he/she can grief the warrior about RNG not blessing with enough procs.

DPS are plentiful and they all have effective aggro dumps. They shouldn’t be pandered to by the tank and cleric. At least I never was on live.

LazyHydras
04-10-2019, 08:10 PM
infestation + frostbringer. haven't gotten lucky on that chelaki tail yet.

edit: I'd like to get Dagas from Sky but that war blade is elusive.

DMN
04-10-2019, 08:15 PM
Your ignorance is showing.

-Str begets higher attack thus more favorable DI spread on your attacks.
-as you climb in levels str raises your max hit
-you carry more

That’s it.

“White aggro” is not affected. A missed swing generates identical threat to a hit. A low hit generates as much threat as a max hit. White aggro is constant and based off of weapon potential damage, damage bonus, and your relative attack speed.

Ways to improve your white damage threat are limited to:
-haste (more is better)
-weapon ratio
-weapon speed (factors in for frequency of damage bonus application)
-leveling up for higher DW and DA frequency
-dinging level 60 for main hand triple attack

Strength has no effect on your threat generation. DPS? Of course.

This is really basic shit that anyone proffering up advice should know.

Really basic shit.

Ya basic?


Where is the proof of strength not increasing hate on a per swing basis? I beleive the hate was from some mathematical average of potential damage which should be higher with higher strength.

Troxx
04-10-2019, 09:06 PM
Where is the proof of strength not increasing hate on a per swing basis? I beleive the hate was from some mathematical average of potential damage which should be higher with higher strength.

So I asked ... "Ya basic?"

Answer: Ya basic.

You are incorrect in your assumption. The worst part is this is basic everquest knowledge. It has been clearly defined both on live and here on p99. It's common knowledge. The amount of hate you generate via melee has nothing to do with your strength, your actual damage dealt or whether or not you even miss/hit. It is simply the potential damage you could have done (dmg/delay), at the rate you actually double attacked your dual wielded (dependent on your level) with a bonus to the damage bonus you could have done (if you did not miss) if you had actually hit them, and the speed with which you attempted to apply said weapon ratio with the clearly defined damage bonus (1h vs 2h).

Basic.

Fundamental.

Everquest.

Mechanics.

We figured this shit out almost 2 decades ago. I am deeply sorry you're almost 20 years late to this party. You can miss 30 attempted strikes in a row and still generate as much threat as 30 consecutive hits for max damage with 255 strength. This isn't 'new information' or even up for discussion. Learn the game before you dispense advice.

Str only impacts:

- Your attack: your chances of hitting high/low on the DB + DI (1-20) spread
- Your max hit, which does increase as you level
- How much weight you can carry

It has 0 effect on how much white melee threat you generate. To increase white melee threat:

- more haste = more frequent application of your weapon ratio (+ dmg bonus)
- weapon ratio ... this should be obvious
- weapon delay (faster = more frequent application of the above)
- your dual wield and double attack skill (level dependent)
- extra bonus if 60 for triple attack awesomesauce

PS: if you absolutely need 'proof' relevant to this discussion the burden is on you to provide the challenging data. This has been parsed 1000x to be true time and time again both on live and here. It's as close to a 'fact' as anything in this wonderful game. If the 99.9999% of the global Everquest (live, p99, or other emulated server) are wrong on this I'd be happy to see the proof and will be the first to lick the boots of the man_child god to prove the collective rest_of_us wrong.

As an aside, my point still stands. I've very much enjoyed having high dexterity at every hunting range. It has served me well, and a lack of investing in Ogre race or dumping my starting stats into stamina has never resulted in death. When and if I die, it's because off overwhelming complicating adds or a disruption (or not paying attention) from my healing crew. Stacking dexterity did work for me, as did prioritizing it. For p99 raids where people plan on dumping 5 hammer clicks on incomming, it is admittedly less of a perk. For the other 99.99% of content I've faced from 1-60 (including 60 and raid tanking), the dexterity has been a boon.

DMN
04-10-2019, 09:21 PM
We figured this shit out almost 2 decades ago. I am deeply sorry you're almost 20 years late to this party. You can miss 30 attempted strikes in a row and still generate as much threat as 30 consecutive hits for max damage with 255 strength. This isn't 'new information' or even up for discussion. Learn the game before you dispense advice.


So it will be easy to prove such. So where is it? It's nowhere because it's bullshit. I leveled up guildies low level alts all the time back in the day and this is something I would have certainly noticed.Your white hate wasn't based on a flat number on the weapon; it was based n the potential damage you could have done, which is HIGHER with higher str.

Wallicker
04-10-2019, 09:26 PM
Higher str = higher potential damage = higher hate per swing
Damage done per hit doesn’t matter though hit or miss, all potential dmg.

Wallicker
04-10-2019, 09:29 PM
Rogue A) ragebringer + scd 150 str
Rogue B) ragebringer + scd 255 str buffed
Both on same side of mob
/auto attack on

You know who will hold the aggro

elwing
04-10-2019, 10:41 PM
Funny, I always thought hate was based on the actual damage (white text)... It's lucky I don't need to care about that much as a sk...

Troxx
04-11-2019, 12:21 AM
Higher str = higher potential damage = higher hate per swing
Damage done per hit doesn’t matter though hit or miss, all potential dmg.

Increased potential damage from str does not increase hate generated. A missed hit does not result in less hate than a max hit.

White damage threat in eq is surprisingly simple.

So it will be easy to prove such. So where is it? It's nowhere because it's bullshit. I leveled up guildies low level alts all the time back in the day and this is something I would have certainly noticed.Your white hate wasn't based on a flat number on the weapon; it was based n the potential damage you could have done, which is HIGHER with higher str.

Lol. You really don’t know when to stop. I’d recommend you stop while you’re only moderately behind, but I’m intrigued just how far you’re willing to double/triple/quadruple down when you’re so shamefully wrong.

Keep digging.

Troxx
04-11-2019, 12:54 AM
The test, should you want to repeat it yourself for the Nth time is actually quite easy.

2 60 warriors.
No haste (spells/items).
Fine steel sword (or comparable)
Shield offhand
High hp regen mob that has low dmg output (EW side of Kael comes to mind)
Warrior A no str buff
Warrior B 255 str

Warrior A engages with a 15sec head start. Warrior B engages.

If you’re right and nobody taunts/kicks/disarms, Warrior B will inevitably overtake warrior A only to never lose aggro once. If higher str gives you more threat per swing it will be impossible for warrior A to maintain aggro over the coming minutes. Mobs in that area regen strongly enough it’ll take forever to kill them with FS sword ... and they won’t put out enough damage for you to really need a heal. Test takes minimal effort and can be set up more or less afk for the better part of 15 minutes.

If you’re willing to take the word of someone who’s done this more than a few times here and on live ... the spoiler is that warrior B never overtakes warrior A with an undeniable aggro lock.

If you’re not willing to acknowledge someone who’s done it before ...

Test it yourself. It’s easy.

Edit: typos et al

DMN
04-11-2019, 07:17 AM
It's certainly possible on p99. Not so sure it's classic though. Reality is it was a long ass time ago and most people doing testing by the time velious came out would do it with the assumption of maxed str. Unfortunately, i can't find any classic period posts related to it. It all seems to be stuff several years after velious, after they monkeyed around with hate generation.

Dillusional
04-11-2019, 09:03 AM
It's certainly possible on p99. Not so sure it's classic though. Reality is it was a long ass time ago and most people doing testing by the time velious came out would do it with the assumption of maxed str. Unfortunately, i can't find any classic period posts related to it. It all seems to be stuff several years after velious, after they monkeyed around with hate generation.

someone linked me this awhile back

http://www.eqemulator.org/forums/showthread.php?t=39819

Troxx
04-11-2019, 09:47 AM
Part of the magic of Everquest when it was new was very few people knew the content, the quests, and the mechanics of the game. This is really evident when you dial back the clock and actually read (or remember) through the misinformation ... great example was the pervasive tall tale of a mythical leviathan living at the bottom of lake rathe. Most classic era posts were more misinformation than not. Thott (Afterlife) and a select few others were amongst the first to look under the hood and try to figure out the nuts and bolts.

While there have been shifts and changes over the years, the basic backbone mechanics have been pretty constant over time.

In this case, testing the hypothesis is very easy. It’s easy to assume that melee hate linearly correlates with damage done. Many still do, but we know that misses generate threat the same as hits and parsing that out is/was actually more challenging than strength.

The strength factor is really straightforward. Get 2 guys of the same class of the same level (assuming capped combat skills) with the same haste (or none at all) and the same no-proc weapon. Now buff the strength of one of them up and leave the other significantly lower.

As previously stated, if the bonus damage potential from higher strength generates more threat, the high strength character cannot possibly not eventually overtake the lower strength warrior. The gap between them from that point on would continue to grow.

Very simple test and one I do recommend you try out on your own.

Our understanding of melee threat is simply:
-ratio of weapon
-delay of weapon as it relates to frequency of damage bonus application
-haste and it’s impact on frequency of hate per swing
-double attack and dual wield rates
-misses = same threat as a hit
-minimum hit = same threat as a max
-attack/str increase functional damage output but not threat

Dillusional
04-11-2019, 12:28 PM
Where is the proof of strength not increasing hate on a per swing basis? I beleive the hate was from some mathematical average of potential damage which should be higher with higher strength.


The current logic for eqemu generating white noise agroe is in this file I believe (in the Client::Attack function, which rogean has edited).

https://github.com/EQEmu/Server/blob...one/attack.cpp

I don't have any reason to believe this is different on p99 in the relevant places.

Lines 1434 through 1520 (specifically lines 1435 and 1479) show how white noise hate is fixed per swing as Weapon Damage + DmgBonus for melee classes.

There is a little bit of extra logic for modifying hate in the eqemu code if you are using a shield or the ExtraAttackOptions parameter has been set to do a higher percent or flat amount of damage. But I don't believe your strength effects the ExtraAttackOptions parameter. Also you get hate for "elemental damage" per swing in the emulator source, which i guess is some kind of gross thing weapons get on live.

Xaeophi
04-11-2019, 01:01 PM
Sorry if this bursts anyones bubble. I know some of you spent a lot of time writing out opinions but figured I'd chime in just to give a more straight forward way of explaining.

Str actually will effect hate generation due to the fact that your potential damage possible is what generates the threat which is why misses can still of course make a mob turn to you.
Strength is one of the modifiers which effect the damage you can do. If you are not capped and someone is capped, their modifier is going to be higher then yours which means more then likely they will have a potential to do more damage then you regardless if RNG rolls in your favor and for that fight you did more damage then them.. somehow.
Other factors come into play when determining hate generation (ex. delay, proximity, procs, lifetaps, yadda yadda) but after typing up what I have already I've become bored and am play league of legends now.
Oh.. and im im wrong on what i just stated. Just call me a big gunky and correct accordingly.

Crede
04-11-2019, 01:34 PM
Sorry if this bursts anyones bubble. I know some of you spent a lot of time writing out opinions but figured I'd chime in just to give a more straight forward way of explaining.

Str actually will effect hate generation due to the fact that your potential damage possible is what generates the threat which is why misses can still of course make a mob turn to you.
Strength is one of the modifiers which effect the damage you can do. If you are not capped and someone is capped, their modifier is going to be higher then yours which means more then likely they will have a potential to do more damage then you regardless if RNG rolls in your favor and for that fight you did more damage then them.. somehow.
Other factors come into play when determining hate generation (ex. delay, proximity, procs, lifetaps, yadda yadda) but after typing up what I have already I've become bored and am play league of legends now.
Oh.. and im im wrong on what i just stated. Just call me a big gunky and correct accordingly.

Bro. You just said the same thing wallicker did in a much longer statement. Which was then disputed a bunch more times.

In b4 troxx comes back and restates everything he just said.

Troxx
04-11-2019, 02:17 PM
Sorry if this bursts anyones bubble. I know some of you spent a lot of time writing out opinions but figured I'd chime in just to give a more straight forward way of explaining.

Str actually will effect hate generation due to the fact that your potential damage possible is what generates the threat which is why misses can still of course make a mob turn to you.
Strength is one of the modifiers which effect the damage you can do. If you are not capped and someone is capped, their modifier is going to be higher then yours which means more then likely they will have a potential to do more damage then you regardless if RNG rolls in your favor and for that fight you did more damage then them.. somehow.
Other factors come into play when determining hate generation (ex. delay, proximity, procs, lifetaps, yadda yadda) but after typing up what I have already I've become bored and am play league of legends now.
Oh.. and im im wrong on what i just stated. Just call me a big gunky and correct accordingly.

You say it quite confidently, but is this subjectively how you feel or objectively how you have proven it to function? Honest question. If it’s subjective/anecdotal I have already clearly spelled out how to test it. If you or anyone has objective data that points in a different I sincerely (no sarcasm) would love to see it.

I don't have any reason to believe this is different on p99 in the relevant places.

Lines 1434 through 1520 (specifically lines 1435 and 1479) show how white noise hate is fixed per swing as Weapon Damage + DmgBonus for melee classes.

Precisely. This is how melee threat functioned on live. Trials I have run on this server indicate this is how p99 coding functions.

In b4 troxx comes back and restates everything he just said.

Unfortunately some people have to hear the same thing a few times before it sinks in.

Wallicker
04-11-2019, 02:37 PM
Bro rogean even said yesterday str affects everything.

Dillusional
04-11-2019, 03:09 PM
Here is the code i was talking about earlier since my link broke, i highlighted the relevant parts

bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts)
{
if (!other) {
SetTarget(nullptr);
Log(Logs::General, Logs::Error, "A null Mob object was passed to Client::Attack() for evaluation!");
return false;
}

if (!GetTarget())
SetTarget(other);

Log(Logs::Detail, Logs::Combat, "Attacking %s with hand %d %s", other ? other->GetName() : "(nullptr)", Hand, bRiposte ? "(this is a riposte)" : "");

//SetAttackTimer();
if (
(IsCasting() && GetClass() != BARD && !IsFromSpell)
|| other == nullptr
|| ((IsClient() && CastToClient()->dead) || (other->IsClient() && other->CastToClient()->dead))
|| (GetHP() < 0)
|| (!IsAttackAllowed(other))
) {
Log(Logs::Detail, Logs::Combat, "Attack canceled, invalid circumstances.");
return false; // Only bards can attack while casting
}

if (DivineAura() && !GetGM()) {//cant attack while invulnerable unless your a gm
Log(Logs::Detail, Logs::Combat, "Attack canceled, Divine Aura is in effect.");
Message_StringID(MT_DefaultText, DIVINE_AURA_NO_ATK); //You can't attack while invulnerable!
return false;
}

if (GetFeigned())
return false; // Rogean: How can you attack while feigned? Moved up from Aggro Code.

EQEmu::ItemInstance* weapon = nullptr;
if (Hand == EQEmu::invslot::slotSecondary) { // Kaiyodo - Pick weapon from the attacking hand
weapon = GetInv().GetItem(EQEmu::invslot::slotSecondary);
OffHandAtk(true);
}
else {
weapon = GetInv().GetItem(EQEmu::invslot::slotPrimary);
OffHandAtk(false);
}

if (weapon != nullptr) {
if (!weapon->IsWeapon()) {
Log(Logs::Detail, Logs::Combat, "Attack canceled, Item %s (%d) is not a weapon.", weapon->GetItem()->Name, weapon->GetID());
return(false);
}
Log(Logs::Detail, Logs::Combat, "Attacking with weapon: %s (%d)", weapon->GetItem()->Name, weapon->GetID());
}
else {
Log(Logs::Detail, Logs::Combat, "Attacking without a weapon.");
}

DamageHitInfo my_hit;
// calculate attack_skill and skillinuse depending on hand and weapon
// also send Packet to near clients
my_hit.skill = AttackAnimation(Hand, weapon);
Log(Logs::Detail, Logs::Combat, "Attacking with %s in slot %d using skill %d", weapon ? weapon->GetItem()->Name : "Fist", Hand, my_hit.skill);

// Now figure out damage
my_hit.damage_done = 1;
my_hit.min_damage = 0;
uint8 mylevel = GetLevel() ? GetLevel() : 1;
uint32 hate = 0;
if (weapon)
hate = (weapon->GetItem()->Damage + weapon->GetItem()->ElemDmgAmt);

my_hit.base_damage = GetWeaponDamage(other, weapon, &hate);
if (hate == 0 && my_hit.base_damage > 1)
hate = my_hit.base_damage;

//if weapon damage > 0 then we know we can hit the target with this weapon
//otherwise we cannot and we set the damage to -5 later on
if (my_hit.base_damage > 0) {
// if we revamp this function be more general, we will have to make sure this isn't
// executed for anything BUT normal melee damage weapons from auto attack
if (Hand == EQEmu::invslot::slotPrimary || Hand == EQEmu::invslot::slotSecondary)
my_hit.base_damage = DoDamageCaps(my_hit.base_damage);
auto shield_inc = spellbonuses.ShieldEquipDmgMod + itembonuses.ShieldEquipDmgMod + aabonuses.ShieldEquipDmgMod;
if (shield_inc > 0 && HasShieldEquiped() && Hand == EQEmu::invslot::slotPrimary) {
my_hit.base_damage = my_hit.base_damage * (100 + shield_inc) / 100;
hate = hate * (100 + shield_inc) / 100;
}

CheckIncreaseSkill(my_hit.skill, other, -15);
CheckIncreaseSkill(EQEmu::skills::SkillOffense, other, -15);

// ************************************************** *************
// *** Calculate the damage bonus, if applicable, for this hit ***
// ************************************************** *************

#ifndef EQEMU_NO_WEAPON_DAMAGE_BONUS

// If you include the preprocessor directive "#define EQEMU_NO_WEAPON_DAMAGE_BONUS", that indicates that you do not
// want damage bonuses added to weapon damage at all. This feature was requested by ChaosSlayer on the EQEmu Forums.
//
// This is not recommended for normal usage, as the damage bonus represents a non-trivial component of the DPS output
// of weapons wielded by higher-level melee characters (especially for two-handed weapons).

int ucDamageBonus = 0;

if (Hand == EQEmu::invslot::slotPrimary && GetLevel() >= 28 && IsWarriorClass())
{
// Damage bonuses apply only to hits from the main hand (Hand == MainPrimary) by characters level 28 and above
// who belong to a melee class. If we're here, then all of these conditions apply.

ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr);

my_hit.min_damage = ucDamageBonus;
hate += ucDamageBonus;
}
#endif
//Live AA - Sinister Strikes *Adds weapon damage bonus to offhand weapon.
if (Hand == EQEmu::invslot::slotSecondary) {
if (aabonuses.SecondaryDmgInc || itembonuses.SecondaryDmgInc || spellbonuses.SecondaryDmgInc) {

ucDamageBonus = GetWeaponDamageBonus(weapon ? weapon->GetItem() : (const EQEmu::ItemData*) nullptr, true);

my_hit.min_damage = ucDamageBonus;
hate += ucDamageBonus;
}
}

// damage = mod_client_damage(damage, skillinuse, Hand, weapon, other);

Log(Logs::Detail, Logs::Combat, "Damage calculated: base %d min damage %d skill %d", my_hit.base_damage, my_hit.min_damage, my_hit.skill);

int hit_chance_bonus = 0;
my_hit.offense = offense(my_hit.skill); // we need this a few times
my_hit.hand = Hand;

if (opts) {
my_hit.base_damage *= opts->damage_percent;
my_hit.base_damage += opts->damage_flat;
hate *= opts->hate_percent;
hate += opts->hate_flat;
hit_chance_bonus += opts->hit_chance;
}

my_hit.tohit = GetTotalToHit(my_hit.skill, hit_chance_bonus);

DoAttack(other, my_hit, opts);
}
else {
my_hit.damage_done = DMG_INVULNERABLE;
}

// Hate Generation is on a per swing basis, regardless of a hit, miss, or block, its always the same.
// If we are this far, this means we are atleast making a swing.

other->AddToHateList(this, hate);



I strongly suspect that "opts->hate_percent" and "opts->hate_flat" are usually set to 1.0 and 0 respectively

they would have to be modified before this function is called based on your strength for what people to be saying about strength to be true on eqemu. I expect p99 to use the relevant logic, rogean even modded that function at one point.

I'll go back and sanity check this later. Maybe I'm making the wrong assumptions about what that ExtraAttackOptions structure is for? I don't think it's for passing information about how strength is going to modify minimum damage but maybe....I'll sanity check that later.... But white noise agroe looks like it works like people have always said it works at first glance.

Pringles
04-11-2019, 03:47 PM
When a warrior falls below 40% hp.... ExtraAttackOptions

Legidias
04-11-2019, 04:10 PM
Just keep warrior under 20% hp and hell never drop aggro

Arvan
04-11-2019, 05:07 PM
Gear for HP. Stamina. Magic resist. Thats all ya need folks!

Troxx
04-11-2019, 06:29 PM
Bro rogean even said yesterday str affects everything.

Interesting. Have a link? I looked for the post but couldn’t find it.

Raev
04-11-2019, 08:15 PM
but not specifically about gearing for reasonably gearing for dex

It's simply impossible to reliably tank on a Warrior in a good XP group that chews through L45 NPCs with 5000 HP in 30 seconds or so. 150 DPS is easily sustained with two rogues or one charmed pet plus you. The median time to proc with a full 255 dex is 14 seconds. The Bioluminescent Orb was the ticket before the (sorely needed) proc hate nerf, but it really only worked with single pulls in areas like HoT. A good XP group will always have fresh meat in camp. My suggestions:

Pre-taunt mezzed mobs (autoattack off, tab, taunt, target nearest, attack on). If successful (40% or so?) you can start with a nice head start on the hate list
Pick Enchanters over Bards for CC: you have literally chance to tank over a Bard, but an Enchanter can use dispel rather than slow.
Pick Clerics over Shamans: CH works well on your huge HP pool while slow does not work well with your low threat
Pick Monks, Magicians, Necros, and Enchanters over Rogues, Rangers: you can always tank ahead of pets, and Monk FD works better than Evade/Jolt.
Don't worry about it. As long as the Cleric isn't calling OOM, it doesn't matter. Full speed ahead.


This isn't to say that DEX gear is a terrible idea, but I don't think the human brain can really register +0.3 procs per minute.

Freakish
04-11-2019, 08:57 PM
I proc my primal for the 100 dex just so I can proc my avatar again +0.3 times a minute faster next time.

Legidias
04-11-2019, 10:49 PM
Interesting. Have a link? I looked for the post but couldn’t find it.

Kinda. In the P99 disc there was a discussion of monk flying kick damage, where Rogean replied with "strength affects everything".

I am assuming this is what he is referencing.

Troxx
04-11-2019, 11:51 PM
In the context of str and flying kick damage that reply makes sense. To take Rogean’s reply out of context can lead to some fairly comical assumptions though :)

I can think of a great many things in Everquest that str has absolutely nothing to do with ;)

mizzbiscuits
04-12-2019, 01:15 AM
Can you guys recommend a +dex breastplate that's not awful for groups? Am lizard.

kjs86z
04-12-2019, 08:27 AM
Not trying to hijack, but didn't really want to start my own thread. I am embarrassingly un-knowledgeable when it comes to warriors. I have a group of friends that have already leveled up a SK and Paladin.

We have no warrior in our stable...and I have the yearning of playing yet another alt from level 1. I don't have a ton of money...and rather than just dump everything I have into acquiring another fungi, I was thinking about doing a semi-twinked warrior designed for doing groups with at least a healer to make up for lack of fungi regen.

Any gear recommendations? This char hasn't even been made yet....but I like creating Magelos for gear planning. If there's any big no-no's you see or must-haves I missed, holla at me. The gear is just a hodge podge of stuff off our mule / things to be acquired.

I kinda went with AC > HP/STA > Dex route

https://wiki.project1999.com/Magelo_Blue:Cooshin

(be gentle)

Troxx
04-12-2019, 09:24 AM
Cloak of the Maelstrom and different/better weapons.

Crede
04-12-2019, 09:43 AM
Not trying to hijack, but didn't really want to start my own thread. I am embarrassingly un-knowledgeable when it comes to warriors. I have a group of friends that have already leveled up a SK and Paladin.

We have no warrior in our stable...and I have the yearning of playing yet another alt from level 1. I don't have a ton of money...and rather than just dump everything I have into acquiring another fungi, I was thinking about doing a semi-twinked warrior designed for doing groups with at least a healer to make up for lack of fungi regen.

Any gear recommendations? This char hasn't even been made yet....but I like creating Magelos for gear planning. If there's any big no-no's you see or must-haves I missed, holla at me. The gear is just a hodge podge of stuff off our mule / things to be acquired.

I kinda went with AC > HP/STA > Dex route

https://wiki.project1999.com/Magelo_Blue:Cooshin

(be gentle)

Are you set on war? I’ve done a 100k+ twink build with a gnome who could self 40% haste. Like most melee builds it loses steam in the mid 40s. Unless you have this desire to raid with it eventually.

Cool twink build imo? Mage with thurg robe at lvl 5 or however low you need to be to get it. Their robe Clicky is stupid powerful. The lvl 49 ds mana free which has no level restriction for the Clicky. Good all the way until 60.

Legidias
04-12-2019, 10:00 AM
Indicolite from PoH is pretty neat.

Jimjam
04-12-2019, 11:29 AM
I have a frost bringer I'd part with for 1/3rd of market rate if you can meet me in Kael.

Double axes to give that 'geared up by raiding a dwarf stronghold' look that any child of zek should rock.

kjs86z
04-12-2019, 01:00 PM
Are you set on war? I’ve done a 100k+ twink build with a gnome who could self 40% haste. Like most melee builds it loses steam in the mid 40s. Unless you have this desire to raid with it eventually.

Cool twink build imo? Mage with thurg robe at lvl 5 or however low you need to be to get it. Their robe Clicky is stupid powerful. The lvl 49 ds mana free which has no level restriction for the Clicky. Good all the way until 60.

Nah I don't have that kind of monies.

I'm going to revise the magelo a bit and scale down the up front cost. Adding some items I have on mules. Looks like I only need to dump like 7k or so and be off and running.

I'll probably try dual lamentations. I know everyone here says Staff of Battle is amazing....I just like the looks of dual wield I guess.

Snaggles
04-12-2019, 02:29 PM
I'll probably try dual lamentations. I know everyone here says Staff of Battle is amazing....I just like the looks of dual wield I guess.

It only matters if you care about your dps from about 30 to 50 (ie solo stuff). Getting your offhand to reliability swing is about as hard as getting a cat to do tricks before that point. Up to lvl 30 a single lammy or similar fast 1h will out damage pretty much any 2h besides maybe a moss covered branch. You don't need a high dmg weapon to hit 29's so speed wins.

A warrior's DW cap is 210 until lvl 51. It eventually goes to 240. A monk's DW cap is 252 before 50 and after 50 so the rule doesn't apply to them.

DMN
04-12-2019, 02:58 PM
It only matters if you care about your dps from about 30 to 50 (ie solo stuff). Getting your offhand to reliability swing is about as hard as getting a cat to do tricks before that point. Up to lvl 30 a single lammy or similar fast 1h will out damage pretty much any 2h besides maybe a moss covered branch. You don't need a high dmg weapon to hit 29's so speed wins.

A warrior's DW cap is 210 until lvl 51. It eventually goes to 240. A monk's DW cap is 252 before 50 and after 50 so the rule doesn't apply to them.

on a modest budget I'd get a venomous axe up till 20, sell it, and buy staff of battle.The staff of battle still has fantastic ratio which will still account for more white hate generation, And it's not just a DPs consideration especially compared to lams as they have no proc. Maybe you meant level 20 and not 30, at lvel 20 is when 2 handers shine the brightest.

Troxx
04-12-2019, 03:04 PM
WESS offhand procs at level 1. Ratio isn’t terrible and it has decent stats and ac. If memory serves correctly you fire procs at a static rate even when your dual wield and double attack skills are pathetically low. I could be wrong on that bit. Budget alternative is Skorpikis claw for those crummy lower levels when DW/DA skills are bad. Even with a sub-par ratio your offhand contribution to both melee threat and dps will be bad from mid teens to mid 40s. A single lucky proc from skorpikis or WESS will dish out big proportional hate for those level ranges even after the patch nerf.

Or as mentioned above just go with Staff of Battle.

LazyHydras
04-12-2019, 03:24 PM
Thanks for the help, guys. Looks like I can just pick up a cloak of the maelstrom and hope I get lucky with those boss drops in Sky for the ring and shoulders. My weapons aren't that bad, so there's not much I can reasonably do there (Infestation + Frostbringer for aggro).

Snaggles
04-12-2019, 03:51 PM
Maybe you meant level 20 and not 30, at lvel 20 is when 2 handers shine the brightest.

Dammit...you are right. My SK has been really getting use of that Jade Mace now lvl 27. :rolleyes:

levels 1-9 - damage cap is 20
levels 10-19 - damage cap is 28
Levels 20-29 - damage cap is 60

https://wiki.project1999.com/Game_Mechanics

Danth
04-12-2019, 09:33 PM
If you want to be strictly accurate, the damage caps are 10, 14, and 30, in the sense that the game caps effective weapon base damage, not actual damage dealt. If you give a Throneblade of the Ykesha to a level 1 character, as he levels it'll count as a 10/51 weapon, then 14/51, 30/51, and at level 30 he'll finally get the full 33/51 out of it. This distinction might seem minor (and in practice, it is), but knowing it will explain why high-strength melee types like Ogres commonly achieve maximum hits for 30+ damage during the teens.

Danth

DMN
04-12-2019, 10:13 PM
If you want to be strictly accurate, the damage caps are 10, 14, and 30, in the sense that the game caps effective weapon base damage, not actual damage dealt. If you give a Throneblade of the Ykesha to a level 1 character, as he levels it'll count as a 10/51 weapon, then 14/51, 30/51, and at level 30 he'll finally get the full 33/51 out of it. This distinction might seem minor (and in practice, it is), but knowing it will explain why high-strength melee types like Ogres commonly achieve maximum hits for 30+ damage during the teens.

Danth


Not so sure about hitting 30 in your teens. Even if you put all your starting points into strength on an ogre I don't think it's enough to change your damage multiplier by then. I seem to recall level 30ish being about the time non-ogres start seeing an improved multiplier, maybe mid 20s if you have some higher level character str buffing you and/or a masive twink job.

Danth
04-12-2019, 10:22 PM
I take it you've never played a melee on P1999? Perhaps you don't watch your melee scroll by? Heck, given a 14 damage weapon my human characters see hits for in the low 30's by the upper teens. An Ogre would do it a bit sooner.

Danth

DMN
04-12-2019, 10:34 PM
I should have added " a higher level character buffing you and/or highly twinked out".

To hit for more than 28 at level 15, you'd need over 200 str to see an improved multiplier. I also meant 30 for non ogres, maybe 25ish for ogres.

Danth
04-12-2019, 10:37 PM
I should have added " a higher level character buffing you and/or highly twinked out".

To hit for more than 28 at level 15, you'd need over 200 str to see an improved multiplier. I also meant 30 for non ogres, maybe 25ish for ogres.

Varies a bit, for sure, but most anyone should be seeing scaling by the late teens. I've heard of a sufficiently geared/buffed Ogre seeing 30+ damage hits by level 13, but have not witnessed it personally. On various character I've leveled I usually start seeing damage scaling past the base values around level 16-17.

As an aside, P99's melee scaling is not nor has ever been quite right. Historically my level 1-5 lowbie characters in the original game could hit for 13 with a 6 damage weapon. They only hit for 12 on P1999.

Danth

DMN
04-12-2019, 10:43 PM
Ya, I certainly don't/wouldn't remember anything that specific. I only remember my friend's ogre i was leveling with as a troll and he got the multiplier about 5 levels before I did and my non ogres usually get the bonus around level 30. I wasn't a big fan of twinking back then beyond a set of bronze armor ana halfway decent weapon.

Danth
04-12-2019, 10:48 PM
No worries. Sorry if I seemed a bit snappy, P99 melee is just a bit of a lingering sort spot for me since it's never been quite right.

Danth