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ScottBerta
05-05-2020, 08:27 PM
I have a Greenmist and the proc is pretty damn good. Is it vital I get my dex to 155? Or is having dex in the 140s adequate? Furthermore for those who know how much more likely is it to proc with dex 155 as opposed to dex 142?

Adron
05-05-2020, 09:15 PM
procs per minute = 0.5 + (dex/170) i think...
ergo from 142 to 155 dex = (.912-.835)/.835 = .092 or 9.2% increase in procs. Probably better than 13 str would give you, dps wise.

edit oh good lord. (0.5+.912 - 0.5 -.835)/(.835+0.5) = .0576, or 5.8% increase in procs /min. not great.

Swish
05-05-2020, 09:25 PM
If you enjoy swinging it that's the main thing.

Snaggles
05-07-2020, 04:27 PM
Since the proc lasts for 48 seconds and it's about 1ppm at base dex (main hand) your chance of it going off is pretty high. The regen will persist past the npc's death. On longer fights chances are it will be up most of the time.

There is a mild AC debuff but aggro is not a problem with a SK. If it had a bunch of front-loaded damage stacking dex might make more sense.

digush
05-14-2020, 02:37 PM
Nice info..

digush
05-14-2020, 02:38 PM
but doesn't dex help, as well, with scoring higher rolls in DPS (white damage?)

Baler
05-14-2020, 02:48 PM
but doesn't dex help, as well, with scoring higher rolls in DPS (white damage?)

Strength does this

digush
05-14-2020, 11:18 PM
well, then, why does monk gear have so much dex on it?

Videri
05-14-2020, 11:37 PM
well, then, why does monk gear have so much dex on it?

EQ is a highly imperfectly designed game.

For monks, dex helps with proc rate, combat skillup rate, and pvp hit rate. As far as I know, there are no other benefits.

Jimjam
05-15-2020, 10:10 AM
The most useful thing stats do is inform your roleplay decision for your character. Want to /em juggles his throwing knives ? Not with low dex I hope!

Danth
05-15-2020, 02:41 PM
well, then, why does monk gear have so much dex on it?

I've always figured that the person who did the itemization was a different person than who created the mechanics and communication between them was perhaps a bit lacking. This generally got better over time, albeit late-game Velious itemization often amounted to, "Throw everything on it!"

Danth

Jimjam
05-15-2020, 02:46 PM
I've always figured that the person who did the itemization was a different person than who created the mechanics and communication between them was perhaps a bit lacking. This generally got better over time, albeit late-game Velious itemization often amounted to, "Throw everything on it!"

Danth

I think it's good worldbuilding to include 'useless' stats on a classes items... As an example surely a powerful, well equipped warrior should be more intelligent (whether through selection or learning) than one starting out as a level 1?

jolanar
05-15-2020, 07:29 PM
I think it's good worldbuilding to include 'useless' stats on a classes items... As an example surely a powerful, well equipped warrior should be more intelligent (whether through selection or learning) than one starting out as a level 1?

You can't make the right choice if there isn't a wrong choice.

DeathsSilkyMist
05-22-2020, 11:33 PM
In terms of items having weird stats, the simple answer is Everquest was always a " work in progress" game. It is very possible that the devs were planning on making more stats useful across all classes, but never got around to it. Also, stats like int ARE good for tanks, because of tradeskills. Back when Everquest was live, not a ton of people had multiple items sets, like a crafting set. So having some int on your main armor means better blacksmithing, for example.