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#1
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I just yesterday decided to remake my level 7 ogre warrior as a dwarven paladin (this is once I realized that all I'd ever be able to actively do would be essentially to taunt, bash, and kick). I've been contemplating what starting stats to go for and what stats to eventually get gear for, and one thing I never hear much of is Agility on a tank. Yet, it seems like the logical base stat to go for other than Stamina. Obviously taking hits is more important than DPSing, and I can aggro with spells as a paladin, so it seems like Strength and Dexterity are relatively low priorities. My question is, then, shouldn't Agility be the logical next stat to max out after Stamina (assuming, of course, that I'm also working on the actual AC on my gear, not just going for AGI at any cost)? At the low levels I've been playing, Agility seems to make a much bigger difference in AC than Stamina does in HP; two points of Stamina on my warrior only increased his HP by one point. What's the situation at higher levels?
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#2
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Quote:
Regards, Mg
__________________
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#3
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Quote:
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__________________
Finxter Fizzlepants - 54th Level Gnome Mage of Kittens Who Say Meow
Seeatee- 40 ShadowKnight Bushybeard - 22 warrior | |||
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#4
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Dude, I'm aware that tanking includes all those factors. My point was that I only had something like four active skills to work with. A paladin would do all those things you listed while having a lot more to work spell-wise. Let's not derail the thread into what tanks do or don't do.
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#5
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See I am curious on the returns of agility as well...With my ranger I have feet like Cat, when I cast it on myself it gives me something like 5 ac total... So I am unsure of the actual calculation, maybe MMiles will enlighten us.
__________________
Harmon the Tunnels Ranger
Harmles the cute Gnomish Cleric Eviss the Ugly Iksar Warrior | ||
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#6
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For your displayed AC, your agility is added to 16/9 of your defense skill, and added to other things that influence overall melee damage prevention. The server handles the individual avoidance and mitigation components individually. Enchanter AC buffs will cause you to avoid more attacks. Cleric and Shaman AC buffs will grant you more mitigation from those attacks. Not all AC is created equal, but equal AC should result in equal damage prevention. There are soft caps on worn AC returns. http://www.project1999.org/forums/sh...34&postcount=8 http://www.project1999.org/forums/sh...4&postcount=68 http://www.project1999.org/forums/sh...0&postcount=70 If you stand around taking damage for an hour, you'll avoid some of it, and you'll mitigate some of it. Think of your displayed AC as the average of all of those things, after law of large numbers is applied. Your agility is also combined with your dodge skill to affect how often you dodge. So you do get to double dip agility beyond your displayed AC in this sense. To get to the deeper question, you can't break it all down into one nutshell stat that you should max beyond all else. In Kunark, the mantra was AC is king. In Velious, two opposing camps sprung up over AC vs resists. Resists in theory are great, but in the verant era, resistances were futile. Here, I've observed clear benefits from small changes in resists. Resists also offer utility beyond damage prevention. It's hard to calculate and measure the value of not getting rooted or feared. Dex could be argued to be equally important because all the mitigation in the world isn't doing anyone any good if you aren't getting the PPM to keep sufficient, sustained aggro. I'd advocate well rounded stat choices over bottlenecking yourself into one stat. | |||
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#7
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If the hate code hasn't been thoroughly gutted from KimLS's version on this server, strength would be the next logical stat to invest points into if your gear does not cap you (which I guess, it might depending on race) because hate is generated based on calculated damage, and not actual. So a miss for 65 damage, is still 65 damage worth of hate. Stuns are the great (even resisted) at keeping aggro on EQEMU, so I'm not sure it would really matter that much either way. Maybe think ahead for a Jeldorin and go dex?
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#8
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Interesting weapon, Itchybottom, but I hesitate to base my entire stat development on getting a single weapon. I'll keep in mind that procs can be useful defensively as well as offensively, though.
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#9
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Mitigation versus avoidance makes my head hurt.
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#10
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Keep in mind AGI is one of the hardest stats to find on items for a paladin... so putting some into base stats may be a wise thing to do.
STR/STA/WIS are really easy to get on items. | ||
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