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  #21  
Old 04-02-2010, 05:05 PM
Karorn Karorn is offline
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Originally Posted by Hasbinbad [You must be logged in to view images. Log in or Register.]
Anyone who doesn't say full Stamina then what's left in Strength in creation points for rogue is a fucking idiot.

This
  #22  
Old 04-02-2010, 05:26 PM
mitic mitic is offline
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Originally Posted by Icecometus [You must be logged in to view images. Log in or Register.]
State your reason for this. Attack is your most important stat and is based on your STR. Procs are a bad idea IMO as a rogue so what is your high dex doing for your DPS?

Edit: ok I see that this was addressed in the thread. HPs become important when you are fighting a boss mob that AoEs, you can't DPS when your dead ;P
resist gear? those 10 extra sta wont help you at all vs boss aoes
  #23  
Old 04-02-2010, 05:45 PM
Hasbinbad Hasbinbad is offline
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Originally Posted by mitic [You must be logged in to view images. Log in or Register.]
resist gear? those 10 extra sta wont help you at all vs boss aoes
While I agree with the sentiment of your post, that resist gear is far more valuable when called for, I cannot tell you how many times I've survived with 2% hps on boss fights while rogues with less hps have died.

You're both right, resist gear > stamina in certain situations, but the maxim "You can't DPS if you're dead." still holds water, and is even reinforced by the idea that resist gear >.
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  #24  
Old 04-02-2010, 05:47 PM
Hasbinbad Hasbinbad is offline
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As far as weapon choices, as a rogue your mainhand always needs to be a pierce unless you don't want to backstab (or you're a crackhead that wants to "switch out" a high ratio weapon for a high damage piercer and back every 6 seconds). As far as the offhand, ratio is king. Nothing else matters as far as weapon choice, rogues can use 1hb, 1hs, or 1hp in offhand with equal effectiveness (relative to skill, i.e. if your 1hb is 32 and your 1hs is 132, your 1hs will be more effective UNTIL you raise your 1hb similarly).

I've actually started to do some research as far as aggro generation, and while I don't know 100% how it works here, I have a hypothesis that needs testing here. I've found several places where this idea was discussed on live, but I don't fully understand it yet.

Question: How does mob aggro generate from rogue damage?
Observation: Slower weapons seem to generate less aggro than faster weapons, even if the ratio and/or dps output is similar.
Hypothesis: Mob aggro is based on potential damage per hit rather than actual damage.

If true, this would mean that - given a static ratio, and the lack of 100% damage on every hit - a slower weapon will always generate less aggro than a faster weapon. Ergo, warriors should use low delay weapons of similar ratio to the best available weapon, sacrificing the high damage high delay weapons. Conversely, a rogue would do better to hit slower but harder with those high damage high delay weapons.

Also, I think that total damage dealt DOES increase aggro, but number of hits is a larger determinant.
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Old 04-02-2010, 05:49 PM
Ferok Ferok is offline
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That's the basic understanding I've already had.

There's some static amount of aggro generated every time a melee hit lands, and a variable amount based on how much damage is done. What the balance is here is anyone's guess I think, but there was almost certainly some amount of "base" aggro for a hit.

This is part of why defensive is preferred over evasive, as evasive causes you to miss more often (and thus generate less aggro). Couple that with the fact that it doesn't force mitigation of "spike" damage, it was by far the inferior.
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  #26  
Old 04-02-2010, 05:51 PM
Karorn Karorn is offline
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Originally Posted by Hasbinbad [You must be logged in to view images. Log in or Register.]
As far as the offhand, ratio is king.
This is the only thing I've seen you say that I think may be inaccurate. Once again, things may work different here, but on live that wasn't true. The reason for this is that your offhand's swings aren't determined by the speed of the weapon in that hand. The way DW works in EQ is that every time your main hand swings the game makes a check on your DW skill. If it passes then your offhand swings. This is why Monks with a moss covered twig and a high damage/high delay offhand was one of the most retardedly OP things in the game. This is also why that weapon was only in the game for an extremely short time compared to things like the Mana Stone.
  #27  
Old 04-02-2010, 05:55 PM
Ferok Ferok is offline
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Originally Posted by Karorn [You must be logged in to view images. Log in or Register.]
This is the only thing I've seen you say that I think may be inaccurate. Once again, things may work different here, but on live that wasn't true. The reason for this is that your offhand's swings aren't determined by the speed of the weapon in that hand. The way DW works in EQ is that every time your main hand swings the game makes a check on your DW skill. If it passes then your offhand swings. This is why Monks with a moss covered twig and a high damage/high delay offhand was one of the most retardedly OP things in the game. This is also why that weapon was only in the game for an extremely short time compared to things like the Mana Stone.
This was my understanding as well. It's why Wurmslayer was such a popular offhand as well.

I believe they changed that at some point though, perhaps post velious. Otherwise people would have never put Wurmslayers away.
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  #28  
Old 04-02-2010, 05:55 PM
Karorn Karorn is offline
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Originally Posted by Ferok [You must be logged in to view images. Log in or Register.]
That's the basic understanding I've already had.

There's some static amount of aggro generated every time a melee hit lands, and a variable amount based on how much damage is done.
As near as I can tell a miss generates agro as well. Maybe as much agro as a hit. Same with spell resists, although in that case it seems to sometimes cause MORE hate than if the spell landed.
  #29  
Old 04-02-2010, 05:58 PM
Ferok Ferok is offline
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Originally Posted by Karorn [You must be logged in to view images. Log in or Register.]
As near as I can tell a miss generates agro as well. Maybe as much agro as a hit. Same with spell resists, although in that case it seems to sometimes cause MORE hate than if the spell landed.
Some spell resists do generate at least as much aggro as a land. Maybe more. Stuns especially. I loved getting stun resists.

Never heard that about misses, but I'd be interested to know for sure. My bet is that a miss counts for 1 point of aggro (just enough to put you on the hate list) where a hit counts for something significantly more. Pretty difficult to test though.
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  #30  
Old 04-02-2010, 06:22 PM
Hasbinbad Hasbinbad is offline
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Quote:
Originally Posted by Karorn [You must be logged in to view images. Log in or Register.]
The reason for this is that your offhand's swings aren't determined by the speed of the weapon in that hand. The way DW works in EQ is that every time your main hand swings the game makes a check on your DW skill.
This isn't true here, and it wasn't true on live.

To prove it to yourself, put a fire beetle eye or some other non-weapon in your mainhand and a weapon in your offhand and hit attack.

You still hit with your offhand, so what you are saying cannot be true.

Sorry Charlie, and TY to Reiker for that test.
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