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Old 01-01-2011, 12:54 PM
Estu Estu is offline
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Quote:
Originally Posted by Dumesh Uhl'Belk [You must be logged in to view images. Log in or Register.]
When I quit playing in 2005, it was 10min 30sec from button press, so, 7.5 min between uses. However, I think it used to be a longer timer, maybe 15min? I'd have to research to be sure.

Some mobs have a very large DB and relatively small DI, such that they might hit for 410 420 430 440... 600. So in this case, evasive would be preferable as long as a max damage round wouldn't kill the tank because each avoided hit is saving a lot of damage. Whereas defensive would just lower the max hit from 600 to 500.

If instead the mob had a lower DB and higher DI, say hit for 225 250 275 300... 700, then defensive is preferred because it cuts the max hit from 700 to 450.

Evasive has the same duration and refresh as Defensive iirc.
What is DB and DI?


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Originally Posted by Duma [You must be logged in to view images. Log in or Register.]
Wake up call.

1. There is no such thing as "mitigation" in EQ. Higher AC only trends the average hit to be lower among a predefined list of possible hits coded into a mob. It isn't like WoW where AC actually reduces the highest possible hit.

2. Paladins and Shadowknights are considered better group and short term tanks because they could snap aggro on EQlive due to OP spell aggro. Any spell that debuffs a stat on a mob has a ridiculous amount of "hate" added to it. A shadowknight or Paladin only had to disease or stun a mob once on live and they would have never ending aggro.

3. There is no real difference between the raid tanking abilities of the 3 classes because they can all wear the the same armor. The only thing that separates them is the cap on their defense skills and their total HP. Warriors have a higher HP total, but Knights get more AC from shields.

4. Stats like Str, Dex etc are bullshit. They work on a tiered system. Offense + weapon skill + Str gets you another damage table around level 30-40. Or at least that's how it worked on live. By level 40 all melee classes are equal they just upgrade to the final table earlier than others depending on how many points of str you put in on character creation.

5. Dexterity only increases proc chance on weapons that have a proc from 1.0 every 60 seconds to 1.5. Once you hit that tier of effectiveness all further dex is lost.

6. TLDR: Roll whatever you want.
That lowering of the average hit is what I meant by "mitigation". Do you have some kind of reference/evidence I could look at RE point 5? I've never heard of this before.
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  #2  
Old 01-01-2011, 01:26 PM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Quote:
Originally Posted by Estu [You must be logged in to view images. Log in or Register.]
What is DB and DI?
They are the two values that determine the 20 possible values an NPC can hit for. If those values are very small (ie. a decaying skeleton) then rounding may cause there to be less than 20 discrete values.

The 20 values are DB + X * DI where X is an integer from 1 to 20.

For example, according the Steel Warrior archives which I trust more than my memory, Trakanon had a DB of 120 and a DI of 25. So, he could hit for the following values:

145, 170, 195, 220, 245, 270, 295, 320, 345, 370, 395, 420, 445, 470, 495, 520, 545, 570, 595, and 620

This is a perfect example of a mob to use defensive on, because that cuts the max hit from 620 to 370 by altering the damage formula to DB + (DI * X/2).
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