#11
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Is there actually a specific penalty to 2h aggro though, or is it just that the 2h damage bonus isn't big enough compared to 1h damage bonus to make up for the slower swing speed? | |||
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#12
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What I found with my warrior in his 40s, was that I could not hold agro worth a damn with staff of battle unless the other melees in the group were actually good at managing their own (not a common talent amongst pickup group melees on p99). But, with jade mace and silken whip of ensnaring I could hold agro just fine in an average group and near-flawlessly with good groupmates. Note that the jade mace + silken whip combo has somewhere around 80% the damage output of the staff of battle for a mid-40s warrior and none of the weapons had procs (whip doesn't proc 'til 50.)
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crabby old man playing 4000 year old goblin sim
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#13
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Tecmos is pretty much right. Staff of Battle will give you some sweet cripps 30-50. Get an oggok cleaver if you can, though. That shit is insane.
With the right gear you can definitely stay on par with monks, and if you have a healer who is able to keep you in zerker rage, you'll fucking wreck. | ||
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#14
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crabby old man playing 4000 year old goblin sim
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#15
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#16
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#17
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So does damage (potential OR actual) count, or not? These 2 quotes directly contradict each other.
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EQ Emulator population tracker - https://unixgeek.com/eqemu.html
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#18
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He meant specifically damage of the weapon in that post. Perhaps it helps to think of it like this..hate is factored by the damage potential before the actual damage is calculated. Each swing generates x agro, separate from how much it actually does in terms of damage
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#19
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Unless I'm hopelessly confused and out of touch here, the melee agro calc is based on 2x weapon base damage and is applied each swing regardless of hit/miss/etc. IIRC, the only adjustments that apply to the agro calc are the level-based primary hand damage bonus (all melees/hybrids except bards get this at L28+) and the two-handed weapon agro penalty. Some examples (assuming that I'm right about primary hand damage bonus applying): L55 melee/hybrid, rusty dagger main-hand, (3*2)+((55-25)/3) = 16 agro per swing L40 melee/hybrid, rusty dagger main-hand, (3*2)+((40-25)/3) = 11 agro per swing L27 melee/hybrid, rusty dagger main-hand, (3*2) = 6 agro per swing any melee/hybrid, rusty dagger off-hand, (3*2) = 6 agro per swing any bard/caster, rusty dagger any-hand, (3*2) = 6 agro per swing L55 melee/hybrid, jade mace main-hand, (9*2)+((55-25)/3) = 28 agro per swing L40 melee/hybrid, jade mace main-hand, (9*2)+((40-25)/3) = 23 agro per swing L27 melee/hybrid, jade mace main-hand, (9*2) = 18 agro per swing any melee/hybrid, jade mace off-hand, (9*2) = 18 agro per swing any bard/caster, jade mace any-hand, (9*2) = 18 agro per swing There were some pretty interesting tests run on live back in the day, and afaict the melee agro on p99 is based on what was learned & posted about then. The above is only referring to melee agro, spell (and proc) agro is different.
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crabby old man playing 4000 year old goblin sim
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#20
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for agro would a pair of jade maces be preferred over a some yak clubs at lvl 40?
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