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  1. #1
    Junior Member
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    Sieban
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    Radiance
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    Splitpaw

    Default SS and Maximising your potential

    Hey guys,

    I've been getting all the new gear from SS just like everybody else however it has started to open up new questions for me that previously i've not needed answering.

    What are the caps or at least the soft caps for the majority of combat tanking stats?

    When you look at your avoidance you see a combination of Base avoidance / parry / block and uncontested block. However these are increased by adornments that boost, Parry, defence, block etc.

    If i look at my avoidance my block reaches 70% and stops but my block chance is 82,7%. Some tanks have increased there block chance to 99% but they are unsure if this makes any difference to thier tanking defences at all?

    So the quest is, what exactly is the best combination of these abilities? is there a cap you should aim for in each area, do you simply get a lesser turn around on block beyond 70%, which has priority over which?

    I'm a monk myself so as much as Mit seems to be the way to go but i'de love to maximise my ability to avoid damage as much as possible to tank better for my guild so any help you guys can offer would be great thanks.

    Seb

  2. #2
    Senior Member
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    Arynai
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    quit raiding
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    Butcherblock

    Default Re: SS and Maximising your potential

    Hi!

  3. #3
    Senior Member Drumstix42's Avatar
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    Drumstixx
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    equi-RL-ibrium
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    AB

    Default Re: SS and Maximising your potential

    The chance for you to block with a shield has a base value. In the posted link above, the example base chance to block is 20%. So if you have 70% of the blue stat "Block Chance", your base chance to block would go up to 34% (20 * 1.70). To reach the cap of 70% actual shield block chance, with a base of 20%, you would need 350% blue stat block chance.
    Raiding IRL now
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  4. #4
    Ultimate A$$hole
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    Jacck Mehoff
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    Nektulos

    Default Re: SS and Maximising your potential

    Quote Originally Posted by Drumstix42 View Post
    The chance for you to block with a shield has a base value. In the posted link above, the example base chance to block is 20%. So if you have 70% of the blue stat "Block Chance", your base chance to block would go up to 34% (20 * 1.70). To reach the cap of 70% actual shield block chance, with a base of 20%, you would need 350% blue stat block chance.
    For brawlers, the block % is lower, somewhere like 270% iirc. I forget.
    Quote Originally Posted by Vinyard View Post
    will someone put a carebear in my ass
    Quote Originally Posted by Redundant View Post
    Listen here motherfucker, I work hard everyday at being mediocre and would appreciate some compassion when me and the rest of the retards around here don't quite pull off a funny.

  5. #5
    Punchy
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    Character
    Feyero
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    Everfrost

    Default Re: SS and Maximising your potential

    Uncontested block is what you need to look at (when you mouse over avoidance). The higher you raise your regular block, the higher your uncontested will be. It's one of a monk's primary defensive stats. My regular block is 101% and my uncontested is about 53%. So yes, keep trying to get your block as high as you can.
    Feyero - 92/320 Monk of Everfrost
    LittleFey - 92/320 Mystic of Everfrost
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  6. #6
    Member Akechi's Avatar
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    Akechi
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    full of morons
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    none anymore

    Default Re: SS and Maximising your potential

    just curious, is block on a diminishing return or just a straight value?

  7. #7
    Senior Member
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    Clownshoe
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    Hypersweezy
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    SLRport

    Default Re: SS and Maximising your potential

    uncontested block chance is capped @ 70%...or 80% if mob is grey. According to this (2010) article your block% can be raised until the caps mentioned are reached.

    The EQ2 Wire » Combat Mechanics and Player Progression laid bare -- EverQuest II News & CommentaryAlso, anyone have a link to a more recent combat mechanics page? So fuckin frustrating these asshat Devs can't post simple things like 'stat soft caps' in an easily located area.

    Quote Originally Posted by Алексейманорег View Post
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  8. #8
    Nub Zerker
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    Default Re: SS and Maximising your potential

    Primary Stats (Str, Agi, Wis, Int): Cap: None - Increase Damage - Increase Max Power

    Stamina (Increase HP): Cap: 1200 - Increase Max Health - Increase Chance to avoid a spell - Above Cap: ~a 30% stat gain = ~ a 10% gain in bonus

    Resists (Elemental, Arcane, Nox, Physical): Cap: 75% (75% @ Level 90 = 13000) - Absorb % of that damage - NPC higher than your level will require higher resist to reach 75% - Some spells are harder to resists than normal. Higher resist will be needed to reach 75% on these spells.

    Avoidance: Cap: 80% - % Chance to avoid an attack - NPC higher than your level will require more avoidancew to reach 80% - Caps: Base: 80%, Block: 70%, Parry: 70%, Deflect 70%

    Critical Mitigation: Cap: None - Reduce the damage of critical attacks - 100% Crit mitigation only means that you will mitigate 100% of a 120% crit bonus

    Block Chance: Cap: 70% (80% if mob is Grey) - Increase your chance to block an attack

    Crit Chance: Cap: None - Spells and Abilities will crit % more often. - Example: A mob has 30% critical avoidance => you need 130% crit chance to crit 100% of the time

    Crit Bonus: Cap: None - Spells and Abilities will crit % harder. - Affects auto attack and abilities and spells. - Potency is applied before bonus. - Shaman only recieve 1/2 of the Crit Bonus for wards!

    Potency: Cap: None - Increase your abilities by % - Does not affect auto attack

    Ability Mod: Cap: 50% of the base amount (factoring in Potency) of the ability - Your abilities will increase X up to 50% of thier max.

    Hate Mod: Cap: 100% positive or 50% negative - You Generate % more hate than normal

    Reuse Speed: Cap: Abilities cannot be reduced to less than half of their base reuse speed. - Ability reuse time is lowered by %

    Casting Speed: Cap: Abilities cannot be reduced to less than half of their base casting speed. - Ability casting speed is increased % - Having spell casting speed over the cap now gives you a slight bonus to double cast spells. - Ability Casting Speed to Doublecast: 100: 0%, 200: 0.75%, 300: 1.5%, 400: 2.25%, 500: 3%

    Recovery Speed: Cap: Abilities cannot be reduced to less than half of their base recovery speed - Your ability recovery time is lowered % - Ability Recovery Speed reduces the delay between using abilities

    Spell Reuse Speed: Cap: Spells cannot be reduced to less than half of their base reuse speed. - Spell reuse time is lowered %

    Spell Multi Attack: Cap: 600%, After cap Dim returns - % chance to have spell hit multiple times

    HP Regen Cap: 270 - In Combat HP regen from both spells and items

    PowerRegen Cap: 135 - In Combat power regen from both spells and items

    DPS: Cap: None - Auto attack will do more damage. - DPS Conversion: 200: 125%, 300: 135%, 500: 145%, 700: 155%, 900: 165%, 1200: 175%

    Haste: Cap: 200 - How fast you auto attack - Having haste over the cap now gives a bonus to flurry. - Haste to Flurry: 200: 0%, 300: 1.46%, 500: 2.87%, 700: 4.2%, 900: 5.5%, 1200: 6.73%

    Multi Attack - How Many Time you hit with autoattack - Multi-Attack: 100: 1 Extra Attack, 200: 2, 300: 3, 400: 4, 500: 5, 1000: 6, 1600: 7, 2300: 8

    Melee AE: Cap: ???? - Autoattack Multiple targets

    Strikethrough: Cap: ???? - % chance to ignore the target's riposte, parry or block

    Accuracy: Cap: - % to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes.

    Flurry:Cap: ???? - % to strike up to four times. The Flurry stops if you would have missed an attack. Flurry only works on the primary melee weapon and does not conflict with Double Attack.

    Spell Weapon DPS: Cap: ????

    Spell Weapon Haste: Cap: ????

    Spell Weapon Multi: Cap: ????

    Spell Weapon AE: Cap: ????

    Spell Weapon Flurry: Cap: ????

    Aggression: Cap: 450 - How well your taunts will affect monsters.

    Weapon / Casting Skills: Cap: 450 - Accuracy with certain weapons - Having weapon skill over the cap now increases your minimum damage amount making it closer to the maximum amount. - Having weapon skill over the cap now gives a bonus to riposte damage. - Having spell and combat art skills over cap now increases the minimum damage of those spells and combat arts making it closer to the maximum amount. - Weapon and Spell Skills Increase to Minimum Damage Amount: +100: 2%, +200: 4%, +300: 6%, +400: 8%, +500: 10%, +600: 12%, +700: 14%, +800: 16%, +900: 18%, +1000: 20%

    Defense Cap: 450 - Avoid Physical Attacks - Having defense skill over the level cap now gives a bonus to uncontested dodge. - Defense Skill to Extra Dodge Chance: +200: 1%, +400: 2%, +600: 3%, +800: 4%, +1000: 5%

    Parry: Cap: 450 - Increase your chance to Ward off physical attacks. - Having parry skill over the level cap now gives a bonus to uncontested parry and uncontested riposte. - Parry Skill to Extra Parry Chance: +200: 0.5%, +400: 1%, +600: 1.5%, +800: 2%, +1000: 2.5% - Parry Skill to Extra Riposte Chance: +200: 0.5%, +400: 1%, +600: 1.5%, +800: 2%, +1000: 2.5%

    Focus: Cap: 450 - Perform Spells or abilities while under attack - Focus Skill Enabling Casting While Moving: +100: 5% Movement Speed, +200: 10%, +300: 15%, +400: 20%, +500: 25%, +600: 30%, +700: 35%, +800: 40%, +900: 45%, +1000: 50%
    Chasse - 92 Warden
    Elanjar - 92 Berserker
    Bonken - 92 Ranger
    Bandam - 92 Conjuror
    Josefe - 92 Swashbuckler
    Frothy - 92 Paladin

  9. #9
    Nub Zerker
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    May 2008
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    Oasis

    Default Re: SS and Maximising your potential

    A little dated. Post DoV, pre CM removal.
    Chasse - 92 Warden
    Elanjar - 92 Berserker
    Bonken - 92 Ranger
    Bandam - 92 Conjuror
    Josefe - 92 Swashbuckler
    Frothy - 92 Paladin

  10. #10
    Ultimate A$$hole
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    Jacck Mehoff
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    Nektulos

    Default Re: SS and Maximising your potential

    Also the Skill caps are a little skewed, because you are contesting against a lvl. I.E., for max skill potential, it is 6.5*lvl for max effectiveness for the creature you are fighting against. The basis of this is that you are 100 skill points above the creature you are fighting. For example, the creature you are fighting has 550, you want 650 to maximise the effectiveness of the skill you are "rolling" against.
    Quote Originally Posted by Vinyard View Post
    will someone put a carebear in my ass
    Quote Originally Posted by Redundant View Post
    Listen here motherfucker, I work hard everyday at being mediocre and would appreciate some compassion when me and the rest of the retards around here don't quite pull off a funny.

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