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Old 11-20-2008, 09:09 AM  
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Default Re: BoE cap in TSO for Conjurors?

Ahh ok .. that makes sense...

Appreciate the info and the fast reply..
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Old 12-01-2008, 10:20 AM  
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Default Re: BoE cap in TSO for Conjurors?

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Originally Posted by Harduc View Post
(BoE is short for Bolt of Energy, I belive that is what it was called before they changed the name of effects to be more intuitive)
It is what it is called in EQ1
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Old 12-05-2008, 04:07 AM  
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Default Re: BoE cap in TSO for Conjurors?

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Originally Posted by Bakual View Post
It is what it is called in EQ1
No thats what it was called in EQ2 when it was first implemented
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Old 12-05-2008, 04:18 AM  
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Default Re: BoE cap in TSO for Conjurors?

So umm, being dumb and all, was it the crits or base damage that raised the spelldamage cap apart from int (unless capped)? I thought it was the crits and not base damage but I'm not sure anymore lately.
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Old 12-05-2008, 12:47 PM  
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Default Re: BoE cap in TSO for Conjurors?

Base damage increases your BoE. It works like this, Boe has a cap of 50% of base damage. If your spell does 1K damage the most Boe you could add would be 500, so if the hardest hitting spell you have does 2K then your Boe would max at 1K. If your raise the base damage of your spells then the boe cap goes up. There is more to it then this, criticals etc, but this is your basic rule of thumb for BoE (+spell damage)
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Old 12-05-2008, 12:50 PM  
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Default Re: BoE cap in TSO for Conjurors?

This was on the Official Forums somewhere.
Quote:
Aeralik wrote:

In the coming days, we are changing the critical system slightly to allow mitigation of criticals. This will allow us to return critical attacks to npcs while at the same time allowing players to mitigate critical attacks done to them. This will also allow us to build in some better progression to raids because being able to mitigate down critical attacks done to you will be crucial to your survivability. As you gain the better gear from the expansion, your raid will then be able to better deal with attacks and aes from the more difficult encounters.

To make these changes happen, calculations have changed slightly to work in the following way:

base damage calculation
weapon attacks add in dps and weapon multipliers
spell and weapon tier multipliers
attribute modifiers
base damage multipliers
normalized damage ( +spell/ca/heal amounts )
critical multiplier

In the past critical multipliers were done right after base damage and attribute multipliers so this will actually add additional damage since your normalized damage modifiers will be taken into account.

Critical attacks by players against npc's will continue to use the max damage + 1 or damage * critical multiplier whichever is higher. NPC and player vs player critical attacks will use damage * critical multiplier. When you mitigate critical attacks its the multiplier that is reduced. So if the npc has a 2.0 critical modifier and you have 100% critical mitigation then the attack will actually work like a normal melee attack since you mitigated the critical amount completely( damage * 1.0 would be normal damage ). And no you can't reduce it below a 1.0 modifier to mitigate damage even further.

In addition, players will have a small amount of innate critical mitigation. Fighters and scouts will use agility to determine their base critical mitigation while priests and mages currently use int. The max on the innate critical mitigation is 10% and the expectation is that you will gain most of your critical mitigation through gear upgrades.
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Old 12-05-2008, 12:56 PM  
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Default Re: BoE cap in TSO for Conjurors?

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Originally Posted by Terra View Post
So umm, being dumb and all, was it the crits or base damage that raised the spelldamage cap apart from int (unless capped)? I thought it was the crits and not base damage but I'm not sure anymore lately.
TSO changed it. Base Damage now increases the cap, and Crits are applied at the end and do not change the cap at all, and are now also applied to Spell Damage.
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