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Old 02-21-2009, 12:46 PM  
راضیه
 
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Default Re: The Dirge's Guide to...Success I suppose

Kieran9316 for dirge forum mod
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How come when I type /mvp in game after we kill a raid mob it always displays razieh?
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Old 02-21-2009, 05:56 PM  
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Default Re: The Dirge's Guide to...Success I suppose

Would also be interesting if, in this thread or another thread, someone would explain the bane procs. I was told that the greater vampire bane can possibly do up to 2.1k dmg per second and the greature void bane even higher. The stickied parse thread sure has proven that the ban procs do insane damage. Gonna be interesting after the change to them with the big update if it ever comes. heh.
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Old 02-21-2009, 06:19 PM  
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Default Re: The Dirge's Guide to...Success I suppose

The reason higher spread makes a difference is because of the way that crits are calculated. Skip this if you know how the mechanics work:

If your weapon does 150-250(200 avg.), your crits will be 251-325. The game calculates the normal damage, multiplies it by 1.3, and then bumps it to your weapons max dmg+1 if it is not already higher. So on the above weapon, any regular hits from 150-193(43%) will be rounded to 251. The other 57% of hits will be 252-325(avg. 288.5). So your average hit should be around 272( 251*43% + 288.5*57 ). That is roughly a 36% increase in damage. Now lets run the stats on our mythical, 73-411(242 avg.). It crits for 412-535 rounding up hits 317 and below(72%). The average crit will be 429( 412*72% + 473.5*28% ). That is a 77.3% increase in damage on crit. The majority of the bonus in crits comes from rounding to the max damage. When our mythical proc is up, we already have that benefit. This is also a good reason to focus in on the max damage of a weapon.
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Old 02-22-2009, 05:29 PM  
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Default Re: The Dirge's Guide to...Success I suppose

therealclintv, thanks man.

I understood the first couple sentences. Can you clarify some of your variables? Are 43%, 57%, 72%, 28%, 272, 429 arbitrary numbers? If so, why was 43%, 57%, 72%, 28%, 272, 429 chosen? I'd like to understand this. I don't understand the equation syntax.
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Old 02-23-2009, 06:35 PM  
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Default Re: The Dirge's Guide to...Success I suppose

cheers for some good posts guys, will read through more thouroughly throughout the weekend and update...

gna try get a clump of information on about deities too, especially since Anashti Sul come out.

ty all

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Old 02-24-2009, 11:13 AM  
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Default Re: The Dirge's Guide to...Success I suppose

Great Post, the recent changes have made a real difference.
Good Work
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Old 02-24-2009, 11:33 AM  
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Default Re: The Dirge's Guide to...Success I suppose

I skimmed through it briefly.

There are a bunch of errors still, most are mechanics problems like last time and I saw a couple logic flaws.

I'll make some more detailed comments later.

Good work though with the pictures. They add a nice touch.
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Old 02-24-2009, 01:20 PM  
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Default Re: The Dirge's Guide to...Success I suppose

some really good improvements to the thread. you can save time on the next section by linking to here http://www.eq2flames.com/dirges/2171...tas-you-3.html

i've posted up quite a bit on setting up ACT for monitoring the other dirges' CoB, as well as for a dynamic gravitas timer.
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Old 02-24-2009, 02:50 PM  
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Default Re: The Dirge's Guide to...Success I suppose

You should make a note on some of your durations that you have the drum/bracers equipped which is upping some of your screenshot durations by 10%.

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Originally Posted by Kieran9316 View Post
Emotional Dirge
Unfortunately, this isn't much of an upgrade to the M2 version at level 44, but the level 72 version hits more often.
Not true. The M2 one has M2 resistability where the 72 M1 has M1 resistabilty. The difference is unnoticable but there is one. The only spells that generally scale with resistabilty are stuns and stifles.

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Scream of Blood
...but obviously you need to find a balance as there are more important things to get out.
Misleading. There is nothing more important than SoB when in melee range except maybe a 12-Toned Grim Strike.

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Originally Posted by Kieran9316 View Post
Speech of Sacrifice
I have heard of people healing up to 8k with Speech of Sacifice, as they have had a heal crit, a 9.6s duration etc (this spell lasts for 8s default).
This makes no sense. When you increase the duration of Speech, you are increasing the intervals the heal is going off which makes it less potent. In other words, the spell still heals for the same, it just takes longer. The only time extending the spell is useful is if you have your TSO 2 set, but even then it's extremely lackluster.

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Originally Posted by Kieran9316 View Post
Vile Blade
This inflicts 2 lots of damage (which is good, it splits up your chances of hitting the way I see it, but theoretically shouldn't matter), and then...
This isn't how the CA works. Either the first hit hits, which in this case the second hit immediately follows and hits at 100% and starts the DoT or the first hit misses and the second hit and DoT never goes off.

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Originally Posted by Kieran9316 View Post
Dissonant Requiem
this ability has a better turnout than penetrating shriek so long as there are 3 mobs or more, but heck, use it anyways, you should easily be able to get power back..
You shouldn't use this ability if there's only 1 mob. You probably shouldn't use it if there's 2 mobs either unless you're loaded with hostile/any attack proc gear. The rare case in which you should use this on singles is on a pure ranged fight when everything else is down.

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Originally Posted by Kieran9316 View Post
Weapon Elusion
Don't assume you should have it up if you are in a MT group in a raid, as often raid MT's have their parry capped.
Bad advice. You should have 5 AAs in Strengthened Links so this should really always be up now.

Quote:
Originally Posted by Kieran9316 View Post
Dead Calm
..this deals dps which is directly related to your hit %age. If you hit for 50%, this will add x DPS, but if you hit for 75%, this will likely add 1.5x DPS (x being a variable).
This is misleading, too. Spell melee procs and item procs except weapons proc off the main hand only so if your hit rate is 100% with your offhand and 0% with your mainhand, you won't proc anything. Also your statement is pretty obvious, I'd remove it and add something like the INT from Death's Edge helps contribute to increase YOUR proc damage from Calm, but not your group's.

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Originally Posted by Kieran9316 View Post
Heroic Storytelling
some say it was meant for troubs...
Those people are retards don't mention this. The AA is complete crap and the INT line is far worse for Troubs than it is for Dirges.

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Originally Posted by Kieran9316 View Post
Luck of the Dirge
Since we have a lot of triggers with TSO etc, it is quite handy to have this and the T2 TSO BP, which adds 30% proc chance to CoB, averaging at least 6% proc chance permanently..
6% proc chance permanently? Where did you pull this from?

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Originally Posted by Kieran9316 View Post
Battle Cry
You are supposed to need 182 AA to get this but can be got at 171, with a heck of a lot of platinum down the drain.
It's actually 172 since BC costs 2 points.


Done for now. Maybe some more in a few days.
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Old 02-24-2009, 04:22 PM  
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Default Re: The Dirge's Guide to...Success I suppose

Quote:
Originally Posted by Kall View Post
INT from Death's Edge helps contribute to increase YOUR proc damage from Calm, but not your group's.
Kall, how ya mean? With Death's Edge activated, my Dead Calm proc gives 462-770 so I asked my bud in my group what it says it is giving him and he said 462-770. My bud in group has tremendously less INT stat.
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