General Info

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(This still needs organization)

Shield Block gives you a % chance to Block an attack with a shield. At max level (currently rank 6) fire rate is approximately 6%. This stacks with Dodge, Parry/Block, and Riposte.

Combat agility increases your Avoidance chance. Basically more ranks mean you get hit less.

Combat Stability changes the softcap returns you receive from AC up to a certain point. These returns & cap are based on your class. Essentially gives you higher mitigation, or less chance to get hit max.


This is how combat works:

1. NPC swings at you

2. your toon's parry (or block, for monks) skill rolls to see if it fires. if does, stop. if it doesn't, go to 3

3. your toon's dodge skill rolls to see if it fires. if it does, stop. if it doesn't, go to 4

4. your toon's riposte skill rolls to see if it fires. if it does, stop. if it doesn't, go to 5

5. if you have the shield block AA, your toon's shield block skill rolls to see if it fires. if it does, stop. if it doesn't, go to 6

6. the NPC's accuracy (which is a combination of the 'accuracy' mod, preset mob values, the mob's level vs. your level) rolls against your 'avoidance' score (which is a combination of your level vs. the mob's level, your 'avoidance' mod2, and your CA levels). if the NPC loses, you see a 'miss' and stop. if the NPC wins go to 7

7. you are hit. the damage values for a mob are DB+DI*(1-20), and your AC weights to modify the roll on the (1-20) part (that's all that AC does btw).


firstly, at max, the fire rate for shield block is 6%... what that really means is that of the attacks that even get to the shield block check, 6% of the time it will fire - though that's actually a pretty fair bit.


now, that is NOT a 6% reduction in DPS - it depends entirely on the dps output of the mob, and its strikethrough value, and its accuracy value. how much DPS shield block mitigates on any given mob is dependent entirely on the DPS of that mob.


now, CA modifies your 'soandso swings at you but MISSES' chance, makes that happen more often. that's all it does ((several points per rank for AA's up through DoDH, 1% per rank for TSS+). CS modifies your AC softcap by X percent per rank (several points per rank for AA's up through DoDH, 1% per rank for TSS+).


the easiest way to think of AC softcap is like this (note, these numbers are fake and hypothetical just to show how it works):

the damage variable is the (1-20) part of the NPC damage formula what the number ends up being is partly random, but is weighted by your level vs. the NPCs level, and your AC

for the purposes of this example let's pretend that for every 200 AC you have, you get chance to get -1 to the DI every time you're hit.


now, knights have a base softcap (at level 80, with max defense skill) of 610. after a full compliment of CS AAs that will be about 1120 or so if i recall right, give or take. now if you look at my magelo, the total of all my AC from gear is 3016. which means that i have 1120 AC that is getting the full (hypothetical) -1 DI per 200 (meaning i get -5 DI per hit), and then i have 1880 AC that is 'softcap' AC.


for knights, that's 45%, so it's around 850 AC. so grand total that's (for the sake of simplicity) about 2000 AC. so that's -10 to the DI roll (truncated to a minimum of 1) which reduces a large number of the hits i'll take to the minimum possible, and greatly reduce or remove entirely the high end of the DI rolls.


Contents

[edit] PROCS AND HOW THEY WORK

Melee procs use the same system as caster procs. It checks your chance to proc, followed by a random number that's weighted by proc chances. Procs are still divided into their innate/imbue/weapon categories. However for each one, first it calculates your overall chance to proc anything, say you have a 55% chance to proc something (doesn't matter what at this point), then that 55% of the time it will goto the next step where it will check proc mods. Say a normal proc rate is worth 100, a double proc rate is worth 200, and a 2.5x proc rate is worth 250. If you had a normal, double, and 2.5x proc all on, it would roll 100+200+250=1 to 550 randomly. If the roll ends up 1-100 you get the first proc, 101-300 the second proc, and 301-550 the third proc.


This is the way I had it explained at least. Since additional procs are increasing the calculation to see if you're procing anything at all, it allows multiple spells in the same proc check section to not interfere with eachothers rates as long as your total proc chance is under 100%.


[edit] SPELL DAMAGE MOD3'S AND HOW IT WORKS

Even stuff like spell damage, it's not obvious that it scales to (cast + recast)/7 for example


[edit] SPEC: ALTERATION AUGMENTS/ITEMS AND HOW THEY WORK

The formula for fixed MP with Specialisation "blah" (((spec skill)*1.modifier)/20)+1 where modifier is .12, .15 etc from the +Spec X% aug.

Which makes the differences in % as [1+x/20] vs {1+1.12x/20}, or {1+1.15x/20}, just sub in your skill where x is. They adjusted spec formulae ages ago so that decimals do count, so the old school truncation is now less "severe" and more favorable.

In my case, with spec15%, my skill total is 296?, so +15.8% fixed alteration % pres. Without any, ~13.8%.

You cast 120 lights of base 900 mana, 20 group heals of base 1600, 10 Group Elixirs of 2100, etc in one encounter of 20 minutes. That alone is 3220 extra mana saved in my case (2% diff), or a ~16 mana per tick consumption reduction (rather than ft gain, since it's mana savings not infusions) for that encounter.

[edit] TYPE 3 AUGMENTS AND DOTS (HOW DO THEY WORK)

X = Type 3 Aug Bonus Y = Instant Damage on a DoT Z = Damage Per Application n = Damage Applications (spell duration + 1) P = Percentage Bonus

In most cases, the damage bonus is simply: X = Z * P * n (Note that "spell duration + 1" is exactly 1 for instant spells, and the + 1 accounts for the extra tick of damage for standard DoTs, so this formula does not need to be different for standard DoTs or DDs.)

However, if this is a DoT spell with an instant damage component, the formula becomes slightly more complex: X = (Y + Z * n) / (n + 1) * P * n

In plain English, (Y + Z * n) is the total amount of damage the DoT+DD would inflict, and (n + 1) is the number of applications, and (Y + Z * n) / (n + 1) is the average damage per application.

Type 3 aug damage is spread out over the course of the DoT, not taking duration increasing effects into account. In other words, Duration extension effects do not increase or reduce the amount of bonus that a DoT receives per tick. Type 3 aug damage is added to the base value of the nuke, before critical hits are calculated. The final value of X is rounded to the nearest ones place.

Let me know if you have any further questions.

-Prathun

http://forums.station.sony.com/eq/posts/list.m?start=&topic_id=160826#2393728

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