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A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, through WIS for priests, rangers and paladins, and through INT for casters, shadowknights and bards.
 
A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, through WIS for priests, rangers and paladins, and through INT for casters, shadowknights and bards.
  
Max (cap): None
+
Max (cap): None on p1999. In era there was a hardcap [https://www.project1999.com/forums/showthread.php?t=284177]
  
 
The classic spells that enhance the rate of mana regeneration are [[Clarity]] and [[Clarity II]], which are always prized by casters. The [[Gift of Magic]] line will increase maximum mana directly, and the [[Insight]] line will increase it indirectly through higher WIS and INT.
 
The classic spells that enhance the rate of mana regeneration are [[Clarity]] and [[Clarity II]], which are always prized by casters. The [[Gift of Magic]] line will increase maximum mana directly, and the [[Insight]] line will increase it indirectly through higher WIS and INT.

Revision as of 02:43, 6 February 2019

Contents

Primary Stats

See also: Game Mechanics, Skills, Choosing the Best Class for Your Playing Style & Dumbledorf's Norrath in a Nutshell: A Beginner's Guide#Stats
Example view of primary and secondary statistics

You chose your character's stats when you create it, and have to live with the decision thereafter. There is no one perfect way to set up an individual character class. Much of it depends on your playing style, your preferences and the decision you make as to how you want your character to make his or her way through the world. Below are the basic descriptions of how the stats affect the characters.

Strength (STR)

Affects: Attack Power (see "ATK"), Weight Limit, Bow Damage [1]

  • Max (hard-cap): 255

Strength is a valuable stat for melee and tank characters to increase both their max and average hit of white damage.

Brad McQuaid: "STR: determines how much you can carry; influences maximum and average damage; influences how quickly you learn many offensive skills"[2]

Stamina (STA)

Affects: Hit Points (see "HP"), Endurance (see "ENDR"), and Swimming Breath.

  • Max (hard-cap): 255
See also: Game Mechanics#Hitpoint Calculation

Stamina is very valuable for tanks to increase maximum hit points. It's also somewhat valuable to other classes for the same reason.

Brad McQuaid: "STA: affects how many hit points you have, how long you can hold your breath"[3]

Agility (AGI)

Affects: Dodge skill up rate, Defense skill up rate, Avoidance Armor Class, Parry skill up rate, Run speed (below 75).

  • Max (hard-cap): 255

Agility influences the ability of an enemy to hit you. Above 75, the AC provided for each Agility is slight. Below 75 agility causes a large AC hit. For example, on a level 60 ogre SK, going from 76 to 85 AGI provides 3 AC. But going from 66 to 75 AGI provides 45 AC.

Brad McQuaid: "AGI: affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit "[4]

Dexterity (DEX)

Affects: Concentration (resistance to spell interrupts), Bard Song missed notes; Melee skill-ups, Procs, Crits .

  • Max (hard-cap): 255

This determines how often you crit with your weapons, how quickly you learn weapon and rogue skills, and how often a magic weapon will process its skill. This is a good skill to have for fighters, especially warriors, rangers, rogues and of only limited use for magic users.

Brad McQuaid: "DEX: how quickly you learn weapon skills; how often weapon will proc; how quickly you learn rogue skills; how hard you hit with bows"[5]

On Red server Dexterity affects PVP hit rate. It does this by comparing your dexterity to your opponent's agility.

Wisdom (WIS)

Affects: Caster mana amount (mana pool) for Clerics, Paladins, Druids, Shamans and Rangers. Conditionally determines how fast magic skills increase.

  • Max (hard-cap): 255
  • Soft-cap: 200

Brad McQuaid: "WIS: affects the amount of mana the priest classes have, also rangers; also affects how quickly you can learn many skills if your wisdom is higher than INT. "[6]

Intelligence (INT)

Affects: Caster mana amount (mana pool) for Necromancers, Magicians, Enchanters, Wizards, Shadowknights & Bards*. Determines how fast magic skills increase.

  • Max (hard-cap): 255
  • Soft-cap: 200

Brad McQuaid: "INT: directly affects how quickly you can learn most skills; affects the amount of mana for bards and all mages, as well as shadow knights"[7]

Charisma (CHA)

Affects: Charming (ENC/BRD only) ; Merchant prices ; Increases success rate of a secondary check on the Lull line of spells which causes target aggro when failed [8]

Myth: Lower CHA is beneficial for Necromancers. This is how stock EQEmu is coded so not actually a myth. Unverified by parses on p1999.

Myth: CHA affects Druid charm spells.

  • Max (hard-cap): 255
  • Hard-cap: 104 - 135 (for vendor pricing, depending on faction level) [9]
Further information: Game Mechanics#Vendor Pricing, Charisma, and Faction

Brad McQuaid: "CHA: affects amount you will be paid for goods by NPC merchants, and how much they will pay you; affects the saving throw on certain bard and enchanter spells (charms in particular) "[10]

Secondary Stats

Armor Class (AC)

See also: Skill Defense

Armor Class is what decides how much damage you take(mitigation) and how often you take damage(avoidance).

The first part of the AC is "mitigation AC" which is calculated from the worn AC you gain from your gear, Defense skill, and it is assumed spells.

The other part of AC is the "avoidance AC" which is defined by your Defense skill and your AGI stat.

Max (cap): None [11]

Soft-cap (raw ac/worn ac): Level * 6 + 25 This only applies to characters level 50 or below. [12]

A fairly complete look at how AC works on live/EQEmu can be found at [13] [14]

Attack Power (ATK)

Attack, like AC, is also composed of two parts. The first part is what determines how hard you hit, when you hit which we will call Power. Those who are familiar with the (1-20)*DI nature of Everquest damage will understand that shifting your average hits higher on the 1-20 scale will lead to much more overall damage. This is what Power does. Power is based on your weapon skill. It is further added to by the Strength stat and +ATK mods on items or from spells. In combat, Power is opposed by the target's Mitigation AC.

The other part of Attack we will call Accuracy. Accuracy is how likely one is to hit one's target, and in combat is compared to the Avoidance part of AC. Accuracy comes from two sources, Weapon Skills and the Offense skill.

Max (cap): None

Displayed "ATK" is only Power.

Hit Points (HP)

Sometimes known as "health", a player's HP determines how much damage you can sustain before dying.

Max (cap): None

Hit points can be increased directly through +HP gear, or indirectly through +STA gear, or temporarily through HP enhancing spells like the Cleric's symbol line and the Shaman's talisman line of spells.

Mana (MANA)

A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, through WIS for priests, rangers and paladins, and through INT for casters, shadowknights and bards.

Max (cap): None on p1999. In era there was a hardcap [15]

The classic spells that enhance the rate of mana regeneration are Clarity and Clarity II, which are always prized by casters. The Gift of Magic line will increase maximum mana directly, and the Insight line will increase it indirectly through higher WIS and INT.

Endurance (ENDR)

Affects: Swimming, Jumping.

Endurance determines how long you can perform strenuous activities before becoming fatigued.

Todo: What is the actual role of endurance on p99? Slows runspeed? Cannot melee attack with zero endurance?

Resists

A player's resistances determine the chance for negative spells to be resisted by the player and the damage they deal. The resistance type being checked is determined by the specific spell that is being cast. Resistances can be raised or lowered through beneficial or harmful spells and certain gear.

The five resists types are:

  • Poison
  • Magic
  • Disease
  • Fire
  • Cold

Todo: Add the mechanics and formulas behind resistances.

Tertiary statistics

Damage Per Second (DPS)

See also: Haste Guide

Affects: Melee & Caster Damage dealt over time; Weapon Ratio.

DPS Meter & DPM Calc (Classic?)

Weapon Ratio

Affects: DPS

Formula: (Weapon Damage / Weapon Delay) = Ratio

Example: (18 / 27) = 0.666 DPS


Ratios

1H Damage Ratios.jpg

Regeneration

  • To learn about HP regeneration rates, see here.
  • To learn about mana regeneration rates, see here.

Reference

keywords: base character stats