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Difference between revisions of "Statistics"
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The other part of Attack decides how often you hit. This is based on your weapon skills. 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. Displayed "Attack" is Accuracy+Power. | The other part of Attack decides how often you hit. This is based on your weapon skills. 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. Displayed "Attack" is Accuracy+Power. | ||
− | Affects: Damage dealt | + | |
+ | Affects: Damage dealt/To hit chance | ||
Max (cap): None | Max (cap): None |
Revision as of 10:55, 29 January 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
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, (White damage by increases in ATK stat).
- Max (hard-cap): 255
Strength is a valuable stat for melee and tank characters to increase their white damage.
Brad McQuaid: "STR: determines how much you can carry; influences maximum and average damage; influences how quickly you learn many offensive skills"[1]
"This is probably the most important skill for tanks. Strength affects your maximum damage cap, the average damage you do, how much stuff you can carry and how quickly you learn many offensive skills. If you plan on wearing heavy armor and carrying around a lot of extra equipment, you will need decent strength. With a high strength you can carry more loot and armor and go longer before having to run back to town to sell. If you plan on soloing, you may want to put extra points into strength, even if you are a magic user. It is definitely important for a fighter type to have good strength, but you should also consider some of the other attributes."
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"[2]
"One of the most important stats for all classes. The higher your stamina, the more hit points you get for each level. Over time, this can really pay off. It also affects how well you can hold your breath underwater. This is more important for the tank classes than magic users."
Agility (AGI)
Affects: Dodge, Defense, Avoidance Armor Class*, Parry?, 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 "[3]
Dexterity (DEX)
Affects: Concentration (resistance to spell interrupts), Bard Song missed notes; Melee skill-ups, Procs, Crits .
- Max (hard-cap): 255
In practice, Dexterity is most important for Warriors to increase the rate of hate-generating procs on their weapons. It's also valuable to archery users for additional bow damage and incrementally useful to casters for reducing cast interruptions. It can be increased by equipment and spells like Boon of the Garou and Mortal Deftness.
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"[4]
On Red server Dexterity affects PVP hit rate. It does this by comparing your dexterity to your opponent's agility.
"This determines how often you crit with your bows, 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 rangers and rogues, and of only limited use for magic users."
Wisdom (WIS)
Affects: Caster mana amount (mana pool) for Clerics, Paladins, Druids, Shamans and Rangers.
- 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. "[5]
"The same effect as intelligence for the deity-based magic users: Cleric, Shaman, Druid, Paladin and Ranger. The higher your wisdom, the more mana you get for each level. Very important for the deity-based magic users, but much less important for everyone else. The higher value of intelligence or wisdom is used to determine how quickly you will learn most of your skills, which makes having one or the other high useful for all classes."
Intelligence (INT)
Affects: Caster mana amount (mana pool) for Necromancers, Magicians, Enchanters, Wizards, Shadowknights & Bards*. Determines how fast skills increase (?) [need verification].
- 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"[6]
"The most important stat for the basic caster classes. For Wizards, Magicians, Necromancers and Shadow Knights, the higher your intelligence, the more mana you get for each level. This is obviously very important since without mana a magic user is basically worthless. The higher value of intelligence or wisdom is used to determine how quickly you will learn most of your skills, which makes having one or the other high useful for all classes. Many would suggest that a magic user put all of his points here. Certainly, if you plan on spending most of your time in a group, intelligence is the most important stat to boost."
Charisma (CHA)
Affects: Charming (ENC only) ; Merchant prices ; Increases success rate of a secondary check on the Pacify line of spells which causes target aggro when failed [7]
Myth: Lower CHA is beneficial for Necromancers. This is how EQEmu is coded so not actually a myth.
Myth: CHA affects Necromancer or Druid charm spells.
- Max (hard-cap): 255
- Hard-cap: 104 - 135 (for vendor pricing, depending on faction level) [8]
- 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) "[9]
"The biggest effect of charisma is in the amount you will get buying from and selling to NPCs. If they like you, they give you a better deal, which is not to be ignored in the cash starved world of Norrath. Charisma also affects the saving throw for charm spells, which makes it very useful for bards and enchanters."
Secondary Stats
Armor Class (AC)
- See also: Skill Defense
Armor Class is what decides how much damage you take and how often you take damage. It mitigates damage and it makes the mob miss it's attacks against you. The first part of the AC is "mitigation AC" which is calculated from the worn AC you gain from your gear and spell AC.
The other part of AC is the "avoidance AC" which is defined by your Defense Skill and your AGI stat.
Affects: Damage mitigation/Avoidance
Max (cap): None [10]
Soft-cap (raw ac/worn ac): Level * 6 + 25 (applies to AC from worn items only and character's level 50 or below. there may be other soft-caps as well.) [11]
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 modified by Strength score and +ATK mods on items. In combat, Power is opposed by the target's Mitigation AC.
The other part of Attack decides how often you hit. This is based on your weapon skills. 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. Displayed "Attack" is Accuracy+Power.
Affects: Damage dealt/To hit chance
Max (cap): None
Your physical attack rating.
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
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
Regeneration
Reference
keywords: base character stats