INCOMPLETE GUIDE TO DARK AGE OF CAMELOT STATS
By Vuron, Nimue Midgard
Hosted by www.winterwolves.org
Last Updated: September 24,
2003
Current Patch Version: 1.64
9/24/03 � Once again I have
departed and returned to the game. Many things have changed, the info herein
are from Grab Bags and patches between April (when I left) and now (September,
2003). If you see an error, please email me.
02/02/03 - Since I came back
to the game in December, I have been intrigued more than ever with the �stats�
of the game � the mechanics behind it. This is partially because I write for a
pen and paper game company and partially because I have a belief that when I
die in RvR I want it to be because it is my problem, not because someone was
more knowledgeable. Since then, I�ve become more knowledgeable, just not better
in RvR. ;)
Any additions, comments -
please email me jcollura@wzmd.net with
Incomplete Guide in the Subject.
One huge caveat � This is
based mostly on Grab Bag Info. When a particular Grab Bag is referenced, a date
is used. This shows you how �current� the info is. The Grab Bag was searched
back to June of last year.
Index:
II. Hit Points/Power/Endurance
V. Misc
a. Strength is capped at
300. It is unknown whether other stats are capped at 300.� With buffs and bonuses, you do not achieve
anything "extra" for bonuses above 300. �As of 1.61, Mythic raised the player stat caps so that high level
buff spells will not exceed the cap. Players who receive high level buff spells
from friendly casters will notice this change the most. This means that races
that a high starting stat (such as strength or dexterity) will now be able to
buff it a bit more than those races that do not have a high starting stat.
b. Buffs are capped to 50
(equal to your level) for a baseline buff and 75 (equal to you level times 1.5)
for a specline buff at level 50. Together your base stat can be buffed 125
points maximum at level 50.
c. Spellcrafting/item (note
hereinafter item and spellcrafting bonuses are referred to as spellcrafting)
bonuses are capped to 75 to base stats at level 50 (Take Level x 1.5 for
current cap).
1.� Modifies the amount you can carry. This is a
straight weight to strength ratio. I.e. your strength is 225, you can carry
225.
������ ���� 2.� Modifies the amount of melee damage you do
with slashing/crushing weapons.
������ ���� 3.� 50% modifier to thrusting weapons.
������ ���� 1.� Modifies the amount of hit points you
receive.
���
����� ����� 1.� Modifies your chance to hit in melee.
2.� Modifies your casting speed in magic.
3.� From a dex of 50 to a dex of 250, the
formula lets you cast 1% faster for each ten points. From a dex of 250 to the
maximum possible (which as you know depends on your starting total), your speed
increases 1% for every twenty points. The minimum casting speed for any spell
is 2 seconds � Grab Bag 6/28/02 Testing shows minimum casting speed is 1.5
seconds.
4.� Dex affects cast time for everyone. Minimum
cast time is 2 seconds, so if you're already hitting that mark you won't see a
difference. The difference between 75 Dex and 178 Dex looks like about a 15%
reduction, so on a 3 second spell your cast time should have shaved off half a
second." � Grab Bag 1/24/03
������ ���� 5.� Modifies your chance to block with a shield
and chance to parry.
����� ����� 6.� Modifies 50% of the damage with thrusting
weapons.
7.� Modifies 100% of the damage with staves or
bows.
8.� Modifies 50% your chance to Evade.
1.� Modifies your attack speed.
2.� Attack speed is similar to casting speed
based on Dex. From a Qui of 50 to a Qui of 250, the formula lets you cast 1%
faster for each ten points. From a Qui of 250 to the maximum possible (which as
you know depends on your starting total), your speed increases 1% for every
twenty points. The minimum speed for any attack is 1.5 seconds
3.� Modifies 50% your chance to Evade.
4. Weapon Speed Formula: Actual_Weapon_Delay =
(1-(QUI-60)/400) * SPD * (1 - Haste%)
5. Effects Bow Draw Time: The formula is: [1 - (QUI -
60)/500 + (MoA lvl * 3)/100)] * DELAY From Taco Ranger TL
1.� Modifies your Power pool (in Midgard, all
non-skald casters).
2.� Modifies your magical damage (in Midgard,
all non-skald casters).
3.� For Direct Damage (including Area of Effect
(AOE) and Point Blank Area of Effect (PBAOE) spells[/b]Every +10 PIE that is
greater then 50 but less then or equal to 250 will grant the caster to a 3%
increase in damage done. Also, every +20 PIE that is greater then 250 will give
you an additional 3% increase in damage done.
4.� For Damage over Time (DoT) spellsEvery +10
PIE that is greater then 50 but less then or equal to 250 will grant the caster
to a +1 Damage increase in per tick. Also, every +20 PIE that is greater then
250 will give you an additional +1 Damage increase in per tick.
1. Modifies your Power pool (Skald only)
2. Modifies your magical damage (Skald only)
3. Does not modify a Minstrels chance to charm (Minstrel
only) � Grab Bag 4/4/03
1.� Variable depending upon your class type
(Viking, Mystic, Seer, Rogue)
2.� Increases as Constitution increases.
3.� Through spellcrafting may increase +200 at
50 (For current, take Level times 4).
4.�� The Toughness Realm Ability increases your
base hit points by 3% per level of the ability. This increase is before adding
any spellcraft bonus hit points. I.e. I have 100 hit points and +10 through
spellcraft for 110 hits. With Toughness I I have 113 hits (100+3%(or 3) +10). �
Grab Bag 2/21/03
5.� Hit points are determined first by your
class. There are roughly three base hit point amounts � tank, caster, and
hybrid. (Rogues are considered hybrids as far as hit point totals go.) Your
base number of hit points, and the base number of hit points you get each time
you level, are therefore determined by your class. Next, your constitution is
taken into account. This number is your CON without buffs, items, or realm
abilities. This number DOES include any �bonus� points you may have put in
while you were rolling up your character.
The next things to be taken
into account are any CON buffs you may have, and +CON items. Then realm
abilities affecting CON or Health.
Finally, +HP items are added
on to the figure for the grand total. The exact formula is too complex to go
into here, but that�s the gist of it. CON is the stat to put bonus points into,
if having more hit points matters to you. � Grab Bag 11/1/02
1.� Increases as Piety increases.
������� ��� 2.� Through spellcrafting may increase by +26.
1. Cannot be raised through spellcrafting.
2. End Regen - The delve on
this spell is throwing people off a bit. When you delve this spell, it tells
you the range is 1000. That's quite true � you must be within a thousand units
to cast the spell on the target. The tether range, which doesn't
currently display in the delve, is correctly set to 1500 units. � Grab Bag 6/6/03
������� ��� 1.� Bonuses are a straight percentile decrease
to damage of a particular type. Each point of a bonus reflects a percentage.
I.e. a +10 in a bonus is a 10% decrease in damage.
������� ��� 2.� Bonuses can be increased by spellcrafting to
a maximum of +26 at level 50. Take level divide by two add one.
������� ��� 3.� Racial bonuses are cumulative with
spellcrafting bonuses up to +5
4.� A buff/spell can increase the bonus up to +24
(Level divide by two subtract one) at 50. With Mastery of the Arcane, a resist
can be buffed higher than cap. The higher level spell overwrites (i.e. a Cold
bonus from a Shaman that is +24 will overwrite a skalds chant that is +8).
5.� There is no cap. � Grab Bag 1/31/03
6.
How spell resists work: "Spells have a factor of (spell level / 2) added
to their chance to hit. (Spell level defined as the level the spell is awarded,
chance to hit defined as the chance of avoiding the "Your target resists
the spell!" message.) Subtracted from the modified to-hit chance is the
target's (level / 2). So a L50 caster casting a L30 spell at a L50 monster or
player, they have a base chance of 85% to hit, plus 15%, minus 25% for a net
chance to hit of 75%. If the chance to hit goes over 100% damage or duration is
increased, and if it goes below 55%, you still have a 55% chance to hit but
your damage or duration is penalized. If the chance to hit goes below 0, you
cannot hit at all. Once the spell hits, damage and duration are further
modified by resistances.
"In general, RvR is
between opponents within 1 quanta of each other (in the frontiers for example,
L45-50), and the spells cast are L40+. This results in a 2.5-5% modifier, which
is somewhat lost in the noise of the bonuses from Int/Acuity, realm abilities,
and modifiers from resistances. For characters using spells around L30, they
will see a more significant reduction however, and this factor is part of it� �
Grab Bag 1/17/03
7. For a breakdown of resists see http://www.camelot-seer.com/handler.cfm?app=&method=magicResistances
8. Lower level spells are resisted more. � Grab Bag 7/11/03
1.� Through Spellcrafting Skill Points can be
increased +11 (which is the cap at 50). For current level take character level
divided by five plus one rounded down.
2.� With each new Realm Rank title you receive a
+1 bonus to your skills.
3.� The realm rank bonus is always in addition
to the Spellcrafting Skill Points and is not capped. � Grab Bag 1/24/03
4.� Skill Points through training and lower
skill points with bonuses are equivalent in every respect, except one � the
higher training might allow access to better styles, spells, etc.� If you have two level 50 infiltrators and
one trains to 50 in stealth, but the other trains to 38 and takes 12 stealth
stat bonuses from spellcrafted gear,�
they are equally hard to detect. � Grab Bag 12/13/02
5.� Speccing�
increases base Damage (see Damage in Misc). This formula doesn�t take
styles into account at all (as in, most people only spec up to the style they
like best and then stop), it�s simple math that determines the damage you will
do.
If you have NO trains in
your weapon at all, each swing may do 25% to 125% of X in damage. X is equal to
the result of a complex formula, taking into account weapon quality, condition,
bonuses, your strength or dex, the opponent�s armor, and some other things.
If you have trained up to
2/3 of your level in your weapon, each swing may do 75% to 125% of X.
If you are trained up to
your level, each swing may do 100% to 150% of X.
The optimum level as far as
the game is concerned is 2/3 your level.�
� Grab Bag 8/30/02
6.
You must be able to use a skill to gain the ability associated with it. �
Grab Bag 8/29/03
7. Speccing only affects
spells with variable values like damage and healing, not stuns and mesmerizes. �
Grab Bag 7/25/03
1.� Acuity works on �robed� casters, not armored
(i.e. Healer) casters. Acuity checks to see if you are a �list� caster (you�re
a list caster if your spell list is nicely organized; if your list is a bit of
a muddle you�re not a list caster, and more on that in a moment), and if so
boosts your casting stat. Mainly this is intelligence, but it�s piety for the
Spiritmaster and Runemaster. But it�s a class check, not a stat check, that
determines if you can use the buff. � Grab Bag 8/2/02
1.� Chance of being hit in a particular area - 40%
Torso, 25% legs, 15% arms, 10% head, 5% hands, 5% feet.- Grab Bag 3/7/03
2.� AF Formula: The AF of your target is:� Effective AF = Listed AF * Quality * (1 +
(absorb * quality))� For total AF you
multiply the AF formulae results by 6.(assuming all pieces are same AF and
quality)
�����������
����������� 1.� With a haste
buff, you can swing a heavy, high damage weapon at the same speed as a lighter,
lower damage weapon, so it makes you more powerful. � Grab Bag 2/14/03
1.� There is no stat that can be boosted to
affect miss ratio with bolts. (not talking about the in-combat penalty that a
bolt takes).� The to-hit chance is based
strictly on your level vs. the level of the target.
2.� The damage that you do is based on a number
of factors, including but by NO means limited to your spec level vs. the level
of the target, and the armor absorption rating of your target�s gear �Grab Bag
10/25/72
1.� Quality does not affect the chance to block
at this time. � Grab Bag 3/7/03
2.� Condition and enchantment increases the
chance to block � Grab Bag 2/27/03
3.� There is currently no hard cap on chance to
block � Grab Bag 2/27/03 and 8/16/02
4.� Dual Wielders (enemy) decrease the chance to
block � Grab Bag 10/18/02
5.� Block formula: Shield = base 5% + .5% per
spec point. Then modified by dex (.1% per point of dex above 60 and below
300?). Further modified by condition, bonus and shield level
8. The shield�s size only
makes a difference when multiple things are attacking you � a small shield can
block one attacker, a medium shield can block two at once, and a large shield
can block three. � Grab Bag 4/4/03
Buffing
1.� Baseline buffs vary from 75% of delve to
125% of delve based on your augmentation spec relative to the level of the
buff. At 2/3 the level of the buff you get 125% of the delve value. Basically
this means that you if you can get your Augmentation up to ~33 or 34 effective,
you can cap all of your baseline buffs.�
Moller has jewelry that he puts on while buffing to get myself +11 Aug,
for 31 effective aug, which gets me +5 on my str/dex/con buffs. (from Moller
Healer TL)
2.� Buffing for over the hardcap (i.e.
buffing a baseline via a realm ability for 55 when the hardcap is 50)� provide an additional bonus nor does it bank
the additional amount so when hit with a debuff. Simply the hardcap eliminates
any buffing above the cap. � Grab Bag 2/21/03 �No longer applicable.
�
1. You get a set amount each time you level; it�s not
based on any stat or skill. � Grab Bag 8/23/02
2. Increasing your primary
casting stat will increase the size of your concentration pool. � Grab Bag
4/11/03
3. Spec does not matter when
it comes to figuring out how many concentration points you have to spend.
However, our spell designer tells me that your casting stat (in your case,
piety) also plays a role in determining the size of your concentration pool, in
addition to your character's level. So ask your friends what their piety is,
and figure out for certain if you are in fact casting the same buffs. � Grab Bag
08/15/03
1.� PVE, a critical hit can be for anything
between 10 and 100% of your base damage. � Grab Bag 1/24/03
2.� In PVP, a critical hit can be for anything
between 10 and 50%.- Grab Bag 1/24/03
3.� Berserkers who are, well, berserking, hit
for 10 to 100% on a critical in PVP (among other benefits granted through that
skill). � Grab Bag 1/24/03
4.� All melee attacks have a chance to critical,
and all direct damage spell attacks (including bolts) by a �robe� or �list�
caster (a caster whose spell book is organized into drop down menus) have a
chance to critical. � Grab Bag 10/25/02
5.� Crit DoTs and Heals have a 0% chance before
Realm Abilities � Grab Bag 10/25/02
6. Crit Shot with Bows � see http://rothwellhome.org/guides/archery.htm
7. All attacks have the same
base chance of a critical hit. This chance can then be modified by things like
realm abilities and frenzy mode. � Grab Bag 5/9/03
Crowd Control Duration
1.� Determination lowers CC duration as
follows.� Final_Duration = (Duration *
(1-resists)) * (1- determination)
Example: 70 second mez cast
on a level 50 Hero with 32% body resist and Determination 3.
Duration = (70s * (1-0.32))
* (1-0.45)� Duration = (70s * 0.6 *
(0.55)� Duration = 47.6*0.55� Duration = 26.2 seconds (From Moller Healer
TL)
1.� The amount of damage done by the weapon is
determined by your weapon spec. As we�ve all discussed before, raising your
spec helps you to do more damage in two different ways. First, it raises the
damage ceiling, meaning the maximum amount of damage a single swing can do.
Second, it lowers your variance, meaning the distance between the minimum
damage you can do and the maximum damage you can do, by bringing up the minimum
damage limit. � Grab Bag 1/10/03
2.� Everyone has a base damage figure with any
given weapon type, involving your class and level (among other factors). Being
able to specialize in a weapon type means you will do your base damage times a
percentage factor. (Remember, however, that the base damage number is also
affected by what it was that you�re attacking � your target�s armor and damage
types will also affect the damage.) The formula numbers given in August are all
too low these days � part of the melee improvements a few patches ago was to
raise those percentages significantly across the board. � Grab Bag 1/10/03
3.� This formula doesn�t take styles into
account at all (as in, most people only spec up to the style they like best and
then stop), it�s simple math that determines the damage you will do.� If you have NO trains in your weapon at all,
each swing may do 25% to 125% of X in damage. X is equal to the result of a
complex formula, taking into account weapon quality, condition, bonuses, your
strength or dex, the opponent�s armor, and some other things.� If you have trained up to 2/3 of your level
in your weapon, each swing may do 75% to 125% of X.
If you are trained up to
your level, each swing may do 100% to 150% of X.� The optimum level as far as the game is concerned is 2/3 your
level.� � Grab Bag 8/30/02
4.� Damage Formula: The Damage Formula is:
Damage = WeapDmg (which is a possibly capped weapon DPS) * Delay * Quality *
Condition * (WeapSkill / Target's AF)
�����������
1.� As for the mez thing. They do not break mez in
RvR. They do break mez in PvE. The only debuff that breaks mez in RvR is the
atk-spd one, and that's because it's bugged � Seladin, SM TL 3/8/03
2.� On an unbuffed target, debuffs do roughly
60% of their Delve'd value. � Seladin SM TL 3/8/03
1. Lifetap is considered a DD spell.� � Grab Bag 4/11/03
1.� Durability does not affect the combat
formulas.� Durability only affects
repair issues. If the item has a high durability it can be repaired to full for
less money. As it loses durability, it costs more to make repairs, and then it
becomes impossible to fully repair the item. Eventually (when durability hits
zero) you can no longer make repairs at all. � Grab Bag 12/27/02, Grab Bag
4/3/03
2.� Durability points are converted to condition
points by a ratio formula. You may lose a percentage point of durability to our
system rounding up if you happen to hit it at the wrong moment, but that is the
only exception. You basically need to keep your stuff at 90% condition or
better, as there is a noticeable difference in the damage you take or give at
that point. It�s an exponential drop � you won�t notice much of a difference
anywhere in the 90s, but you�ll really feel it as you go below that point. �
Grab Bag 8/30/02
4.
Misses don't cause any wear and tear to armor. � Grab Bag 4/3/03
5. Regular melee misses don't
cause any damage to the weapon, though parries, blocks, and fumbles (which are
basically a special case of miss - if you hadn't fumbled you still would have
missed anyway) do. � Grab Bag 4/3/03
6. Condition � at or below 70%
you stop getting stat increases or specific benefits. Bonus � (the bonus field,
I should say) at this time, nothing. Quality � at this time, nothing, with one
exception: all items including jewelry with a quality of 99, or 100 have extra
�hidden� durability past the displayed 100, and thus those items last longer
than items of lower quality. � Grab Bag 4/25/03
1.� Evade formula includes such elements as your
level, your target's level, your level of evade, your QUI, your DEX, your buffs
to QUI and DEX, the number of people attacking you, your target's weapon level,
your target's spec in the weapon he is wielding, the kind of attack (DW, range,
etc), attack radius, angle of attack, the style you used most recently,
target's offensive RA, debuffs, and a few others. (The type of weapon � large,
1H, etc � doesn�t matter.) So it's entirely situational. � Grab Bag 12/13/02
2.� Base chance to evade at Evade 7 is 35% (5%
per level). Dodger 5 (3% per level) adds another 15%. But that's just a BASE.
Those percentages can be modified by all of the above. The cap is 50% - but
after your base is modified, you might not be at 50. � Grab Bag 12/13/02
3.� Evade is not a skill, and it works very
differently from parry and block. Primarily, the effectiveness of evade is
related to your level of evade (and of course, your level versus the level of
your target). There are many minor factors, of course, but that is the big one.
The stats that affect evade are dex and qui in equal proportions, just not in
as large a proportion as they are in parry or block. � Grab Bag 10/25/02
4.� Evade is not affected by a dual wielder
(enemy). � Grab Bag 10/18/02
1.� See
http://masterofdragons.com/camelot/xp.htm
When you are not using any focus staff at all, a
spell will cost you 120% of its delved cost to cast, provided it is a spell
that uses focus. i.e. Healing classes do not use focus for their spells.
A focus staff will only benefit you if it has focus bonus in the same line as
that spell, as modified below. (i.e. A staff with 50 levels in Mana will help
Mana spells but not Void spells)
If you are using a focus staff, a spell will cost you between 80-120% of its
delved power cost to cast, depending upon several factors.
If the condition of the staff is not 100%, you will not get the full focus
bonus, and it will cost more power to cast spells.
If your modified spec level* is below the level of the spell, you will not get
the full focus bonus, and it will cost more power to cast the spell.
If the focus level on the staff is below the level of the spell, you will not
get the full focus bonus, and it will cost more power to cast the spell.
Note that all three of the above conditions factor into power cost. Thus, To
get the the full 80% cost on your spells, you would use a 100% condition staff
with a focus bonus greater than the level of the spell you want to cast, and
cast a spell that is lower in level than your modified spec level. As each of
these factors (condition, spec level, and focus level) gets further away from
the optimal condition, the power cost slides from 80% to 120%.
--Grab
Bag -8/29/03
1.� How they are supposed to work: 80% cost at (
focus >= spell level ), 90% cost at ( focus = 3/4 spell level ),
100% cost at ( focus = 1/2
spell level ), 110% cost at ( focus = 1/4 spell level ), 120% cost with no
focus at all in the appropriate skill.
2. Supposedly bugged.
Healing
1.
Baseline healing spells vary based on your effective Mend spec compared to the level
of the spell.
2.
Specline healing spells will always land for 125% of the delve value.
3.
Spread heals function as follows: Spread heals create a "pool" of hit
points equal to: Delve * 1.25 (spec bonus) * # in group.
The spread heal then
distributes this pool to the group. There is a cap of Delve*1.25*2 for the
amount of healing one person can receive from spread heal.
����������� (All Info from Moller Healer TL)
����������� 1.� If you have a spell cast on
you that sets the immunity timer, another spell that sets the immunity timer
cannot be recast on you for 60 seconds after the effect wears off. Each =type=
of spell is on its own immunity timer, and the immunity timer doesn't -have- to
be set (but it should be on all player CC spells).
"Example:
- Healer stuns you. For 60 seconds after the stun wears off, you cannot be
stunned by a Healer again.
- Immediately after the stun wears off, the Healer mezzes you (it's a different
type of spell, so it's got its own immunity timer). For 60 seconds after the
mez wears off you cannot be mezzed by a Healer again (or any other
player)."
Just to be doubly sure, I asked one of our fearless programmers to take a look
at the code. He told me, "Looks to me like any spell set to no recast will
set a 60 second time period after it ends in which no spell of that type can be
cast again, no matter if the followup spell is set to no recast or not."
�Grab Bag 7/25/03
1. The amnesia spell is the
one thing that will always interrupt, by design.� Grab Bag 9/5/03
2. Resist debuffs will now
interrupt casters. �1.62
1.� Condition on jewelry� at or below 70% you
stop getting stat increases or specific benefits.
2.� Bonus � (the bonus field, I should say) at
this time, nothing.
3.� Quality � at this time, nothing, with one
exception: all items including jewelry with a quality of 99, or 100 have extra
�hidden� durability past the displayed 100, and thus those items last longer
than items of lower quality �Grab Bag 10/25/02
����������� See http://home.nc.rr.com/obsidianguard/wyrd/Styles.htm
for an excellent guide.
1. Dual Wielders (enemy) decrease the chance to Parry � Grab Bag 10/18/02
2. Dual wielding does not
grant more chances to parry than a single weapon. � Grab Bag 9/12/03
2.� There is no hard cap on ability to Parry. �
Grab Bag 8/13/02
3.� Your chances of doing so are best when you are
solo, trying to block or parry a style from someone who is also solo. The
chances of doing so decrease with grouped, simultaneous attackers. � Grab Bag
7/19/02
1.� At this time, a pet�s base casting ability
is only modified by the level of the pet. (The necro being the exception, of
course.) I should say this is something we are keeping an eye on, and looking
at controlled test results for. � Grab Bag 12/20/02
2.� Pet experience - In a group, the pet gets
experience based strictly on the total damage the pet does to the target. The
pet is NOT treated as another group member (group member experience is total
exp divided by number of players in the group modified by player level vs. the
levels of the other group members). It�s not much, unless you�re using the pet
as the main tank for some reason, and even then it would not even be equal to a
character�s share. � Grab Bag 12/20/02
3.� Pet experience is capped at� 50%. There are three exceptions to the 50%
cap � enchanters, spiritmasters, and cabalists all have their pet�s exp share
capped at 25%. The necro is his own exception, being that his pet is an
extension of him.
Remember, that�s �up to X%�
� the more damage the pet�s owner does directly, the less exp the pet can earn.
And of course, these percentages only apply if the pet owner is soloing. � Grab
Bag 12/6/02
4.� Pet armor/weapons - The armor shows what
sort of damage the pet�s armor is vulnerable to. If a pet is wearing
"plate" armor, then the pet is susceptible to crush damage, as if it
were wearing plate armor... but it's not actually WEARING the armor. It is not
benefiting from the absorption or armor factor. By the way, a pet�s displayed
weapon works the same way � a pet swinging a hammer isn�t actually holding the
hammer, but will get a bonus against plate armor. � Grab Bag 2/21/02
7.
Buffing Con with a Pet
- �Con buffs and debuffs affect melee absorption
on pets. (On all monsters, really.) � Grab Bag 4/11/03
8.
�Melee resists currently do not
transfer to the pet. We're looking at ways to pass more stats down to your pet,
so you may want to hold off on buying your suit � Grab Bag 6/27/03
Proc (Process)
1.� No stats increase the chance to Proc. � Grab
Bag 1/24/03
2.� Base chance to Proc is 10%
3.� Quality of tincture has no effect on
increases the chance to Proc � Grab Bag 1/24/03
����������� 1.�������� Range is
not a modifier for base arrow damage. � Grab Bag 11/1/02
Realm Points.
1.� How They are Calculated - First, in order to
get points from a kill someone else in your group makes, you need to be in
range. Recently, we made that range huge, so that the support classes could get
more of the action.� Next, the actual
split. The points are split among all the people who did damage to the victim,
and the groupmates of that person. Your share is modified by a ratio of your
level to the level of the highest level person. You are rewarded by your
perceived contribution, measured by your level. Let�s say you�re level 40, and
you�re grouped with three other level forty players and a level 45 healer. That
level 45 healer is considered the highest level person in the formula, even if
he didn�t do any actual damage to the victim. The game considers that healer to
be integral to the success of the group. The higher your relative level in the
group, the more realm points you get. People outside your group are calculated
in as well � if a level 50 ungrouped person also attacked the victim, then the
ratio in the formula awards you points as you relate to the level 50. If the
person not in your group is in his own group, then the points are split between
the two groups. �Grab Bag 9/20/02
2.� Realm Rank Chart � See
http://www.grailbrotherhood.info/realmrank.htm
Regeneration spells (endurance,
power, health)
1.� No, there is no cap to any regen spells. The
effects of a buff (Purity) and a Realm Ability (Serenity) are cumulative. �
Grab Bag 1/17/03 and 1/24/03 and 10/11/02 and 8/30/02 (Note: Most answered
question in Grab Bag).
2.� Higher level regen spells/buffs overwrite. �
Grab Bag 1/17/03
1.� Taunts do not give a bonus to AF or chance
to hit. Taunts move you up on a monster�s hate list out of proportion to the
amount of damage that you�ve done.
1.� To-Hit modifiers on styles do not any effect
on whether your opponent successfully Evades, Blocks, or Parries. � Grab Bag
2/27/03
2.The
correct Order of Resolution in combat is Evade, Parry, Block (Shield), Guard,
Hit/Miss, and then Bladeturn. � Grab Bag 2/27/03, Grab Bag 4/4/03
3.
For every person attacking a monster, a small bonus is applied to each
player's chance to hit the enemy. Allowances are made for those who don't
technically hit things when they are participating in the raid � for example, a
healer gets credit for attacking a monster when he heals someone who is
attacking the monster, because that's what he does in a battle. � Grab Bag 6/6/03
4. Block, parry, and bolt
attacks are affected by this code, as you know. We made a fix to how the code
counts people as "in combat." Before this patch, everyone grouped and
on the raid was counted as "in combat." The guy AFK getting Mountain Dew
was in combat, the level five guy hovering in the back and hoovering up some
exp was in combat � if they were grouped with SOMEONE fighting, they were in
combat. This was a bad thing for block, parry, and bolt users, and so we fixed
it. � Grab Bag 6/6/03
5. Positional degrees - Side
Positional combat styles now will work an extra 15 degrees towards the rear of
an opponent, and rear position styles work in a 60 degree arc rather than the
original 90 degree standard. This change should even out the difficulty between
side and rear positional combat styles, which have the same damage bonus.
Please note that front positional styles are not affected by this change. � 1.62
1.� The enchantment/quality/condition of a staff
does not effect spellcasting. � Grab Bag 2/27/03
1. Base speed of the weapon, quickness, and haste buffs.
The end result can be reduced by haste debuffs. Dex, weapon level, quality, and
bonus don't enter into it. � Grab Bag 1/17/03
1.
-Augment Constitution stacks
with spellcrafted items. � Grab Bag 09/05/03
����������� 1. ������� Mastery of the Arcane will increase the size of the
pool. � Grab Bag 5/9/03
����������� 1.�������� Dodger affects all your
evades. � Grab Bag �05/30/03
1.
Increases Friggs heals.
� Grab Bag 08/22/03
1.
Mastery of Concentration does not prevent interrupts, it simply improves
your chances to not be interrupted. � Grab Bag 09/5/03
����������� 1. For a
healer, you can crit a haste debuff. � Grab Bag 07/25/03