Combat Mechanics and Player Progression
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- alfa
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Combat Mechanics and Player Progression
Adding new post I found about Combat Mechanics and Player Progression, if needed
http://forums.station.sony.com/eq2/post ... _id=481258
and
http://forums.station.sony.com/eq2/post ... _id=481259
and a remember for Stats Calculation
http://forums.station.sony.com/eq2/post ... _id=471667
http://forums.station.sony.com/eq2/post ... _id=481258
and
http://forums.station.sony.com/eq2/post ... _id=481259
and a remember for Stats Calculation
http://forums.station.sony.com/eq2/post ... _id=471667
Last edited by John Adams on Tue Sep 18, 2012 5:18 pm, edited 1 time in total.
Reason: fixed URLs
Reason: fixed URLs
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- Zcoretri
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Re: Combat Mechanics and Player Progression
Excellent find alfa 
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Jabantiz
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Re: Combat Mechanics and Player Progression
Here is some stuff I have stumbled across while doing research.
Casting Speed
Calculating Mitigation
Primary Stat Bonus
Potency vs Crit Bonus
I know most of these are kind of old and mainly for level 90 toons but it should give a good starting point with the resource alfa posted above
Casting Speed
Calculating Mitigation
Primary Stat Bonus
Potency vs Crit Bonus
I know most of these are kind of old and mainly for level 90 toons but it should give a good starting point with the resource alfa posted above
- alfa
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Re: Combat Mechanics and Player Progression
Fight with me... Or die, like the rest.
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J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."
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Jabantiz
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Re: Combat Mechanics and Player Progression
Primary stat bonus when stat is above 1200
EDIT: WOOT already had this listed... need to read my own posts...
EDIT: WOOT already had this listed... need to read my own posts...
- xinux
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Re: Combat Mechanics and Player Progression
Greetings!
Apologies for not having these described in detail in the patch notes with the expansion. We'd like to take some time to describe the various changes that are potentially confusing.
This will be a post under construction. If there is anything that changed that we have not included, please let me know in the thread. I'll update this initial post in order to include as much useful infos as we can!
BASE STATS
Stat Needs
Each class had their primary role-stats condensed. For all damage and melee and ranged attacks, your effectiveness is drawn from your primary stat: STR - Fighters, AGI - Scouts, WIS - Priests, INT - Mages
For some, such as Guardians, this does not change much. However for hybrid classes such as Crusaders and Bards and Druids, this is a very big change. No longer will you need to build multiple sets of gear for different roles, or need to gather copious amounts of ALL stats, etc.
Primary Stat Caps
Each class' primary stat detailed above is no longer capped! From 0 -> 1200 it works the same as always.
Once 1200 is reached, the progression becomes: ~a 30% stat gain = ~ a 10% damage (or whatever) boost. This is uncapped, but obviously becomes harder and harder to see huge gains as your stats climb all the way up into the Kingdom of Sky =P
This does NOT affect your other stats. As a fighter, for example, STR is uncapped but STA and AGI and WIS still are.
Resist Consolidation
Resists have been simplified from 10 to 4: Elemental, Arcane, Noxious, and Physical
All of your buffs and gear should have been switched over to these new types automatically. Anything that has not is a bug, please let us know! =)
Attacks and Spells can still be all 10 types--so your Ice Comet still does cold damage. This change only affects the damage resistance side of things.
BLUE STAT CONSOLIDATION AND RENAMING
-Crit has been consolidated. An item that gives +1 crit gives +1 to ALL crit types.
-Crit Bonus has been consolidated and uncapped. It should continue giving a linear bonus as you stack more and more of it.
-Ability Modifier - used to be 'spell damage', 'combat art damage', 'heal amount', 'taunt amount', etc. This still works exactly the same and has been only consolidated and renamed. It adds a flat amount to the effectiveness of that ability. This flat adder is still capped at 50% of that ability's base.
For example: Say Bob's Ice Comet hits for 100 damage. If he equips 5000 Ability Mod, the damage would only increase to 150. However, if he equips INT gear or potency gear and increases his base damage from 100 to 200 then equipping 5000 Ability Mod would raise the damage from 200 to 300
-Potency - used to be 'base damage', 'base healing', etc. This increases the base percent for any ability you use. These effects have been consolidated, so potency is now a % increase to the effectiveness of all of your abilities.
-Toughness and Critical Mitigation
Toughness ONLY affect PvP combat - it does two things: 1) reduces damage received from players by a flat % and 2) gives 1.5x that percent to the player as pvp-only critical mitigation. The conversion works like a skill: players require an amount of toughness skill per % reduced based on the person attacking you. At level 90 this is about a 15skill == 1% reduction ratio
Critical Mitigation now ONLY affects PvE combat - it no longer affects the incoming damage from other players. This change was made in order to more clearly differentiate between PvP-centric gear obtained from Battlegrounds and PvE-centric gear obtained from raids and heroic dungeons
Q & A:
How does Aggression affect taunts?
Aggression works like most other skills. For every 1% over the cap for your level (450 @ 90) it reduces the resistability of aggression-based skills by 1%. Check your spells though, there are many fighter spells that are not necessarily the core 'taunts' that use aggression!
Another question was that if other skills work like this, and yes, they do (Slash, Crush, Pierce, etc)
There is no 'hard' cap on these, however they obviously lose effectiveness once you reach 100% to hit/taunt/whatever
Do the base stat changes affect NPCs as well?
Yes, they should. Debuff fighter NPCs STR and scout NPCs AGI!
How do ability modifier, crit, and crit bonus affect reactive heals?
crit and crit bonus work the same for heals
Reactives count as AE sortof. They divide your available ability mod by 3 and then spread that bonus across all triggers
HoTs and DoTs are the only ones that have a slightly different rule. Ability Modifier is only applied to the initial tick of the spell. That's why with good gear you'll often see the spell read like: "Heals target for 500; heals target for 400 every 2s"
What are the caps for casting speed and spell-reuse?
These are both capped at a 100%. Each can, at max, only effectively halve the relevant stat. A spell that has a 10s cast and a 10min reuse would cap at a 5s cast and 5min reuse
Do crits and potency affect item procs?
They should not, they only affect your class spells and abilities
How do crit bonus and potency affect each other?
They stack! Potency is applied before crit bonus--it increases the base amount of your ability by [x]%. Crit bonus then determines how much that ability does when it crits, potency included.
How does block chance work for brawlers? Is it 360 degree protection?
My apologies here, correct explanation:
Block and deflection were combined as they did similar things and there was little need for multiple stats.
However, block continues to work closer to deflection for brawlers. It is partially contested--your attacker's weapon skill can reduce your chance to block down to a minimum block percent chance.
It is 360 degree protection for brawlers, in fact the only thing that is not is riposte (which will still parry the attack, but will not do the 'riposte' effect to attacks from behind)
Does doubleattack affect abilities or only autoattacks?
It does NOT affect any abilities, heals, spells, taunts, etc. It only gives autoattacks a chance to strike a second time.
With the expansion we expanded it to include ranged autoattacks as well--previously this was a separate much more limited stat
What is the cap on Critical Mitigation?
100% currently.
It works by lowering the attacker's multiplier, so a 2.5 multiplier would be lowered to 1.5. This can never go below normal damage.
What is the cap on Potency?
100% currently
How does Potency relate to items and spells that "increase the amount of the next spell by [X]%"? Is it the same as 'increases the potency by [X]%"? Or can they artificially increase the spell beyond the cap?
Unfortunately there's no clear answer here as it depends upon how each effect was constructed.
*Generally* it should stack and allow you to go beyond the cap
Does Damage Reduction have a cap?
100%
Is your riposte chance used in any way to calculate your chance to parry?
No, it represents your chance to riposte after you have parried--so if your riposte was insanely high, you would not parry any additional attacks; you'd just have a really high chance to riposte after each successful parry
How does crit bonus work for heals? What about auto-attacks?
It works the same everywhere. You have a base crit bonus--usually either 1.3 or 1.5. Your crit bonus stats add directly to that. 20% crit bonus adds 0.2 to that multiplier--a 1.5 becomes a 1.7
How do slash/crush/priece affect auto-attacks? Is there a cap?
Same as with CAs
No cap, though you can't have more than 100% =P
Are Arcane/Elemental/Noxious resists affected by mob level?
No. It's based on YOUR level
However, higher-level mobs have a much, much higher chance to land the spell
What does it mean when an effect says "harder than normal to mitigate"?
We have the ability to make an effect harder to mitigate, causing relevant resists to only be (say) 80% as effect as they would be otherwise.
This line was added because we wanted players to be aware when a spell was going to ignore some portion of your resists. This is basically contested, as you would be able to raise your resists 'above' the cap and still have the extra resists be effective vs these spells
What is the cap on +hate-gain?
50%
Is the new ability damage curve post-1200 still dependent upon the level of the spell being cast?
Spell level is not used to determine the ATTRIBUTE damage bonus to abilities. So if you're below level 80 and get over 1200 INT, you're still going to hit harder--even with your newbiest of newbie spells! However, since it is a multiplier rather than an adder, you will see a much more dramatic increase in damage with your higher-level harder-hitting spells
What is the cap for block chance?
70%, 80 vs greys
Do high-level mobs naturally reduce the chance for players to crit or double attack? What about to-hit?
to-hit - yes, and a lot
crit and DA - no, not at all. However, it is possible for them to have buffs/hidden effects that reduce these values (this is not widely used)
What are the caps for in-combat power and health regen?
Power - 135 at 90
Health - 270 at 90
Those are very low, I'll poke some coders and see if it makes sense to remove those caps
Message edited by timetravelling on 03/23/2010 20:41:36.
Apologies for not having these described in detail in the patch notes with the expansion. We'd like to take some time to describe the various changes that are potentially confusing.
This will be a post under construction. If there is anything that changed that we have not included, please let me know in the thread. I'll update this initial post in order to include as much useful infos as we can!
BASE STATS
Stat Needs
Each class had their primary role-stats condensed. For all damage and melee and ranged attacks, your effectiveness is drawn from your primary stat: STR - Fighters, AGI - Scouts, WIS - Priests, INT - Mages
For some, such as Guardians, this does not change much. However for hybrid classes such as Crusaders and Bards and Druids, this is a very big change. No longer will you need to build multiple sets of gear for different roles, or need to gather copious amounts of ALL stats, etc.
Primary Stat Caps
Each class' primary stat detailed above is no longer capped! From 0 -> 1200 it works the same as always.
Once 1200 is reached, the progression becomes: ~a 30% stat gain = ~ a 10% damage (or whatever) boost. This is uncapped, but obviously becomes harder and harder to see huge gains as your stats climb all the way up into the Kingdom of Sky =P
This does NOT affect your other stats. As a fighter, for example, STR is uncapped but STA and AGI and WIS still are.
Resist Consolidation
Resists have been simplified from 10 to 4: Elemental, Arcane, Noxious, and Physical
All of your buffs and gear should have been switched over to these new types automatically. Anything that has not is a bug, please let us know! =)
Attacks and Spells can still be all 10 types--so your Ice Comet still does cold damage. This change only affects the damage resistance side of things.
BLUE STAT CONSOLIDATION AND RENAMING
-Crit has been consolidated. An item that gives +1 crit gives +1 to ALL crit types.
-Crit Bonus has been consolidated and uncapped. It should continue giving a linear bonus as you stack more and more of it.
-Ability Modifier - used to be 'spell damage', 'combat art damage', 'heal amount', 'taunt amount', etc. This still works exactly the same and has been only consolidated and renamed. It adds a flat amount to the effectiveness of that ability. This flat adder is still capped at 50% of that ability's base.
For example: Say Bob's Ice Comet hits for 100 damage. If he equips 5000 Ability Mod, the damage would only increase to 150. However, if he equips INT gear or potency gear and increases his base damage from 100 to 200 then equipping 5000 Ability Mod would raise the damage from 200 to 300
-Potency - used to be 'base damage', 'base healing', etc. This increases the base percent for any ability you use. These effects have been consolidated, so potency is now a % increase to the effectiveness of all of your abilities.
-Toughness and Critical Mitigation
Toughness ONLY affect PvP combat - it does two things: 1) reduces damage received from players by a flat % and 2) gives 1.5x that percent to the player as pvp-only critical mitigation. The conversion works like a skill: players require an amount of toughness skill per % reduced based on the person attacking you. At level 90 this is about a 15skill == 1% reduction ratio
Critical Mitigation now ONLY affects PvE combat - it no longer affects the incoming damage from other players. This change was made in order to more clearly differentiate between PvP-centric gear obtained from Battlegrounds and PvE-centric gear obtained from raids and heroic dungeons
Q & A:
How does Aggression affect taunts?
Aggression works like most other skills. For every 1% over the cap for your level (450 @ 90) it reduces the resistability of aggression-based skills by 1%. Check your spells though, there are many fighter spells that are not necessarily the core 'taunts' that use aggression!
Another question was that if other skills work like this, and yes, they do (Slash, Crush, Pierce, etc)
There is no 'hard' cap on these, however they obviously lose effectiveness once you reach 100% to hit/taunt/whatever
Do the base stat changes affect NPCs as well?
Yes, they should. Debuff fighter NPCs STR and scout NPCs AGI!
How do ability modifier, crit, and crit bonus affect reactive heals?
crit and crit bonus work the same for heals
Reactives count as AE sortof. They divide your available ability mod by 3 and then spread that bonus across all triggers
HoTs and DoTs are the only ones that have a slightly different rule. Ability Modifier is only applied to the initial tick of the spell. That's why with good gear you'll often see the spell read like: "Heals target for 500; heals target for 400 every 2s"
What are the caps for casting speed and spell-reuse?
These are both capped at a 100%. Each can, at max, only effectively halve the relevant stat. A spell that has a 10s cast and a 10min reuse would cap at a 5s cast and 5min reuse
Do crits and potency affect item procs?
They should not, they only affect your class spells and abilities
How do crit bonus and potency affect each other?
They stack! Potency is applied before crit bonus--it increases the base amount of your ability by [x]%. Crit bonus then determines how much that ability does when it crits, potency included.
How does block chance work for brawlers? Is it 360 degree protection?
My apologies here, correct explanation:
Block and deflection were combined as they did similar things and there was little need for multiple stats.
However, block continues to work closer to deflection for brawlers. It is partially contested--your attacker's weapon skill can reduce your chance to block down to a minimum block percent chance.
It is 360 degree protection for brawlers, in fact the only thing that is not is riposte (which will still parry the attack, but will not do the 'riposte' effect to attacks from behind)
Does doubleattack affect abilities or only autoattacks?
It does NOT affect any abilities, heals, spells, taunts, etc. It only gives autoattacks a chance to strike a second time.
With the expansion we expanded it to include ranged autoattacks as well--previously this was a separate much more limited stat
What is the cap on Critical Mitigation?
100% currently.
It works by lowering the attacker's multiplier, so a 2.5 multiplier would be lowered to 1.5. This can never go below normal damage.
What is the cap on Potency?
100% currently
How does Potency relate to items and spells that "increase the amount of the next spell by [X]%"? Is it the same as 'increases the potency by [X]%"? Or can they artificially increase the spell beyond the cap?
Unfortunately there's no clear answer here as it depends upon how each effect was constructed.
*Generally* it should stack and allow you to go beyond the cap
Does Damage Reduction have a cap?
100%
Is your riposte chance used in any way to calculate your chance to parry?
No, it represents your chance to riposte after you have parried--so if your riposte was insanely high, you would not parry any additional attacks; you'd just have a really high chance to riposte after each successful parry
How does crit bonus work for heals? What about auto-attacks?
It works the same everywhere. You have a base crit bonus--usually either 1.3 or 1.5. Your crit bonus stats add directly to that. 20% crit bonus adds 0.2 to that multiplier--a 1.5 becomes a 1.7
How do slash/crush/priece affect auto-attacks? Is there a cap?
Same as with CAs
No cap, though you can't have more than 100% =P
Are Arcane/Elemental/Noxious resists affected by mob level?
No. It's based on YOUR level
However, higher-level mobs have a much, much higher chance to land the spell
What does it mean when an effect says "harder than normal to mitigate"?
We have the ability to make an effect harder to mitigate, causing relevant resists to only be (say) 80% as effect as they would be otherwise.
This line was added because we wanted players to be aware when a spell was going to ignore some portion of your resists. This is basically contested, as you would be able to raise your resists 'above' the cap and still have the extra resists be effective vs these spells
What is the cap on +hate-gain?
50%
Is the new ability damage curve post-1200 still dependent upon the level of the spell being cast?
Spell level is not used to determine the ATTRIBUTE damage bonus to abilities. So if you're below level 80 and get over 1200 INT, you're still going to hit harder--even with your newbiest of newbie spells! However, since it is a multiplier rather than an adder, you will see a much more dramatic increase in damage with your higher-level harder-hitting spells
What is the cap for block chance?
70%, 80 vs greys
Do high-level mobs naturally reduce the chance for players to crit or double attack? What about to-hit?
to-hit - yes, and a lot
crit and DA - no, not at all. However, it is possible for them to have buffs/hidden effects that reduce these values (this is not widely used)
What are the caps for in-combat power and health regen?
Power - 135 at 90
Health - 270 at 90
Those are very low, I'll poke some coders and see if it makes sense to remove those caps
Message edited by timetravelling on 03/23/2010 20:41:36.
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Jabantiz
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Re: Combat Mechanics and Player Progression
Was bored the other night while doing content so I summoned lvl 22 master crafted armor (no jewelry) and fought some stuff, I easily killed an red ^^^ and got 30+ raid x2 mob down to 50%, if it was a single mob and not a group of 4 I probably would have won, if I had a healer with me I am sure we would have beat the encounter. This just stressed to me how off our combat equations are so did some more research and came up with these links. I haven't gone through all of them yet but they seem to have some useful info.
Defense, Parry, Deflection, Block, Avoidance and You! Link Dead, see a post further down
What's Changed on Stat Caps?
(Some) of the Current Systems Formulas
Formulas regarding potency crit bonus crit and mod.
From GU#29 NOTES (November 2006)
Last one is old but had some safe fall info at the end which is rather hard to find.
What's Changed on Stat Caps?
(Some) of the Current Systems Formulas
Formulas regarding potency crit bonus crit and mod.
From GU#29 NOTES (November 2006)
Last one is old but had some safe fall info at the end which is rather hard to find.
- alfa
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Re: Combat Mechanics and Player Progression
Maybe the easier way to have correct value of live is to login with a EQ2Parser enable and bash mob in tiers you need, parser calculate ratio of hit, crit, enumarate skill, ae, timers etc etc.
But I have not played on live since few years now, so don't know if parse still exist and work
But I have not played on live since few years now, so don't know if parse still exist and work
Fight with me... Or die, like the rest.
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Jabantiz
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Re: Combat Mechanics and Player Progression
ACT is still around but I have not used it in years. We would also need thousands of hits, probably more, to get accurate results and for how many different things that need to be tested will result in dozens of tests and probably hundreds of hours. Info from the web may not be 100% accurate but for the most part it should get us close.
Stumbled across another site that claims to have a dev confirmed equation.
Stumbled across another site that claims to have a dev confirmed equation.
Might have some other useful info, going to look over the site tonight.Primary Ability Damage Bonus - I did manage to get the formula from a dev before he got moved off of to EQN, but only for the values past value 1200. Prior to that, is another line estimation:
if (stat < 1200) {
return 60 * stat / 1200;
}
return ((Math.log(stat)/Math.LN2)*0.28 - 1.2 - 1) * 100;
- thefoof
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Re: Combat Mechanics and Player Progression
Yeah the pre 1200 damage formulas would be reaaaally helpful. Not looking forward to balancing that or mitigation but the combat system will be so nice whenever they are.
Keep in mind our hp formulas are crap too so that ^^^ was probably really low on hp, besides just the damage factor.
Keep in mind our hp formulas are crap too so that ^^^ was probably really low on hp, besides just the damage factor.
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Jabantiz
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Re: Combat Mechanics and Player Progression
I tried to get an equation for stat bonus under 1200 at lvl 90, used open office and came up with this, not perfect but probably better then what we have
Again this was based on stats from a lvl 90 char, won't work well for lower level chars
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- Zcoretri
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Jabantiz
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Re: Combat Mechanics and Player Progression
Screwed around with this some more and came up with another equation
This is level independent as it uses % toward stat cap, it is also the closest I have come to matching live. Thoughts?
x = % towards soft stat cap (1200 at 90) at 1200, 100% this gives 64.4%, exactly like live, how ever the lower you go it is off, at 12.2% of stat cap you should get 11.02% bonus, this equation gives 24.73%, so 13.71% more then live.((log(x) / ln(10)) - 0.2245) * 100
This is level independent as it uses % toward stat cap, it is also the closest I have come to matching live. Thoughts?
- Zcoretri
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Re: Combat Mechanics and Player Progression
My brain hurts just looking at that, lol.Jabantiz wrote:Screwed around with this some more and came up with another equation
x = % towards soft stat cap (1200 at 90) at 1200, 100% this gives 64.4%, exactly like live, how ever the lower you go it is off, at 12.2% of stat cap you should get 11.02% bonus, this equation gives 24.73%, so 13.71% more then live.((log(x) / ln(10)) - 0.2245) * 100
This is level independent as it uses % toward stat cap, it is also the closest I have come to matching live. Thoughts?
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Jabantiz
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Re: Combat Mechanics and Player Progression
"Defense, Parry, Deflection, Block, Avoidance and You!" link in previous post is dead, managed to get it from google cache though
Cozanno wrote:Contested vs. Uncontested Avoidance
Contested avoidance is anything which checks your avoidance against a mob's weapon skill. If something is contested avoidance, then you will receive less avoidance than the stated value if fighting a mob higher level than you. Because of this, contested avoidance is very useful against solo and heroic content, but not very useful against raid level mobs 5-8 levels above you.
Uncontested avoidance is avoidance which is given regardless of the mob's weapon skill. Because raid mobs are so much higher level than players and as a result have very high weapon skills, uncontested avoidance is what matters for most raid tanks. Typically this takes the form of a flat % chance to avoid an incoming blow. Examples of this are abilities like tsunami "Caster will riposte 100% of incoming frontal attacks, attacks from other quadrants will be parried", Bob & Weave, etc. +minimum block chance is a flat % chance to block an attack, i.e., an item with +5 minimum block chance means you will block 5% of incoming attacks.
Avoidance Skills
Defense: reads as "Base" avoidance if you hover your mouse above your avoidance in the persona menu, and is increased by items that have +defense on them, as well as by increasing your agility. For plate tanks, this avoidance only works against mobs that are hitting you from the front quadrant. For brawlers, base defense is 360 degrees. Other miscellaneous avoidance stats also display under the umbrella of "base" avoidance, the most notable of which is +riposte chance and temp buffs such as tsunami. Because defense includes multiple avoidance checks, it can be raised above the standard cap of 70%.
Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them. Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees. A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker. You may only riposte things in the front quadrant. Riposte is based off of parry: a certain % of parries turn into ripostes.
items with +parry increase your contested avoidance
items with "additional riposte chance" increase your chance of turning a succesful parry into a riposte. This stat does not increase your avoidance at all.
items with "+ extra riposte chance" give uncontested avoidance: a straight chance to riposte/parry an incoming attack
items with "riposte damage" increase the damage you do on a successful riposte. This stat does not increase your avoidance.
Block: reads as block in the avoidance tooltip. For plate tanks, this value is uncontested and based off of the protection value on your shield, as given by the following equation (thanks to Steelbadger for this):
Note: block chance is a percent, so to enter it properly into these equations you must divide the value in your persona window by 100
Block for plate tanks is frontal quadrant only, and caps at 70%. Block works very differently for brawlers. Block is not uncontested for brawlers, with the exception of minimum block chance. Uncontested block for brawlers is calculated with the following formula:
Block= Minimum block chance * (1+block chance)
For brawlers, block is a skill that works essentially exactly like parry and defense: it is 360 degrees, and caps at 70%. There are several skills that increase your chances of blocking:
+deflection: this skill only works for brawlers, and does nothing for plate tanks. It increases your chance to block in the same way that +parry and +defense increase your chances of dodging and parrying.
+minimum block chance: This stat is seen in three forms: the first is a blue stat called minimum block chance (seen only on monk mythical as far as I know), the second is on brawler balanced stances, defensive stances, and enervated mythical buff and is worded as follows: "Caster will deflect X% of incoming attacks," and the third is via the aversion AA in the TSO brawler AA line. The three add up and are a flat % chance to block an incoming attack, regardless of the attacker's level--This is the source of a brawler's uncontested avoidance.
Protection: This stat is available on shields, and determines a plate tanks "base" block, which can then be modified by block chance. To see how much block a protection value translates into, use the above formula for plate avoidance and just enter 0 for block chance.
+block chance: For plate tanks, this skill modifies the effectiveness of a plate tank's shield (works exactly the same as the stat +shield effectiveness used to). For brawlers, this stat is a multiplier of both their block chance and their minimum block chance. For example: If you have 50% block and you have +15 block chance on your equipment, your block value is now 50 * 1.15 = 57.5%. If you have 27% minimum block chance and have +15 block chance, your new minimum block chance would be 27*1.15= 31.05% +block chance is a very important stat for raiding brawlers since it modifies our uncontested avoidance. Block chance does not technically have a cap, but it can only raise your avoidance (both contested and uncontested) to 70%. For a brawler with mastered defensive stance, 5 points in aversion, and their myth, the point at which we no longer receive a benefit from it is at +159 block chance. Plate tanks will benefit from block chance until the block that displays in the avoidance tooltip hits 70%.
Strikethrough
Strikethrough is an ability that give you (or the mob you're fighting!) a chance to hit through an avoidance check. Even if your avoidance check succeeds, you can still be hit by a mob's strikethrough. Mobs can strikethrough both contested AND uncontested avoidance. The only way to prevent a mob striking through your avoidance is with the immunity to strikethrough that currently exists on the monk and bruiser defensive stances. Once a mob has struck through an avoidance roll you're hit and that's that.
How multiple avoidance checks work
It is worth noting that your avoidance numbers are not additive across different checks. If you have 4.4% uncontested parry (from infusions/reduction food, for example) and 31% minimum block, your uncontested avoidance is not 35.4%. Avoidance checks are carried out in the following order:
Parry/Riposte
Block
Base
What this means is that only your parry will actually give the amount of contested avoidance stated, and that other checks will give you slightly lower returns since they will not have a chance to avoid 100% of incoming attacks. For example, if you had a character with 10% parry, 40% block, and 10% base avoidance, your avoidance would look like this:
10% of attacks are parried/riposted
90% of attacks have a chance to be blocked. .4*90=36, so 36% of attacks are blocked
54% of attacks have a chance to be dodged. .1*54= 5.4% of attacks dodged
So your net avoidance is not 10+40+10=60%, but 10+36+5.4=51.4% Please note that the above example is ignoring the contested nature of most avoidance and strikethroughs.
Parsing Avoidance
If you are interested in seeing how many attacks you are actually avoiding, this information can easily be parsed on ACT. Right click on your name in the left-hand menu of ACT for a specific fight and select the option "avoidance report." This will pull up a pop-up window saying what % of your avoids are in each category, including blocks, parries, ripostes, and misses, and will also tell you how many attacks were absorbed by stoneskins. It will also report things that others have avoided for you (via Shield Ally, Fighter avoidance buffs, or bard avoidance buffs for example). Bear in mind though that because of the order in which avoidance checks are calculated, these reports will give you much higher values for things that are calculated first than you'll get for things that are calculated later. This does not mean that those stats are more valuable.
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