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Crit = Damage Spell Crit, Melee Crit, Range Crit, Heal Crit Crit Bonus = Spell Crit Bonus, Melee Crit Bonus, Range Crit Bonus Double Attack = Double Attack, Ranged Double Attack Potency = Base Spell Damage, Base Combat Art Damage, Base Taunt, Base Heal Amount Ability Mod = +CA Damage, +Spell Damage Mod, +Heal Amount Physical Mitigation = vs. Crushing, vs. Slashing, vs. Piercing Elemental Resist = Cold, Heat resists Noxious Resist = Disease, Poison resists Arcane Resist = Divine, Magic, Mental resists
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Great find! I was looking for a post that simply summed it up. I will reference this every time I get a new piece of gear. I've already replaced most of my TSO raid Jewelry.
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 Rank: One of the Main Weird Groups: Member
Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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Cheers for this, it clears up a bit of confusion this end, I assume potency will always be a % here?
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 Rank: One of the Main Weird Groups: Member
Joined: 10/30/2007 Posts: 197 Points: 430 Location: PA, Outside Philadelphia
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Also adding to that... EQ2Wire: Starting with Sentinel’s Fate, each class now benefits significantly from just ONE statistic, even if they are considered a “hybrid” class. Going forward, here’s a summary of what different stats will do for you: All Classes * STR (Strength) increases the amount of weight a character can carry. * STA (Stamina) increases your maximum health. Fighters * Strength (primary) – determines your max power, increases your damage (including spells if you have them). * Agility – improves your chance to avoid melee attacks, adds a crit mit bonus. * Wisdom – improves your resists against spell damage. Mages * Intelligence (primary) – determines your max power, and increases your damage, adds a crit mit bonus. * Agility – improves your chance to avoid melee attacks. * Wisdom – improves your resists against spell damage. Priests * Wisdom (primary) – determines your max power, increases your damage (both spell and melee), and improves your resists against spell damage. * Agility – improves your chance to avoid melee attacks. * Intelligence – adds a crit mit bonus. Scouts * Agility (primary) – determines your max power, increases your damage (including spells/poison if you have them), and improves your chance to avoid melee attacks (adds a crit mit bonus). * Wisdom – improves your resists against spell damage. We have confirmed that Intelligence no longer affects the damage of poisons for Predators. Hard Caps, Soft Caps Also, it has been widely known that once a stat surpasses 800, the beneficial effects start to decrease due to an effect called diminishing returns, and that the benefits stop altogether when the hard cap of 1,220 is reached. With Sentinel’s Fate, the hard cap of 1,220 cap is removed. One Stat to Rule Them All Certain classes such as crusaders, bards, druids, and predators have previously had to try to collect different stats like STR, INT, WIS, rather than focusing on one stat. With the changes in Sentinel’s Fate, each class has just one statistic to focus on. While STR helps with carrying weight, WIS helps with resists, and INT will give critical mitigation to priests, in the grand scheme of things, this is a fundamental shift in how gear is itemized and characters will select gear.
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Quote:Certain classes such as crusaders, bards, druids, and predators have previously had to try to collect different stats like STR, INT, WIS, rather than focusing on one stat. With the changes in Sentinel’s Fate, each class has just one statistic to focus on. While STR helps with carrying weight, WIS helps with resists, and INT will give critical mitigation to priests, in the grand scheme of things, this is a fundamental shift in how gear is itemized and characters will select gear. Oh man, I would say so. I didn't know this and was still looking at INT pieces on my Dirge yesterday. This changes up a lot for hybrid classes..
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 Rank: One of the Main Weird Groups: Member
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Cyanbane wrote:Oh man, I would say so. I didn't know this and was still looking at INT pieces on my Dirge yesterday. This changes up a lot for hybrid classes.. Yea as a Swashy, I dropped all my extra STR stuff since I get my hit power from AGI now. Even Changed back to an old Deity, so I have my AGI buff instead of STR for my pet. I hit level 89 a few days ago and I am casually catching up on Adept IIIs and Quests. I am in no rush to 90. One thing I have noticed is that a lot of the raid jewerly is being replaced quickly. I only have one or 2 pieces left from TSO.
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Stamina is going to replace wisdom for spell resists
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Aye, stamina will become resists but I also did not realize all of that.
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Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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A dev has posted up some details on the forums, not so much new data as clarifications mostly, so I thought this thread looked the right place to put it TimeTravellerQuote: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 healing 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 -> ~1300 it works the same as always. However, after that it hits a slowly diminishing curve that has no upper limit. You will continue to gain a benefit from your primary stat beyond the cap. * 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
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 Rank: One of the Main Weird Groups: Member
Joined: 10/30/2007 Posts: 197 Points: 430 Location: PA, Outside Philadelphia
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Nice find Lomax
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very nice, do you have a link to the actuall post (so I can post on news?)
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 Rank: One of the Main Weird Groups: Member
Joined: 7/23/2008 Posts: 359 Points: 501 Location: UK, Tonbridge
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Thanks :) The thread is at Compiled Explanations for various Sentinel's Fate Mechanics Changes and its now been stickied in gameplay, will have to see if TimeTraveller answers any further questions there too.
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 Rank: One of the Main Weird Groups: Member
Joined: 10/30/2007 Posts: 197 Points: 430 Location: PA, Outside Philadelphia
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I had TimeTraveller personally assist me in beta a few times. He is a cool dude.
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