Skill Mods

Discussion in 'Tome of Knowledge' started by j883376, Nov 30, 2012.

  1. donfolstar3

    donfolstar3 Dalayan Master

    Joined:
    Apr 9, 2007
    Messages:
    804
    Location:
    Texas, Yeehaw
    Can what these defense skills do be revealed, please? Or is there some super secret reason they couldn't be included in the OP?
     
    hikage, Cinny and ynnear like this.
  2. Cinny

    Cinny Dalayan Elder

    Joined:
    Apr 24, 2014
    Messages:
    213
    Gender:
    Male
    still also waiting to hear on Bash and Backstab.
     
  3. Nwaij

    Nwaij Game Master Staff Member

    Joined:
    May 4, 2006
    Messages:
    2,795
    Location:
    Caerbannog
    What is not to understand in this post?

    I mean maybe I'm overlooking something here, but +Block makes you block better, +Parry makes you parry better and +Riposte makes you riposte more often.
     
  4. ynnear

    ynnear Dalayan Elder

    Joined:
    Aug 25, 2011
    Messages:
    645
    I think everyone is trying to squeeze the ratio formula out of staff. But I think a cool answer would be is do mods benefit above +25
     
  5. ynnear

    ynnear Dalayan Elder

    Joined:
    Aug 25, 2011
    Messages:
    645
    Also I feel it's believed widely that mods. Might do something special why others not so special for example the over haste mod I believe it's double attack?
     
  6. sabuti

    sabuti Dalayan Elder

    Joined:
    Mar 12, 2014
    Messages:
    400
    dual wield mod is supposed to give haste per worn point. otherwise people just want to know how much betterer it makes you do those things because if its miniscule then we know hey, don't need those mods
     
    ynnear likes this.
  7. Nwaij

    Nwaij Game Master Staff Member

    Joined:
    May 4, 2006
    Messages:
    2,795
    Location:
    Caerbannog
    Okay let me try again: except for the skills listed in the first post, overcap skillmods do EXACTLY what a point in the associated skill does. No special effects.

    Giving out exact formulas isn't mine to do, sorry. Bug Slaariel for this kind of information (at your own risk!).
     
  8. Cinny

    Cinny Dalayan Elder

    Joined:
    Apr 24, 2014
    Messages:
    213
    Gender:
    Male
    That to say the very least helped me nwaij thanks i think im just terrible at reading comprehension :)
     
  9. Gea

    Gea Dalayan Adventurer

    Joined:
    Jan 2, 2006
    Messages:
    408
    Potentially stupid question incoming:

    Haste has no cap in SoD, at least according to wiki. Bard haste is considered over cap as do some clicky haste effects. Is this just a misunderstanding on my side?
    Oh and I dont want numbers. :)
     
  10. Nwaij

    Nwaij Game Master Staff Member

    Joined:
    May 4, 2006
    Messages:
    2,795
    Location:
    Caerbannog
    Haste comes with 3 flavours: Worn/Item, Spell, and Bard/Overcap. You can have all these hastes at the same time, and they stack, but only the highest of each branch counts.
     
  11. Gea

    Gea Dalayan Adventurer

    Joined:
    Jan 2, 2006
    Messages:
    408
    Danke!
     
  12. donfolstar3

    donfolstar3 Dalayan Master

    Joined:
    Apr 9, 2007
    Messages:
    804
    Location:
    Texas, Yeehaw
    Lots actually.

    As you may recall from a thread about pants (post #5 was my favorite btw) apparently linear skill gains can have massive or minimal effects, especially in the 250 range where most of those defense mods would be doing their work. If offense is the template then we might surmise that +dodge is spectacular for hybrids (taking them from 225 to the 250 promise land) or might work in an entirely different way. I thought that maybe staff could enlighten us instead of some player doing hundreds of hours of potentially flawed parsing to arrive at a guess.

    Also, sometimes changes get made without any patch notes. Sometimes changes get made without any type of thread discussing them. Sometimes there are threads which leave more than a few questions unanswered. I entertained the idea that maybe defense mods had extra effects like the mods in the OP and nobody bothered to mention it.
     
  13. Moraelintz

    Moraelintz Dalayan Elder

    Joined:
    Dec 5, 2009
    Messages:
    896
    Location:
    Houston, TX
    The reason I think the order of effectiveness of these from the previous post besides being pointed out in effectiveness by staff is because that is the order of highest % chance to happen. So if you increase the skill level of those skills thus increasing the effectiveness of that skill. Here is an example of how I THINK it works.
    Assume block/dodge skill is 10% of all incoming attacks and +20 skill mods gives a 10% increase in the skill. This would then give you a 11% chance to block/dodge thus an overall gain of 1% avoidance.
    Assume Parry skill is 5% of all incoming attacks and +20 skill mods gives a 10% increase to the skill. This would then give you an a 5.5% chance to parry, thus an overall gain of 0.5% avoidance.

    From my extensive parsing when I was tanking lots of different things I somewhat remember misses being around 35% of avoidance block/dodge avoidance being around 30% of all avoidance, parry around 20% and riposte less than 10%.
     
  14. ynnear

    ynnear Dalayan Elder

    Joined:
    Aug 25, 2011
    Messages:
    645
    i think we are on the same track i parsed with onn tier items. i did parry mod vs no parry mods. i found that at 25 more parry skill i avoided 3% more attacks out of 250 swings with just taking the parry skill into effect.
     
  15. Haenir

    Haenir Developer

    Joined:
    Sep 15, 2014
    Messages:
    593
    Actually there are 4 types of haste:
    1. Worn/Item
    2. Spell - this includes basic bard haste
    3. Illusion haste - things like vah back and boon of vulfwere
    4. Overhaste - mostly from bard songs, some clickies too
     
  16. Draeos

    Draeos Dalayan Elder

    Joined:
    Apr 30, 2010
    Messages:
    658
    What does +offense do exactly?
    Does comp str work on swarm pets?
    Is there a limit to how much haste will modify backstab damage?
     
  17. burt6

    burt6 Dalayan Elder

    Joined:
    Nov 1, 2005
    Messages:
    328
    I had a short windows when I was going to be a dev and got a chance to look at this formula directly, (it may have changed since then but i kind of doubt it who knows) but basically + offense is exactly the same as + weapon skill. In the hit roll your offense skill was added directly to your weapon skill. So you can think of offense as + to all weapon skills that stacks with the weapon skill.

    Whatever you you gain from +5 piercing you would gain exactly the same thing from +5 offense and if you had both it would be a +10 to the total hit calculation. I cannot remember for sure on the over 25 stuff but if I think at the time both of these were capped in the formula to +25. so you could get +50 to the roll total if you had +25 offense and +25 weaponskill. I have heard vague rumors that the cap might not exist anymore but I can't say for sure.
     

Share This Page