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Cyzaine
12-16-2008, 05:20 PM
[Wed Jul 18 14:54:58 2007] You broadcast, 'Are you willing to give out the exact % crit chance on crit AA's? Casters and Melees'

[Wed Jul 18 14:55:36 2007] Admin-Wiz BROADCASTS, 'Well, yeah, sure, but I don't have the numbers on hand, so start a thread asking for them to be added to the AA descriptions or something.'
[Wed Jul 18 14:56:03 2007] Admin-Wiz BROADCASTS, 'It's not a secret or anything though.'



As was promised over a year ago... July 18th 2007... the non secret AA hard numbers. Some known values are listed for convenience.



Fury of Magic (Further increase spell crits chance) - 2/4/6 added to your crit chance
Fury of the Arcane (Further Further increases Wiz cirt chance) - 2/4/6 added to your crit chance
Ultimate Blast (Gives a chance for ULTIMATE blasts) - 4/8/16 % chance to ultimate on a crit

Vampric Lore (Life tap crit: seems to affect procs too) - 2/4/7 added to your crit chance for lifetaps

Spell Casting Subtlety (Caster Less Aggro) - 5/10/20 % less aggro generated per cast
Spell Casting Reinforcement (Buff duration) - 5/15/30 % additional duration on buffs
Spell Casting Reinforcement Mastery (Further Buff duration) - 20 % additional duraton on buffs
Channeling Focus (reduces interrupt chance) - 5/10/15 % increase to your channeling skill

Healing Adept (Healing Crits) - 3/6/10 added to your crit chance on heals
Advanced Healing Gift (Further Healing Crits) - 2/4/6 added to your crit chance on heals

Combat Fury (Increase melee crits) - 2/4/6 added to your crit chance on hits
Fury of the Ages (Increase melee crits) - 1/2/3 added to your crit chance on hits

Combat Agility (Dodges melee dmg) - 1/2.5/5 added to your dodge chance when hit
Lightning Reflexes (Dodges melee dmg) - 1/2/3/4/5 added to your dodge chance when hit

Combat Ferocity (Increases melee hit chance) - 1/2.5/5 added to your hit chance
Unerring Precision (Increases melee hit chance) - 1/2/3/4/5 added to your hit chance

Deadeye (Increased archery and throwing crits and hits) - 2/4/6 added to your crit chance on hits 5/10/15 added to your hit chance

Physical Enhancement (I'm likely missing some effects, this is just what I saw) - 2 added to damage reduction and avoidance

Barkskin (Druid Damage reducer) 10 added to your damage reduction
Oakskin (Druid Damage reducer) 10 added to your damage reduction

Skulking Visage (Rogue aggro reducer) - 2/4/6/8/10 % less aggro generated per calculation

Shielding Mastery (Benefits shield somehow) - 15/25/50 % increase to shield bonus (block skill = (shield AC*2)*1.15 or 1.25 or 1.50)
Weapon Shield (Random class mitigation increase) - 15/25/50 % increase to non shield mitigation

Finger Tricks (Questionably named Bard AA) - 35 % chance to not interrupt songs
Extended Notes (Increases bard song range) - 10/15/25 % increase to song range
Extended Notes (Further increases bard song range) - 5/10/15 % increase to song range


Unholy Touch (SK harm touch amplifier) - 25/50/75 % damage increase on harm touch
Strike of the Void (SK I eat mana AA) - 10/25/50 % of damage hurts mana
Soul Abrasion (SK make lifetap better AA) - 5/15/30 % damage increase on lifetaps


Advanced Anatomy (Warrior AA of some kind) - 0/4 point flat bonus to hate per swing


Melee Mastery (Increases chance to double attack) - 25/50/100 effective double attack skill bonus (No fail for primary at rank 3) 20/40/80 effective triple attack skill bonus
Beastial Frenzy (Further chance to double attack) - 25/50/75/100/125 effective double attack skill bonus (pretty much only of use for offhand)

Elemental Enhancement (Makes mage pets beefier!) - 5 point increase to max damage 5 % bonus to max pet hp (Both effects pre focus adjustment)

Let me know if I missed something important. Still hunting down those Tomes. WTB Centralization of anything!


Zae Edit: I found the tome effects in much less frightening/code-y place. Might not be 100% accurate.

Codex of Power (Increase Melee damage, Spell damage, Pet damage, and Healing) - 5% per volume, 25% for all 5 volumes.

Understanding and Working With Runes (Increase rune effects on *your* character) - 15 % damage mitigation on rune-absorbed damage

Dodging the Tears of Tarhyl (Decrease incoming Spell damage) - 5 % spell mitigation

Manual of Triggered Casting (Increase item proc rates) - 10 % increased chance to proc

Tales of Rapid Recovery (Decrease exhaustion timer) - 20 % decreased exhaustion time after extreme styles

Compendium of Aggressive Stances (Increase aggro generation) - 5 % increased aggro generation

Compendium of Passive Stances (Decrease aggro generation) - 5 % decreased aggro generation

Advanced Foe Management (Increase root, mesmerize, and charm duration) - 10 % increased duration

Treatise on Armor Optimization (Increase Damage Reduction) - 40 % increase to worn Damage Reduction

Secrets of the Wee Folk (Death Save) - 10 % fatal blow Death Save

Non of these are cumulative (highest number for each AA is what counts)

iaeolan
12-16-2008, 08:15 PM
Why not correct the non-labeled part? Pretty sure a small amount already do, such as Spell Casting Fury


Mainly cuz I don't know how. If I stumble on it, I'll add it, but won't be seeking it out at this time, too many other projects need to be done.

Gawain
12-16-2008, 10:29 PM
Is it possible to get the number for Warrior Advanced Anatomy's hate generation? Assuming it is a % hate increase per swing/hit

Posting what I found... it seems wrong. If someone could post the description I'd appreciate it, may be a bug.

*EDIT*
Advanced Anatomy, Warrior PoP Ability Tab. Requirement: Level 65, Bandage Mastery at Level 3

This ability grants the warrior knowledge of the body, both that of his own and that of his foes. Decreases the duration of poisons and diseases that affect the warrior. In the second rank of this ability the warrior can, when fighting in melee, identify painful spots on his foe's body, driving the foe into a blind rage with each strike, effectively increasing the warrior's hate generation from melee combat. The two ranks of this ability may be trained at or after levels 63 and 64.


Awesome, so it is functional =) thanks.

Magina
12-16-2008, 10:55 PM
Would it be possible to get the benefits of weapon shield listed? :D

Weapon shield added!

neonovas
12-17-2008, 02:35 AM
posted it in the other thread but i couldnt find it so i'll re-ask

Beastial Frenzy
Melee Mastery for Beastlords
Ultimate Blast

Ultimate Blast rates are not related to AA's or Tomes at this point as far as I know, so i won't be disclosing how the roll is done. As for the others, here they come!


Is fury of the arcane +2/4/6% for crit+ultimate+primal? or just crit

The percentage is simply the increase in crit chance. Ultimate/Primal chance is a different roll after crit

seferon
12-17-2008, 10:14 PM
The percentage is simply the increase in crit chance. Ultimate/Primal chance is a different roll after crit


um this seems backwards to me shouldnt ultimate / primal chance be rolled before crit chance or is this a situation of way to late to change it becuase things are balanced as is?

Gawain
12-17-2008, 11:28 PM
um this seems backwards to me shouldnt ultimate / primal chance be rolled before crit chance or is this a situation of way to late to change it becuase things are balanced as is?

I think it means that if you roll a successful crit, before it finishes it is then rolled to determine a) regular crit, b) Ultimate blast or c) Primal blast.

My understanding has always been that UB's and Primals were rare forms of the crits, hence having a requirement of a crit already being triggered.

neonovas
12-18-2008, 02:14 AM
My understanding has always been that UB's and Primals were rare forms of the crits, hence having a requirement of a crit already being triggered.that is also what i thought. Basically you had a X chance to crit, and IF you crit, then you had Y chance to ultimate and Z to Primal. Wasn't sure if fury of the Arcane was increasing the chance of EACH by 2/4/6, or crits by that much and other 2 were hidden.

Ultimate Blast rates are not related to AA's or Tomes at this point as far as I know, so i won't be disclosing how the roll is done. As for the others, here they come!I was referring to the "ultimate blast" Class AA which Grants wizards the ability and then increases the chance. Of course, if you cant/wont/shouldnt share the info then it still doesnt matter anyway =)

Ok, as its an AA, I've added Ultimate Blast.

Thanks for the answers.

stope21
12-18-2008, 07:12 AM
Awesome post. I'm really looking forward to the addition of the tome parts.

Maethorr
12-18-2008, 02:03 PM
emberflow tome percentages would be nice to know as well, currently its a complete guess as to the effect amounts.

It should not really be game breaking to know as well as the other tome %'s are all public.

Er that was actually the point of the original thread... just so happens I'm more familiar with the AA code than the codex code. They'll come when I find them.

vistachiri
12-19-2008, 01:49 AM
As it's already been mentioned rains have a lower crit rate, and observed, how does this factor in with the aa crit chance? Does it half it? Reduce it by a set amount?

Based on what I see (and this could be mistaken), total crit chance is divided by number of waves of the spell (3). In theory you should 'crit' the same amount total as anyone else (save you lack innate spell crit, so you don't have that base). In fact if rounding is consistent with everything else I've seen, your crit rate may actually be higher than the calculated crit value (partials tend to round up).

In addition, although it's not related to % chance, I believe the benefits of elemental enhancement would be nice to know (in specifics, a vague idea is already present). Some kind of value for Spell casting mastery is also missing, as well as the % chance for finishing blow to land.

Added!

Maethorr
12-19-2008, 01:40 PM
naw finishing blow cant be crit strike chance or it would go off on every single mob in the level range almost as soon as they hit the %.

also, would you be able to put in the % chance for assassination chances, i know its not an aa but it would be nice to know as well especially the throwing part on unengauged mobs with the aa.

iaeolan
12-19-2008, 05:43 PM
Pretty sure finishing blow chance = character's melee crit chance on an applicable target at the applicable time.
A percentage of a percentage? 10% crit chance = 1% chance to finishing blow in correct situation?

Nodnal
12-19-2008, 07:48 PM
Advanced Foe Management (Increase root, mesmerize, and charm duration) - 10 % increased duration

Is there anyway this could be checked to see if this affects bard songs? TM said that it was intended to do so, but from my parsing, it does not seem to be affecting our charms or our mezzes. (or the 10% increase gets rounded down)

Is there anyway to see if this tome would affect the mobs mitigation?

Mythryn
12-19-2008, 08:18 PM
Advanced Anatomy (Warrior AA of some kind) - 0/4 point flat bonus to hate per swing


Wasn't this AA supposed to be improved with the Warrior changes awhile back? These are the same values as always.

Gawain
12-20-2008, 03:38 AM
What is the hate modification of Warrior Class AA "Area Taunt"?

Manguadi
12-20-2008, 06:14 AM
Wasn't this AA supposed to be improved with the Warrior changes awhile back? These are the same values as always.

Afaik warriors got a boost in innate hate generated per hate having nothing to do with AAs.

Budizzle
12-20-2008, 07:38 AM
Afaik warriors got a boost in innate hate generated per hate having nothing to do with AAs.


Warriors

Foelock will now also trigger when pulling with spells (clickies) or ranged weapons.
Warriors will now receive extra hate per hit they land, even before getting Advanced Anatomy.
Advanced Anatomy's effects have been increased.

.

It should also be noted that foelock is only triggered by clickies if the spell lands. Also, malo doll does not trigger foelock either way, which is bullshit.

Vartenaal
12-20-2008, 11:48 AM
As was promised over a year ago... July 18th 2007... the non secret AA hard numbers. Some known values are listed for convenience.



Barkskin (Druid Damage reducer) 10 % damage reduction
Oakskin (Druid Damage reducer) 10 % additional damage reduction



10 PERCENT or 10 points?

vistachiri
12-20-2008, 10:12 PM
Pretty sure finishing blow chance = character's melee crit chance on an applicable target at the applicable time.

Personally I would like to know if Channeling Focus does anything at all seeing as bashes seem to have a 100% chance to interrupt spells even with rank 3.

Channeling Focus is odd. I added the percentages up above. But as far as what actually happens in game, I'm not convinced you really get a benefit. Push backs don't tend to be subtle in this game, and I think most of us are aware of caster jousting... which kinda makes it moot.

After extensive runs of pulling a literal shitload of mobs (think 40+), many of whom bash, both before and after channeling focus, I noticed the rate of landing longer casting heals on myself increased substantially as I progressed through channeling focus. Now granted that's just an eye it up evaluation sort of thing, or it might just work on interrupts caused by something generally just beating you in the face. So it might not have an effect on bash, but appears to have at least an effect.

Renshu
12-28-2008, 08:42 PM
Not on topic of the thread title, but in the same theme:
Styles

How much haste on monk /s 7 and how much accuracy lost?
How much melee avoidance and melee accuracy on /s 15?

gtoo
12-29-2008, 09:58 AM
How about Cleric: Eternal Benevolence!

stope21
01-03-2009, 07:28 PM
You mean Divine Benevolence? That should be a 30% death save according to the parser.

stope21
01-06-2009, 05:05 PM
Ahh, I forgot all about that one. I've played a cleric for a long time and never paid too much attention to that. Is it just a last hit dodge, DA instantly casted on yourself for a short period, or is it like divine benevolence where it heals you to full?

sugious82
01-06-2009, 06:27 PM
Could you add the percent bonuses for Spell Casting Mastery? The one that increases Focus/Mind specialization.

Gawain
01-31-2009, 12:17 PM
Emberflow tome: What is the degree of the tome that increases effect of damage reduction?

Added.

Manguadi
02-10-2009, 09:33 PM
Monk stance: Wall of Will.

Can you add the effects against normal (non mez,charm, fear) spells? I don't know if it's a % or just a +resist bonus even.

fuwok
02-26-2009, 09:13 AM
Requesting Warrior stance: Living Shield

Budizzle
02-26-2009, 09:57 AM
Treatise on Armor Optimization (Increase Damage Reduction) - 40 % increase to worn Damage Reduction


Does this tome just raise the cap?


Manual of Triggered Casting (Increase item proc rates) - 10 % increased chance to proc


Is this bonus added after item adept modifiers or just to the item's base proc rate?

Cyzaine
02-26-2009, 02:53 PM
Zaela is correct. It increases the effectiveness of what you have, past cap if need be, without actually adjusting the cap. IE it only counts the points up to cap, and multiplies that, still ignoring over cap.

As for procs, your question doesn't make sense... both of them clearly state they are percent bonuses, so order can't matter (base * item_adept * proc_tome == base * proc_tome * item_adept).


I went and cleaned up the language some, so it should be much clearer.

Manguadi
02-26-2009, 11:18 PM
Zaela is correct. It increases the effectiveness of what you have, past cap if need be, without actually adjusting the cap. IE it only counts the points up to cap, and multiplies that, still ignoring over cap.

As for procs, your question doesn't make sense... both of them clearly state they are percent bonuses, so order can't matter (base * item_adept * proc_tome == base * proc_tome * item_adept).


I went and cleaned up the language some, so it should be much clearer.

There are other modifiers which do not work this way, such as DI stacking with a damage effect like jayla's insight. The total effect on magic nukes is DI+focus, not DI times focus, in spite of them both being a percentage increase.

The proc modifier could very well be proc rate*(proc rate modifiers), where proc rate modifiers would be item adept + tomes.

Severien
03-17-2009, 06:59 AM
Warrior flurry and raging flurry percents per rank, please.

Notpit
03-17-2009, 01:46 PM
Fury of Light This ability allows you to engulf a foe with the concentrated Fury of the Light, binding them and slowing their attacks as well as decreasing their avoidance.

What exactly does Fury of Light do? What % slow? What % decrease in avoidance? And is this undead only?

Thanks,

Kirin Folken
03-23-2009, 12:31 AM
Will a Spell parser tell you if its undead only? or not :)

Kirin Folken
03-23-2009, 03:10 AM
Last time I looked at it... No, it didn't say Undead Only.

Thanks for the Numbers.

Xach
04-17-2009, 08:16 PM
Hey could someone check out what the ranger AA Foresight actually does?

I don't think its been covered in this thread yet.

Ontop
04-20-2009, 06:34 PM
how about the cleric AA turn undead 3?

anyone happen to know the % of the slow? i think the DD does 2500 or something.

Armastevs
08-12-2009, 06:17 AM
spell casting mastery is still not in this list.

terr281
08-13-2009, 03:14 PM
(Sorry for necro'ing thread, but a few peoples request weren't answered. And, have a few more requests.)

Clarification:

"Weapon Shield (Random class mitigation increase) - 15/25/50 % increase to non shield mitigation"

When combined with the in-game explanation, does this mean that WS 3 effectively gives these classes a 50% increase to their parry/dodge/riposte? Or, is one of the statements outdated.

New:

1. Although the formula for Flurry calculation (Flurry 1) should probably be hidden, the % increase from Flurry 1 (Base) to Flurry 2, Flurry 3, Raging Flurry 1, 2, & 3 is a % upgrade path.

2. The + Hate from Area Taunt. (I have had other warriors say 500, 1k, and 2k hate over the "highest person in list.")

3. Tactical Mastery 1, 2, & 3's % chance to bypass enemy defensive skills.

Thank you.

stope21
08-21-2009, 11:56 AM
EF tome: Secrets of the little dudes please.

stope21
08-21-2009, 12:00 PM
Never mind, found it: Secrets of the Wee Folk (Increase innate death save) - 10 % increased chance of innate death save (fatal hit dodge)

Is this still correct?

Nodnal
08-21-2009, 02:19 PM
Never mind, found it: Secrets of the Wee Folk (Increase innate death save) - 10 % increased chance of innate death save (fatal hit dodge)

Is this still correct?

Is this 10% increase to death save effects that you have? Or would it act as a 10% death save effect independently? I would assume innate means it would affect you if you were naked with no buffs and no racial death save, but you never know in this game!

Cyzaine
08-21-2009, 02:27 PM
It's another independent roll. So if you were a cleric with no buffs, but eternal benevolence maxed out (since the fix), you'd get a roll for EB, and if that failed you'd get a roll for the codex. If that failed you'd die. So a 6% chance and a separate 10% chance, not one 16% chance.

Nodnal
08-21-2009, 03:11 PM
I see, thanks a lot sir. I was always curious how different instances of death saves worked. I am assuming they all work like that? (cleric, halfling, divine benevolence line, Hymn of the Savior, etc)

Cyzaine
08-21-2009, 03:26 PM
Somewhat. ALL death save from buffs is calculated as one roll. Since most of it doesn't stack with one another, this usually isn't an important fact. So the cleric from my previous example, with say bard song death save on, would have 3 separate rolls. One for all buff related death save, one for EB, and one for the codex.

Halfling death save bonus appears to be a bonus to stack itself to buff death save. However I think the math may be wrong, and it appears to only do anything if you have some form of buff death save on to begin with. That is to say its more of a 15% bonus to existing death save, IF you have a buff on. This may be a bug, and I'll have to confirm it through testing.

Since I am dissecting it line by line, there may in fact be a bug with the codex, making it not work at all if you're not a halfling... Some serious testing is needed, and I shall repost the truth of it later today.

Nodnal
08-21-2009, 03:45 PM
Awesome, thanks again for all of your hard/extra work!

If the halfling bonus stacks with a death save, does it stack with all death saves? Giving each separate roll 15% more chance?

Cyzaine
08-21-2009, 03:47 PM
At this time no. Given current implementation, this is likely expected behavior. I have a feeling the intention was to make it, its own separate category though. I'll have to confirm original intention.

Cyzaine
08-21-2009, 11:19 PM
Ya... there will be a patch soon to address some issues about this stuff...

Nodnal
08-22-2009, 02:42 AM
Cool, mind posting how it works after the patch?

Thanks~

Ponden
08-22-2009, 05:43 AM
Halfling deathsave originally would 'work' even without a death save buff. But you didn't get a full heal, just a 'dodge' of the death causing hit. I haven't seen this effect happen for years. I wouldn't be surprised at all if this was bugged. I made a post about it, but other halflings claimed it worked for them so I dont know.

/shrug

In addition to the 'innate' save, halflings are supposed to get a 15% boost to death save buffs.


P.S. it's pretty weak to give halfling's racial trait to anyone :-/

Cyzaine
08-24-2009, 05:11 PM
I couldn't find your claim written anywhere Ponden ('halflings are supposed to get 15% bonus to death saves buffs in addition to the innate save').

I've written the fix, and I think its effects are logical. Note I didn't create the original effects, just making them work as they should.

There are now 4 separate death save types. Each is rolled separately, and happen in order. Obviously if one goes off, the others can't.

Death Save Buffs: All death save buff effects are added together, and the roll is made. If successful, you lose ALL death save buffs, and are healed to full. Chance of activating is based on the sum of the individual buffs.

Eternal Benevolence AA: It is VERY unlikely this will ever extend to non-clerics, but it is part of this none the less. The blow that SHOULD have killed you doesn't happen, and instead divine aura is cast on you, making you invulnerable, but unable to attack or cast. Chance of activation was broken, but is currently fixed at 2%/4%/6% depending on AA level.

Codex Save: When this fires off, the next swing to kill you misses, buying you maybe a chance to get a heal landed or something. The effect of this codex scales up from 0-10% depending on how filled the tome is, getting exponentially better til it reaches max.

Halfling Racial: Like the above, this one is a 15% chance that the next swing will not kill you, buying you a hit to hopefully find a more permanent solution to your dilemma. This is fixed at 15%.

Be aware that hit means ANY damage (except maybe fall damage, I didn't bother to check that). Back when the halfling racial worked, my rogue famously survived the AE death from running out of time on the Torment event.

This will hopefully go live this week, but I figured I'd keep you posted on the changes.


Also 1000th post!

Nodnal
08-24-2009, 06:03 PM
Is Hymn of the Savior considered a "buff"? I figure yes, but wanted to make sure.

So the halfling and tome "death saves" only save you from any form of damage that would kill you, but everything after is fair game? Or does it check every time a form of damage might kill you?

If an AE hits you for 3k, and you have 2k HP left (the death save fires off), do you stay at 2k?

If you have 300hp left and get hit for 400 and are saved from your racial trait/tome, and then the next hit hits you for 500, do you get another roll?

Thanks~

Cyzaine
08-24-2009, 07:14 PM
Hymn of the savior is counted as a buff save.

Not sure if I understand what your asking here, but every hit that could kill you, has a roll made against it. Unlike buff death save, it is always on, so if you are absurdly lucky, you could in theory tank forever with no heals. Probability is stacked against you though.

The damage from a 'saved' hit from the codex or racial is reduced to 0. So you have whatever HP you have left.

As mentioned above, you have a chance every valid hit that could kill you. Looks like there are no exceptions.

Nodnal
08-24-2009, 07:32 PM
That answers my questions...thanks again. Very interesting take on the tome and the racial. That definitely weakens them quite a bit from what I originally thought they did, but it is a neat little bonus either way.

Thanks for clearing everything up~

Ponden
08-24-2009, 10:50 PM
I couldn't find your claim written anywhere Ponden ('halflings are supposed to get 15% bonus to death saves buffs in addition to the innate save').


What?.....?


ToK Racial Trait post:

http://forum.shardsofdalaya.com/showthread.php?t=5072


HALFLING
Infravision
Consumes Food Faster
Innate Death Save
+10% Taunt Chance
+15% Death Save Spell Effect
-5% Weapon Proc Rate
50 Sneak
50 Hide


Also: Just curious, but from the sound of it, you made death pact stack with divine intervention and hymm of the savior? Or do these bounce? There could potentially be a problem if all these buffs stack and the percents add.

Cyzaine
08-25-2009, 12:21 AM
Hmm, so it does say that. Noted and added.

Dinadass
08-26-2009, 03:46 PM
What?.....?


ToK Racial Trait post:

http://forum.shardsofdalaya.com/showthread.php?t=5072


HALFLING
Infravision
Consumes Food Faster
Innate Death Save
+10% Taunt Chance
+15% Death Save Spell Effect
-5% Weapon Proc Rate
50 Sneak
50 Hide


Also: Just curious, but from the sound of it, you made death pact stack with divine intervention and hymm of the savior? Or do these bounce? There could potentially be a problem if all these buffs stack and the percents add.

At the top of the linked post, Wiz says this:

DISCLAIMER: All +/- % are NOT absolute values, they are derived from the existing value. Meaning that +10% to Fear Resistance, if your normal chance of resisting a fear spell is 25%, turns it into 27.5%.


So doesn't that mean that, for the halfling death save bonus for example, it would simply take an existing "death save spell effect" on the halfling and increase that by 15% of the existing value? So a 10% chance would be increased to an 11.5% chance, etc.

Cyzaine
08-26-2009, 03:47 PM
Indeed. Thats how it works now, and how it will continue to work after the patch.

Dinadass
08-26-2009, 03:53 PM
Indeed. Thats how it works now, and how it will continue to work after the patch.

Oh I originally missed the "innate death save" bonus listed there, so yeah they're supposed to get both I guess. Good to know.

Nodnal
08-26-2009, 05:57 PM
Indeed. Thats how it works now, and how it will continue to work after the patch.

Ok, so now I am confused again (sorry), but does that mean the tome and the halfling death save bonus adds 10% or 15% to the total of your buff death save bonus? So with the tome a buff of 40% would give 44%?

Cyzaine
08-26-2009, 06:00 PM
No. I'll try to clear it up

Codex = up to 10% chance that a given hit that would kill you does 0 damage.

Buff = chance that a given hit that would kill you doesn't, and you are healed up all the way.

Halfling Innate Death Save = chance that a given hit that would kill you does 0 damage

Halfling Death save bonus = 15% bonus to death save buffs


As was pointed out to me, halflings actually have 2 different kinds of death save racials. The 15% bonus was and always has worked. The Innate was broken since the codex was implemented.

V Mercury Storm
09-06-2009, 03:47 PM
I was wondering about Harmonious Attack for Bards. How much of a percent chance for a double attack does it give, and does it affect both hands, or only the main hand?

kragmyer9
11-14-2009, 01:36 PM
I still can't find any information about Spell Casting Mastery (Improves your Focus/Mind specialization).

Since the benefit for this is specialization is ephemeral at best, how useful is this AA?

As a wizard, I rabidly leap at every iota of "Spell Hit." Does this do that? Or just reduce mana costs? Both?

Anti Eh
11-14-2009, 11:12 PM
Im am curious how much extra resists the bard style Maestro gives you please?

stope21
11-17-2009, 09:05 AM
Hidden strength (AA) makes:

STR over the cap increase your damage.
STA over the cap increase your mitigation.
DEX over the cap increase your chance to hit.
AGI over the cap increase your chance to avoid.
CHA over the cap increase your chance of landing spells.

It takes roughly 3 points over the cap to get the result that 1 point under the cap gives you.


New numbers for hidden str?



Also, I'm kind of curious why the values listed in the OP aren't added in to the in-game descriptions? Seems like it would save people the trouble of having to come here (if they are even aware that they can come here), and as a whole promote increased player knowledge.




Halfling Death save bonus = 15% bonus to death save buffs


I'm assuming this is a modifier?
i.e: 30% death save buff * 15% bonus = 34.5% chance, not 30%+15% = 45% chance.


Both. Rank 3 gives you about 3.5% less resists (relative) and 4% less mana used.

I was under the impression that some time ago, that significant increases in % mana con was taken away from items, and added to specializations and/or aa's? Any chance you could clear this up so that we are a little more understanding of how much mana we are actually conserving with the different things combined?

bignirish88
11-26-2009, 08:55 AM
I don't want to be beating a dead horse but are those hidden strength numbers available after the change?
it used to be 3 overcap to 1 pre-over cap stat how much was this altered?

thanks for your time

vistachiri
01-14-2010, 10:11 PM
So something was mentioned to me, however the wording under the tome has me suspicious of if it were true or not.

The proc tome. Does it increase the % for all procs, or just weapons. I assumed the former, but while discussing it I was told it was mentioned it only functioned for weapons. I immediately went wtf, and attempted to find something confirming or denying that, but found nothing. So just asking for a confirmation here :D.

vistachiri
01-15-2010, 03:05 AM
It affects everything.

Sweet, that moved up the priority list. Thanks!

Lenlalron
03-07-2010, 05:20 AM
Question: I know that at certain AA numbers the XP required increases. Is it possible to get these numbers, please?

BranFlakes
03-07-2010, 05:42 AM
http://wiki.shardsofdalaya.com/index.php/Alternate_Advancement

it gives a rough estimate of the exp requirements (at least the number you see): note that it's more of a loss of a bonus than a boost in required exp.

vistachiri
04-03-2010, 08:31 PM
Do ikisith tomes affect pets?

If not can that be changed, since pet classes (mag/bst) tend to sacrifice a large amount of other abilities for their ability to have pets. The power gap between these classes and others really doesn't need to get any wider.

Xach
04-17-2010, 11:09 PM
One thing that just came up in conversation discussing SK aggro, is that we don't know if Assault of Shadow does all its aggro instantly and simply has a recourse to prevent it from being spammed, or does it continue to give more aggro each tick?

Xach
04-18-2010, 09:17 PM
Okay.

Faldeney
05-17-2010, 12:49 PM
From what I understand Focus/Mind + Spell Casting Mastery used to be worth less than 2% mana cost reduction, while Mana Conservation gave 3% reduction per rank with rank 6 being the highest. Now 250 Focus/Mind gives 9% reduction while Spell Casting Mastery 3 increases Focus/Mind by 50%, increasing the reduction to 13.5%. The exact percentage reduction varies by spell as mana usage only uses whole numbers.

It's my understanding that Focus/Mind & Spell Casting Mastery also increases your ability to bypass enemy resists. Are the resist modifier numbers the same as the mana cost modifier numbers here? Not sure how the bypass ability works, but I figured since resists are usually calculated in whole numbers as well, that they might work in a similar way.

Thanks,
Faldeney
65 Wizard

Marchie
09-15-2010, 07:51 PM
Advanced Foe Management (Increase root, mesmerize, and charm duration) - 10 % increased durationIs there anyway this could be checked to see if this affects bard songs? TM said that it was intended to do so, but from my parsing, it does not seem to be affecting our charms or our mezzes. (or the 10% increase gets rounded down)

I haven't seen this answered unless I missed it, but does this tome work with bard songs? I assume it does nothing.

Draeos
03-06-2011, 09:02 PM
Did a quick board search for shared mind didn't find anything right away, could the first post of this be updated with exactly how shared mind works/is applied?

Chakekik
03-06-2011, 11:05 PM
As per Cyzaine:


[(Shared Mind Level) * (Points Spent in Particular Skill)]/(Total Points that you can have in the skill)

So if your Shared Mind Level is level 3 and you've spent 3 points in combat agility, you'd have (3 * 3)/3 or 3% bonus.

If your Shared Mind level is 2 and you've spent 2 points in combat agility, you'd have (2 * 2)/3 or 1.333 truncated to 1 in this case.

If your shared mind level is 3 and you've spend 3 points in lightning reflexes, you'd have (3*3)/5 or 1.8 which I believe truncates to 1 in this case.

Even not maxed out it is by far the best 'buff' available in the game.

Resists as mentioned above don't follow that formula, its a pure (Shared Mind Level) * (Points spent in Resist AA)

Draeos
03-12-2011, 08:43 AM
this can kinda go here, Does the enchanter class tome and control enhancement work on thaz mez?

Kohedron
04-21-2011, 06:56 PM
How about these 2, I don't think I saw either of them listed in OP:

What's the specific list of AA's that the pet benefits from with Elemental Mastery?
Spell Casting Fury, Combat Ferocity, Combat Agility... and anything else?

Also, just to confirm that Combat Ferocity works for Monks/Beastlords that use hand to hand, because in-game the AA says "increase ability to hit with weapons"

Bridger
04-22-2011, 08:48 PM
Could you please give me some numbers for the Mage Class (Pet) Tomes -
Word of Power 1 and Word of Power 2 (Increase in Pet damage, length of effect, recast time) and Empowered Flock 1 (damage per explosion)

Thx

Bridger
04-24-2011, 05:14 PM
Ok - thx for that info.

However can you please also tell me
(a) What do the "special" attacks do?
(b) Are they on separate timers so that you can use Flurry during the cooldown from Rampage?

Thx

Silosobi
04-30-2011, 07:08 PM
Can anyone explain how the numbers for Ultimate and Primal blasts work? When I first got the AAs they were extremely rare, but with charm/tomes they are much more common. This makes sense, but I was just wondering if anyone can explain exactly how its determined whether you get an ult or primal.

Animand
05-02-2011, 02:38 AM
2% of ultimates become primals? That's just so sad. Giving wizards some long tome to increase that number to even 3 or 4% would be ridiculously popular. Y'know, just in case you need ideas for some reason.

Tarutao
05-02-2011, 03:59 AM
No, Primals are rare and wonderful things. Let's not tarnish that.

darksabbath
08-03-2011, 03:33 AM
I don't recall seeing it in this thread, and with the fomelo change to display proc rates of items... I was wondering if we could get a proc rate on the bard aa Sonic Blades (1 & 2, if the rate is different).

Silosobi
08-03-2011, 05:53 PM
Any chance we could get a better explanation of how deflect works? Most of the time it seems to be successful, but on certain mobs (in particular raid mobs) it sometimes just doesn't seem to work. My guess is that they are immune to the knockback and because of this the -aggro doesn't take any effect. If this is the case is there any chance of separating the two effects so that the -aggro will work regardless of the knockback?

Stonewalljack
09-18-2011, 05:23 AM
Anyone know what the effect are of the 3 bard tomes which have been out for a bit now? Thanks.

cian2
09-23-2011, 09:12 PM
Rhythm of the Blademaster gives you a chance to flurry when you are singing blademaster, i think

crescendo makes you do bonus damage when your target is under i think 20%

reflection improves your meditation rate

Draeos
10-26-2011, 07:35 PM
Whats tome of the mind looking for is it looking for over 355 hard? or if on hybrids/melee who don't get the AA to push it to 355 and are capped at 305 is that going to work?

j883376
10-27-2011, 02:34 AM
Whats tome of the mind looking for is it looking for over 355 hard? or if on hybrids/melee who don't get the AA to push it to 355 and are capped at 305 is that going to work?

I had seen this asked before, maybe it was in IRC, but I was told that if you're 20 over whatever your current cap is, it works. So on a hybrid a cap of 305 and your stat at 325+ would work.

mad1337nes
10-28-2011, 11:25 AM
playing a noob wiz.. ive noticed that deflect works sometimes, and sometimes doesn't.

sometimes i get praised when i tab over and use deflect, other times i r dead and raped.


one or the other plz.

mostly rape, because fuck overpowered wizes.

Bridger
10-28-2011, 12:46 PM
Just over the cap, whatever that happens to be. *cue wizard alts with no cap increase AAs*

Does this mean that I wasted my time doing the WIS AA's on my Mage (for pet heals) because my cap went up by exactly the same amount as the WIS gained?

Draeos
10-28-2011, 04:04 PM
Does this mean that I wasted my time doing the WIS AA's on my Mage (for pet heals) because my cap went up by exactly the same amount as the WIS gained?

No cuz the aa that levels the cap covers both wis and int at the same time

Nwaij
10-28-2011, 04:08 PM
No cuz the aa that levels the cap covers both wis and int at the same time

Let me add that it is also an entirely different AA then the one that levels the actual attribute.

fuwok
11-19-2011, 06:11 PM
So the crippler line of tomes say this inside:

http://i.imgur.com/v6jWf.png

My understanding is that they only increase the level cap of crippling strikes (and maybe the frequency?)

Do they increase the accuracy of crippling strikes? Can the accuracy of crippling strikes be increased when presumably they are only calculated off hits?

Any and all information with which you can provide me will be appreciated!

Stryda
11-20-2011, 06:49 AM
Then it is retarded to say accuracy in this tome because it gives warriors nothing but words to make our tome look good. Can we get something like upping our Crip rate percentage? I know this isn't the right section but it was brought up here so i'm posting my 2 cents....

fuwok
11-20-2011, 04:48 PM
Thanks Zaela.

fuwok
12-02-2011, 10:32 PM
With respect to Warrior AA Tactical Mastery:

"Studying one's opponent for weaknesses provides the Warrior with the ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte. You may train in this ability at or after levels 61, 63, and 65."

I've never once landed a melee hit through enrage or on an auto-riposte mob (except for kick which strangely almost always goes through enrage/riposte). Is this just a feature of the way enrage/auto-riposte mobs work or does this AA maybe not work to bypass the defenses of mobs?

fuwok
12-02-2011, 10:50 PM
That.

Makes sense!

Dinadass
03-06-2012, 12:10 AM
Not on topic of the thread title, but in the same theme:
Styles

How much haste on monk /s 7 and how much accuracy lost?
How much melee avoidance and melee accuracy on /s 15?

I'm quoting this from waaaay back and was hoping it could get answered. I believe /s 7 is 20% haste but don't have any of the other numbers and they would be good to know.

Also, what are the +riposte -avoid adjusts on /s 12?

Silosobi
03-07-2012, 08:22 PM
Im kind of curious why so many of Zaela's posts got deleted? Makes me sad to lose all that info.

Zaela
03-11-2012, 03:30 PM
Makes me sad to lose all that info.

You sure as hell don't need it.

Dinadass
03-11-2012, 06:22 PM
We don't "need" lots of things, but they improve our gameplay experience and the server as a whole.