Skill Mods for Skills Not Native to Your Class

Grinkles

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Staff member
Sharn`Ree's Verdict and Piercing of the False Avatar both grant bonuses to Double Attack despite that none of the classes able to use them get access to that skill. Given that a developer went out of his or her way to include these bonuses, the implication seems to be that skill mods work regardless of the limitations of a player's actual class. Is this so? In other words, would equipping both the aforementioned items give a DRU a skill of 7 in Double Attack, and therefore give him a minor chance at double attacking?

I ask because I'm contemplating purchasing a Glyph of Fencing for a class that does not natively learn Parry, and I'd like to make sure my tokens are not going to waste.
 
Skill mods work differently depending on that skill it is. Doubled attack mod will flat out give the character 1% chance on hit to get an extra hit no matter what class or what the players skill is at.

Parry doesn't work this way and only adds a bonus to characters with parry as a skill.
 
Skill mods work differently depending on that skill it is. Doubled attack mod will flat out give the character 1% chance on hit to get an extra hit no matter what class or what the players skill is at.

Parry doesn't work this way and only adds a bonus to characters with parry as a skill.

Thank you for the reply. That's unfortunate and seems rather arbitrary, but I can't complain.
 
List of "old" (before I started to play the game) skill mods on gear that I believe work:

Meditate : meditate mana = meditate skill / 2.5 per tick

Offense Skills
Offense
1H Blunt
1H Slash
2H Blunt
2H Slash
Archery
Hand to Hand
Piercing
Kick

Defense Skills
Dodge
Parry
Riposte

I am not sure how much 1 point of each will benefit you and I am sure some are better then others. As an example, I believe +Offense is much more beneficial per point then a weapon mod. However, all these mods should help you when they are on your gear.

List of "old" skill mods on gear that I believe do NOT work (I could be wrong):

Tracking
Sneak
Hide

Newish casting mods on gear (3-18-2010):

Alteration: small increase to healing spell amounts and lifetap damage per point over 250.
Evocation: small increase to nuke damage per point over 250.
Conjuration: small increase to DoT damage and pet melee damage per point over 250.
Divination: slight increase in the chance to overcome your target's resistances per point over 250.

This might have been changed so they mods help you even if you do not have max skill, however I am not sure.

Newest skill mods on gear (5-24-2011):

Channeling: overcap now provides a bonus to spell crits (all kinds) 1% per point
Dual Wield: provides a bonus to haste 1% more haste per point
Double Attack: provides a small chance for an extra attack 1% per point (doesn't work on ranged attacks)
 
Forgot Block but A++ post would read again. This info should really be stickied somewhere noticeable.
 
Newish casting mods on gear (3-18-2010):

Alteration: small increase to healing spell amounts and lifetap damage per point over 250.
Evocation: small increase to nuke damage per point over 250.
Conjuration: small increase to DoT damage and pet melee damage per point over 250.
Divination: slight increase in the chance to overcome your target's resistances per point over 250.

This might have been changed so they mods help you even if you do not have max skill, however I am not sure.

Newest skill mods on gear (5-24-2011):

Channeling: overcap now provides a bonus to spell crits (all kinds) 1% per point
Dual Wield: provides a bonus to haste 1% more haste per point
Double Attack: provides a small chance for an extra attack 1% per point (doesn't work on ranged attacks)

you don't need to be max skill to get benefits from casting skill mods
 
I wonder how Divination works with the resist changes. I would assume it just works like it did on spells that still get resisted, but for damaging spells that no longer get resisted would we just see an increase in damage? It may be coded such that there just isn't a benefit on damaging (non resisted) spells, and if so that might warrent a small change as it significantly reduces the importance of divination.
 
I wonder how Divination works with the resist changes. I would assume it just works like it did on spells that still get resisted, but for damaging spells that no longer get resisted would we just see an increase in damage?

Yes. It works exactly like it did before: increases the effect of Specialize Focus/Mind.

All the resist code is the same except that the result is used as a multiplier on damage rather than a % chance to be resisted, basically.
 
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It's hard to see the difference therefore it probably doesn't work.

Hide increases hide chance if you have Hide but less than 200 skill. For Rogues it always increases Evade chance since it has to beat (0..299).

Sneak increases sneak chance if you have Sneak but less than 200 skill.

Tracking increases maximum distance at which you can see things on track by:
*7 units per point, if Druid
*10 units per point, if Bard
*12 units per point, if Ranger
 
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Per point. Bards cap track at 100 while Druids cap at 200, so Druids can see 400 units farther at cap without any skill mod.
 
*math*

So, druids track distance overtakes bard track distance (assuming max skill at each level) at level 25. Interesting.
 
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