[TSO] TSO new item stat bonus notes

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Syura
一般會員
文章: 40
註冊時間: 2008年 8月 14日, 22:11
主角色: Syura
來自: 日本

[TSO] TSO new item stat bonus notes

文章 Syura »

Quote from Fyreflyte (Dev)

+n Spell Crit Bonus, +n Melee Crit Bonus, +n% Spell Crit Bonus, +n% Melee Crit Bonus

Spell/Melee Crit Bonus: Increases the multiplier used by crits. Base mult is 1.3. If you get a +10 Melee Crit Bonus, that number is now 1.4. If you see a % Crit Bonus, it means the same thing; there are some spell effect descriptions we have to werite manually, and they aren't always prefectly homogenized.


+ Mitigation Bonus

The + Mitigation Bonus adds a % to your currently worn armor (which you can see by examining a piece of armor before and after wearing another piece with +Mit on it).

Question :
Does + mitigation increase JUST that armor, or is it a flat + % to total mitigation? If it's the first what's the difference between that and just a higher mitigation number on the armor?

Answer :
It improves the mitigation of all worn armor.

And to clear up my changes, I had an effect named Shield Block (I, II, II, IV, and V) which increased shield effectiveness. It had nothing to do with the +Shield Block blue stat (though they now work in very similar manners). I merely removed my Shield Block effects from the shard-purchased armors.


Question :
Does that mean that mitigation is no longer effected by diminishing returns? or the bonus is a flat % damage mitigated on the items? Since it's replacing a flat % avoidance value. Or are people with already high mitigation just going to get their block shafted for an extra 0.1% mitigation?

Answer :
Seeing as how nobody even has any of this shield block gear yet, I'm not "shafting" anyone. I also guarantee you'll see a much greater gain in mitigation than 0.1%. I tested this stuff pretty extensively, and can always tune it up (or down) a bit if it's not providing the intended amount of protection.
Syura
一般會員
文章: 40
註冊時間: 2008年 8月 14日, 22:11
主角色: Syura
來自: 日本

Re: [TSO] TSO new item stat bonus notes

文章 Syura »

Diminishing Returns means that when you reach certain level of any skill, (mitigation, slashing, defense, etc...) you will start to get minimal benefits from raising its value.

Soft Cap: referred to as the Break Even Point, is not an actual cap, but the value at which you start seeing less return from adding more points to a given stat.

Hard Cap: The definite value at which you will no longer see a benefit from adding more points to a stat.

Stats (str/agi/sta/int/wis)
Hard Cap : [ 15 * level + 20 ] = 1220 at level 80.
Soft Cap: approx 800

Mitigation (same as resists)

Hard Cap: [ Level * 150 ] = 12000 at level 80 or 75%.
Soft Cap: approx 4400

Skills (slash/peirce/def/parry/focus/ministration and so on)
Hard Cap : [ 6.5 * Level ] = 520
Soft Cap: unknown

Hate
Hard Cap: -50% to +50% each (no soft cap)

+Spell Damage / +Combat Art Damage / +Heals

Hard Cap: 50% of damage/heal of the skill

Critical Mitigation
This has a base % dependent on your AGI.
Hard Cap: 100%.
Critical Mitigation applies to only TSO mobs.
100% Crit Mit will absorb all additional damage done from the mob criting an attack.

Armor/Shields
The level of your armor and shield compared to you makes a difference in how much mitigation% and block% you recieve from your items.
For example when you are level 80 and you wear a level 80 item with 100 mitigation, it will give you more absorbing% then a level 10 item with 100 mitigation. Same goes with the protection on shield, a level 80 shield with 1000 protection will give more block% then a lvl 20 shield with 1000.

Weapons

Double Attack and Crits Hard Cap = 100% (no soft cap)

Weapon Crit Calculation: [ Crit% * 1.09 [ max - min ] + max + min ] / delay
Use /weaponstats to get the real numbers depending on your gear/current buffs.

Haste/DPS mod Hard Cap: 200 points. The 200 points equates to 125%.
Haste/DPS mod Soft Cap: approx 80 points.

Generally speaking, 40% of the hard cap is roughly the break even point on most the diminishing returns graphs for resists, stats, and skills.


Contested vs Uncontested (for skills/stats... not mobs)

Contested means that your level is compared to the mobs level to calculate the outcome of the action.

Uncontested means that it doesn't matter what your level is compared to the mobs level. The action will take place the same % of times regardless of level.

There are only a few things that are Uncontested. These are a few that I know of.

1. Block% (+% Shield Effectivness works as a addition to Block% depending on the base protection of your shield)
2. Riposte% on items or AA
3. Parry% on items or AA (NOT +parry)

Generally if your item or AA has plus to a percentage of something then it is considered uncontested.
For example: A chestpeice with +1% parry is MUCH better then a chestpeice with +10 parry.

Pretty much everything else is contested against the mobs level. Thats why an orange mob is more dangerous then a yellow mob.


http://forums.station.sony.com/eq2/post ... _id=435585
最後由 1 於 Syura 編輯,總共編輯了 2008 次。
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Prudy
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文章: 28
註冊時間: 2008年 6月 29日, 13:53
主角色: Prudy

Re: [TSO] TSO new item stat bonus notes

文章 Prudy »

thanks ,very useful
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Prudy
一般會員
文章: 28
註冊時間: 2008年 6月 29日, 13:53
主角色: Prudy

Re: [TSO] TSO new item stat bonus notes

文章 Prudy »

viewtopic.php?f=49&t=6933

here some info too , but chinese
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