striat wrote:ChaosSlayer wrote:to the best on my knowledge, if weapon has multiple sources of proc, for any given combat round only 1 of them can proc (this includes proc-buffs)
which one gets to proc is believed to be random.
Untrue and also there is quite a bit of radical speculation. Didn't have a chance to post on this earlier (was working on other issues), so here goes:
Each player (and npc) has several chances to proc. Each weapon can have a proc. In addition, each player (or npc!) can have up to 4 buff procs (like vampiric embrace for example), 4 ranged procs, and 4 perma procs.
Do not be too concerned with perma procs--these are really only used for npcs who proc. For example, venril sathir I believe procs a lifetap.
As a player, then, you really can have a wep that procs (copper hammer of striking) and 4 buffs that allow you to proc. This is a total of 5 potential procs right there. In addition, you can have up to 5 (yes, 5), augment procs. This gives you a potential of 10 procs in a single swing.
This was not changed! It is the exact same as before. However, previously, if you double attacked in a round, you would have the chance to proc up to 10 times with EACH swing. This was also a reduced chance, so we haven't even cut the proc rate in half.
One reason I liked the idea of keeping it is because of twin procs. With twin procs, you could have that opportunity to proc more than a single time per swing (for example, your copper hammer could proc Static strike twice in a round). In addition, we would have the opportunity to build on this and add tripleproc and similar down the line. This really allows us to offer a different area of "focus" for melee classes and allows for us to REALLY distinguish between higher end players whereas before, a level 50 may have had the same proc rate as a level 70 and beyond.
possom wrote:Bumping this ancient tome of statistics.
I still don't understand stat caps. I've done all the Planar Power AA I can (stopped by lvl 71 requirement), and both UI and #mystats shows 440 dex. Stats tab in UI shows 766/440 dex +0
So what is my dex?
Unless the AA to raise Base stat (Innate line) actually increases Cap.. I don't see any other way to go beyond the 440.
blurman2000 wrote:Deadspirit wrote:Couldn't find this anywhere - Does anyone know the mechanics behind these bonuses?
What does +Combat Effects do and what is cap? (chance to proc weapons?)
What does +Avoidance do and what is cap? (Increase percentage of dodges?)
What does +Accuracy do and what is cap? (Increase hit chance?)
What does Shielding % do and what is cap? (Modify AC?)
What is Avoidance's interaction with Improved Dodge or % Skill modifiers?
If you stacked Improved Dodge/Improved Parry/AAs could you reduce your chance to be hit to less than 20%?
I've been told that a rogue can tank endgame stuff with the right equipment. Do these skills eliminate the need for warrior disciplines?
Here's something that possibly you would enjoy reading/learning about all these stuff....
http://samanna.net/gen.info/effects.shtml
Then again, don't know if this server's caps are the same as on live though...
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