

EQ SPIRIT SHROUD GUIDE PLUS
Haste comes in three basic versions, plus a special category, that each stack on top of eachother. Having +50% haste (total of 150% haste) means that your hasted delay is 30 * 100 / 150 = 20.

Hasted Delay = Weapon Delay * 100 / Hasteįor example, assume you wield a weapon with a delay of 30. Read detailed information about how AC works here. It can be increased via buffs primarly from clerics and paladins, and to a lesser degree from enchanters and many other self-buffs and clickies. Some older pieces of gear have no AC, most old weapons did not have AC, and some augmentations are also without AC, favoring HP instead.ĪC is heavily increased by the Defense skill (giving avoidance AC). The effectiveness of AC also varies from class to class, and there are special rules, such as shields providing more effective AC than other items and many other rules.ĪC is found on almost all gear. Go up against a high level monster and you will more often take bigger hits from getting hit by a high DI multiplier. When a monster strikes you, the monster's ATK is weighed against your AC, and you for example have AC much higher than the monster's ATK (fighting a low level monster for example), you will see that you mostly take very small hits due to the DI multiplier often being low. Mitigation AC reduces, on average, the 1-20 multiplier. The damage interval (for example 35) is multiplied by a random number between 1 and 20 (for example: 14 * 35 = 490) for each hit, and along with the damage bonus, you would in the example take 200 + 490 = 690 damage. The damage bonus is fixed (for example 200) and is applied with guarantee (before possible further mitigation, damage absorbation or invulnerabilitY) to every hit you take that connects. In brief, a monster's damage output consists of two parts: Damage bonus (DB) and damage interval (DI).

It determines the "roll" of damage you take when a monster hits you in melee - after it has been determined that the hit hasn't missed. Second, "mitigation AC" is increased by AC from gear. When you see "a skeleton tries to slash YOU, but misses!", that is a miss based on the roll of the avoidance AC. This part determines the chance of being missed, i.e. Shaman spells can increase endurance, as well as clickies.ĪC is displayed as one number to the player, but in reality consists of two numbers behind the scenes.įirst, "avoidance AC" is increased by your Defense skill and AGI (suppoedly only up to 305). You can gain more endurance with the melee-only AA Hardy Endurance (Archetype tab) and with STA, Heroic Strength, Heroic Agility and Heroic Dexterity. Combat abilities exist that regenerate endurance (for example Respite) otherwise it regenerates slowly like HP and mana. The old innate melee abilities such as Monk Flying Kick and Rogue Backstab do not use endurance. Hybrids use them in a lesser manner, while pure melee are heavy users of it. It is abundant on gear like HP and mana, and is used for certain combat abilities (disciplines). It was never really properly used or implemented as the game progressed, and was thus removed.Įndurance is available to all classes, but is only useful to melee and hybrid classes.

It regenerated quickly, and could be replenished by certain spells such as Yaulp. Stamina (unrelated to the stat STA/Stamina) used to be a fixed total amount, depending on level and possibly STA, and was depleted by jumping and swinging heavy weapons. 11.16 This item can be used in tradeskillsĮndurance was introduced as a stat with the Decempatch, and replaced the old stamina bar.
