1. The EverQuest forums have a new home at https://forums.everquest.com/.
    All posts and threads have been migrated over.

Mon Grind Spam

Discussion in 'Melee' started by HeatherPurrs, Jan 5, 2018.

  1. monk12 Journeyman

    Sorry, should have been more specific, the throwing skill doomwalkers precision. Does it affect melee skills somehow? Or is the counter in the buff window just representative of the window of time by which the damage your throwing skills can be increased.

    In Game Description: Enhances your throwing attacks by 330% for up to 18s (3 Ticks) or until you have made 240 successful melee attacks.
  2. Riou EQResource


    That is the spell Dev not using proper hit type for the counters, so it boosts throwing, but the counters are eaten up by your melee instead of only what they boost
  3. monk12 Journeyman

    thanks.

    I was also wondering about the technique of master wu, is there a mathematical formula or reason why the devs chose 100% second and third 65% a fourth, 16% 5th, 4% 6th, and 1% 7th.

    Wouldn't it make more sense to have higher percentages for both the 5th, 6th, and 7th hit? Effectively you will never see a 7th or a 6th.
  4. Riou EQResource


    Probably just a way to make you buy more ranks without really giving you much extra power
  5. Niskin Clockwork Arguer


    The original formula displayed was: Next = Current / 4

    So while the first one says 100%, it's really 260%, but you can't actually hit more than 100% of the time so that's how they display it for those purposes.

    260 / 4 = 65
    65 / 4 = 16 (rounded down)
    16 / 4 = 4
    4 / 4 = 1
  6. monk12 Journeyman

    Ya thats it, I'm not too good at math, has anyone ever suggested an increase to these percentages? Or are they kinda set in stone? Just seems silly to give a 4 percent and 1 percent chance to anything, or just getting rid of the 2 strike and just having 100 percent 3 strikes. I'm not sure how much of an increase each percentage point would have on total output. How do you guys do on raids just generally? Obviously some have mechanics that inhibit us or casters etc. I'm still new to the game and haven't been parcing myself too much yet as I'm just learning now.
  7. Niskin Clockwork Arguer


    The original AA description was more detailed about how it worked. These newer descriptions were written to be more detailed about the end result. So the 25% thing was actually noted in the original description. Increased ranks are really only adding to the first number, and some add a lot and some add a little. By the time you divide that by 4 a few times it gets pretty small. But if they add ranks that add a lot to the first number it can make a difference down the line.

    My math is actually missing something as you said double and triple attack were both at 100, so triple was 260, and double would have to be 1040, which is what the last rank of this AA gives. The second to last rank doesn't even have a chance for a 7th attack. It looks like near the end each rank adds 80 to the first number. So a theoretical next rank would have 1120, but would only add 1% to the fifth attack and nothing to the 6th and 7th. The 4th would gain 5%.

    I know some of the ranks only added 20, so it has varied over time and more needed to be added as the total got higher. I don't think it will change much if more new ranks come later.

    I don't raid so I can't speak to that. I do know that Wu's attacks are easy to see in the log, so when you go from getting a lot of 2's to a lot of 3's and 4's it will be noticeable. But parsing is the best way to know how it affected your output.