COMBAT
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| This guide has been gleamed from various boards and sources. I was worried that it might get removed or deleted from the web at some time so I have put it up here for mine and your use. I found it very interesting and I hope you do too. Also if you are the original author of any of this data please contact me so that I can give dues. Damage types Crushing, Piercing, Slashing, Poison, Disease, Heat, Cold, Divine,
Magic and Mental. Different types of damage are caused by different types of attacks: Mitigation This number acts as a mitigation, that is, it aborbs a portion of the damage from each attack that lands on you. The percentage can be seen by holding your mouse over the corresponding number in the Persona window. If you, for instance, are being hit by a club, and have 47% vs. crushing, you will abosrb ("mitigate") 47% of the clubs crushing damage, and get hit by the other 53%. Where can I view my Mitigations? The other seven Mitigations (Poison, Disease, Heat, Cold, Divine, Magic and Mental) are displayed separately in the bottom part of your Persona window. You can hover your mouse over these too to display percentages. Mitigation caps The conversion from a numerical value to a Mitigation percentage is done on a Diminishing Returns curve.[1] Resists It is believed, but not proven, that the chance to resist a non-physical attack is based on the same number as mitigation. Therefore, the seven non-physical mitigations are also called resists. It is certain, though, that the chance to resist an attack is modified by the level difference between you and your enemy. Avoidance If you succeed with any of these, the attack is Avoided entirely, and you suffer no damage. Your ability to Avoid melee attacks depends on:
However, your actual chance to avoid an attack also depends on the level and offensive skills of your enemy Contested and Uncontested Avoidance Most Avoidance is also Contested, meaning that the chance to Avoid is modified by your defensive skills and your opponent's offensive skills. (A "contest" is made between your respective skills.) This means that, for instance, the Tsunami Combat Art will have a higher chance of failing against a Named, Heroic or Epic mob. Contested Avoidance includes: Avoidance gained from Blocking (regardless of where the blocking
chance comes from) (unconfirmed) Why Uncontested Avoidance is better This is one of the reasons Brawlers have trouble tanking high-end raids; brawlers have much less Uncontested Avoidance than plate tanks, so in practice, plate tanks will be better at Avoiding Epics than Brawlers are! Max Health / Max Power Primary Attributes
Autoattacks The Auto-attack range is shorter than for most Combat Arts, so if you're casting Combat Arts you may not notice you are standing too far away to Auto-attack. If you're in Auto-attack mode, Auto-attacks occur automatically in between Spells and Combat Arts, even if you're queuing them so they are cast without interruption (chaining them). However, an Auto-attack always has to wait until the current Spell/Combat Art is finished. Some people make a special chat window for their Auto-attacks, or assign a different colour to Auto-attack messages. That way it's easier to see if you're missing out on Auto-attacks. The Delay listed on your weapon determines how long time must pass between each Auto-attack, but this time is modified by Haste (see below). Use the command /weaponstat to see your actual Delay. For most classes, Combat Arts do a lot more damage than Auto-attacks, but paying attention to them can still increase your DPS significantly. This is especially true for Monks and Bruisers, whose Haste and DPS modifiers allow them to do massive amounts of Auto-attack damage. Haste and DPS modifiers The Haste modifier increases your Auto-attack speed (roughly speaking, how fast you swing/throw/stab/shoot). Haste and DPS only affect Auto-attacks. They do not affect the casting time or damage of Combat Arts or Spells. Increasing casting times is achieved through Spell Haste. Both Haste and DPS are numbers between 0 and 200, and are visible in your Persona window. Both numbers translate into a percentage between 0% and 125% on a diminishing returns curve[1], which is visible when you hold your mouse over them. 0% DPS means you will make the Auto-attack damage that is listed on your weapon. 17% DPS means you will do 1.17 times that damage, and so on. 0% Haste means you will swing your weapon with the Delay listed on it in Auto-attack mode. 17% Haste means you will swing your weapon 1.17 times as often during a minute, and so on. Let's say you have a weapon with a 1.5 second delay. At normal Haste (0%), this means you will make an Auto-attack every 1.5 seconds. With 100% Haste, you will make twice as many Auto-attacks in the same time, which means your weapon delay is halved: 1.5s/2 = 0.75s. A Haste of 25% will give an Auto-attack delay of 1.5s/1.25 = 1.2s, and so on. Effects of Haste and DPS Increased Haste has the added benefit of making procs go off more often. 39% Haste will theoretically make your procs trigger 1.39 times as often, for instance. However, increased Haste may also cause your Combat Arts/Spells to interfere more with your Auto-attacks. Auto-attacks can only be made in between Combat Arts/Spells. As you increase your Haste, your Auto-attacks will be spaced closer and closer, and will spend more time waiting for a Spell or Combat Art to finish. This gives a penalty to your Auto-attack damage, which will, in general, become worse with increased Haste. Say, for example, that your Auto-attack Delay is 1.1 seconds after Haste is applied, and you're chaining Combat Arts. Most Combat Arts last 1s (0.5s casting time + 0.5s recovery time), so an Auto-attack can only take place between every second Combat Art, effectively increasing your Autoattack Delay to 2 seconds! For melee classes, especially Monks, this can have a significant effect on total damage output. (Note: Replace 1s with the actual times required for your Spells/Combat Arts, after Spell Haste is applied. Monks will have to take their own Spell Haste group buff into consideration since GU#37. Use the /weaponstat command to see your actual Delay.) There are two ways to deal with these problems: Time your Combat Arts so they always occur occur between two Auto-attacks.
With some training, it's even possible to see your Auto-attacks occur
on-screen, and time your Combat Arts to this. Having a dedicated chat
window for your combat info, and/or making Auto-attacks messages a
different colour, will also help. The only cap on weapon speed is having your max haste at 100%. So a 1.2 weapon doesn't hit any mythical minimum delay barriers as some might believe. Procs armour imbuements that have a chance to heal you when you are being
hit Procs should only trigger on the first attack of a Double Attack[9]. When using one weapon in each hand, only the one in your primary hand will trigger procs. However, your primary weapon will trigger procs embedded on both weapons. You don't have to worry that the proc on your weapon will be wasted if you place it in your offhand. Proc rates Haste for Auto-attacks Spamming Combat Arts without interruption could theoretically double your proc rate, since procs are triggered by both Combat Arts and Autoattacks. But that assumes that no Auto-attacks are lost because Combat Arts "get in the way" of them. Proc chances For instance, let's say you are Autoattacking using a weapon with a 3-second delay. That means you have the potential to attack 60/3 = 20 times per minute. A proc that triggers on the average 2 times per minute, will then have a chance of 2/20 = 0.10 = 10% to trigger on each Autoattack. If you apply 25% Haste, the chance to trigger on each Autoattack will still be 10%, but you will make 25% more Autoattacks in a minute, so your proc rate (number of procs per minute) will go up. A proc that triggers an average of 2 times per minute, will now trigger an average of 2.5 times per minute. Interpreting proc rates Proc rates are sometimes given in this form: "This effect has a 4.5% chance to trigger each time you attack". However, this description assumes you are using an attack with the "standard" delay of 3 seconds. If you have any other delay, the proc chance is modified to keep the average number of procs per minute constant. For auto-attacks, the delay is the one that is listed on your weapon. For Spells and Combat Arts, the delay is the casting time plus the recovery time. For instance, if the proc chance for a physical attack is given as 4.5%, a weapon with a 3 second Delay will have a 4.5% chance to trigger on each hit. A weapon with a 6 second Delay will have 9% chance to trigger on each hit, since you only swing it half as many times during a minute. A Combat Art with a 1 second Delay (0.5s casting + 0.5s recovery) will have roughly 1.5% chance to trigger on each hit, and so on. Proc rates may also be given in this form: "This effect will trigger an average of 1.5 times per minute". This description assumes that your Haste and Spell Haste is 0%. With Haste (for Autoattacks) and Spell Haste (for Spells/Combat Arts), your average number of procs per minute will increase proportionally. Double the attack speed, will give double the number of procs per minute. Sometimes, no specifics are given about the proc rate, like this: "Each time you attack, there is a chance [...]" In these cases, the proc rate is usually the "standard" 1.8 times per minute (which is equivalent to a 9% chance to proc on each swing of a 3 second delay weapon). Diminishing Returns This includes:
Area effects Criticals In the same way, healing effects have a chance to cause critical healing. Both critical damage and critical healing events are called criticals or crits. The process of doing critical damage/healing is called critting. All Autoattacks, Spells and Combat Arts that do healing or damage, seems to have a chance to crit. Leanan on the Venekor server has done experiments with criticals[6], and has arrived at the following formulas: Autoattacks and spells do (Max damage + 1) to (Max damage * 1.3)
when critting. This also goes for healing spells. Damage and healing effects caused by procs have a chance to crit each time the proc triggers. Hate Hate list Each mob maintains a hate list Hate gain 1 point of damage causes you to gain 1 point of hate with the mob.
Caps You can stack hate transfers/siphons but they will cap out at 50%.
The same applies to hate gain/reduction which also cap at 50%. Spells
cast by the same class obviously won't stack but otherwise they will. Experience You will actually get slightly less if the quest is red con to you.
When an event is above your true level then it uses your level instead
of the events level to calculate the xp amount. It's not a huge amount
if you are just slightly below the level and probably won't even be
noticed. On stuff like collections or explorations where people run
their low levels through the higher level events then it will be a
significant impact. Level differences ... for combat experience
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