Player Statistics
From The EQMac Wiki
The following are descriptions of what the various statistics do for the various classes.
Some of the formulas for Al'Kabor have been verified and worked out. Others still need a lot of work. If you are feeling up to it, take the initiative and do some testing to spade out some of this stuff.
Note: A soft cap is a point in which any more of the stat gives diminished returns. For example, if your stamina is below 50, a single additional point will give you a few HP. But if your stamina is at 200, a single additional point will not even give you a single HP. Since the formula for stamina benefits is assumed to be linear, there must be a soft cap present.
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[edit] AC and Mitigation
AC stands for armor class. In general, the more AC you have, the more your character mitigates physical damage. Unfortunately, the formulas regarding this are largely unknown.
In general, silk classes will have the lowest AC soft cap, followed by leather, then chain and lastly plate wearers having the highest AC soft cap. Furthermore, there is further class tweaking of the AC soft cap. That is, warriors will have the highest AC soft cap of the plate wearers and bards the lowest.
You can buy the AAs: Combat Stability and Innate Defense to further raise the soft cap.
Individual zones can also affect the AC soft cap.
When you reach the soft cap, additional increases in AC will be of little benefit.
What is known is that there are is definately one or more soft caps. This soft cap is different for each class, (although probably shared by the three intelligence casters).
The AC soft cap (no shield equipped) for wizards is around 950. --Gnostica from EQMac.com
[edit] Attack
The more attack you have, the more damage you will hit for and the more likely it is that you will hit the enemey. The formula governing this are unknown.
[edit] Strength
Strength is the statistic that governs the rate at which many offensive skills increase (e.g. Offense, Kick, etc.). The exact relationship is unknown. Note that weapon skills are governed by dexterity.
Your strength statistic will determine your weight allowance on a one to one ratio.
Additional strength will directly grant more attack, but not at a one to one ratio. The softcaps for this are unknown and believed to be different for each class.
| Class | Softcap |
|---|---|
| Warrior | ??? |
[edit] Stamina
Stamina governs the duration that you can hold your breath underwater. The exact relationship is unknown.
Stamina also affects how many hit points you have. The softcaps for this are unknown and believed to be different for each class.
| Class | Softcap |
|---|---|
| Warrior | ??? |
[edit] Agility and Avoidance
Agility does not affect your movement speed; see weight.
Agility is the statistic that governs the rate at which many defensive skills increase (e.g. Defense, Dodge, etc.). The exact relationship is unknown.
Additional agility will directly grant more AC, but not at a one to one ratio. There are multiple softcaps for this ratio. The first is at 75; this appears to be the same for all classes. This shift at 75 is major - you want your beginning agility to be a few points above 75. Going below 75 will reduce your AC far more than one AC point per agility point. Beyond that, it is thought that each class has one or more individually tuned soft caps.
| Class | Softcap |
|---|---|
| Shaman | 119~126 |
Agility also affects hit avoidance. Avoidance is mainly determined by your defense skill and your agility. Furthermore, the classes have been tweaked so that some classes will avoid attacks far more often than other classes will at the same agility value.
You can buy the alternate advancement abilities "Combat Agility" and "Innate Reflexes" to increase your Avoidance.
The effects of agility on avoidance doesn't seem to diminish as the statistic goes up. However, there really are no parses out there that measure just agility and how it affects avoidance. A rogue with an agility stat of 255 and no CA or IR avoids far more attacks than a wizard does with CA3 and IR5 and an agility of 305. --Gnostica, EQMac Forums
[edit] Dexterity
Dexterity is the statistic that governs the rate at which your weapon skills increase (e.g. 1H Blunt, Piercing, etc.). The exact relationship is unknown. Note that non-weapon offensive skills are governed by strength.
Dexterity affects the rate which weapons will trigger their effect (commonly known as "proccing"). The exact relationship is unknown.
[edit] Wisdom
Wisdom is the statistic that governs the rate at which your spell skills increase for wisdom-based casters. The exact relationship is unknown.
Wisdom also affects how big your mana pool is for wisdom-based casters. The softcaps for this are unknown and believed to be different for each class.
| Class | Softcap |
|---|---|
| Cleric | ??? |
[edit] Intelligence
Intelligence is the statistic that governs the rate at which your spell skills increase for intelligence-based casters. The exact relationship is unknown.
Intelligence also affects how big your mana pool is for intelligence-based casters. The softcaps for this are unknown and believed to be different for each class.
| Class | Softcap |
|---|---|
| Wizard | ??? |
[edit] Charisma
Charisma affects the prices at which NPC merchants buy and sell from you. 105 is the maximum charisma that will affect prices if the merchant is indifferent to you.
Charisma also affects the rate at which charmed creatures stay under your control. Every tick (6 seconds) that the mob is under your control they have a chance to break the charm. The exact relationship is unknown.
[edit] Resistances
The five resistances are poison, magic, disease, fire, and cold. The higher your resistance in an area, the higher the chance you will resist the respective spell.
[edit] Weight
As you surpasses your weight limit, both your agility and your movement speed will be negatively impacted. These effects are cumulative with greater and greater weight restraints. It is possible to be so weighed down that a character is unable to move at all. However, if a character has any type of movement speed buff, they will still be able to move very slowly regardless of how high the weight has become. The exact formula for these negative effects is unknown.
[edit] Worn Mana Regeneration
There is a cap of 15 on the amount of mana regeneration that items can confer to a player.
[edit] Worn Attack
There is a cap of 250 on the amount of attack that items can confer to a player.
