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These are verified to be true on Project These are largely changes that were announced during patches. These changes were made with red99 in mind, although some may apply to general PvP combat on p99 as well.

A normal player corpse can be resurrected only within the first 3 hours after death. This timer only ticks if the player or any player on that same account is online.

A player corpse resulting from a duel can only be resurrected within the first 8 minutes or 7? The numerical values for changing between different con levels has always been debated e.

These values on p are likely the same as for stock EQEmu but this is unconfirmed. The following information is based off early experiments and direct data from live.

Similar to experience numbers, in the very early days of live the direct faction numbers were sent to the client. Many of these values are likely similar to stock EQEmu, but significant adjustments have certainly been made.

The faction system is the relation ship between YOU, the player character, and the AI controlled creatures of Norrath. This number is composed of:.

The sum of these modifiers is your consider number. What is output by the client is one of nine messages, depending on the consider number unconfirmed numbers on p It was changed at some point to handle larger values.

There MAY still be specific caps associated with certain factions, but I have not found any current evidence that this is true. I have a personal modifer of with WolvesoftheNorth.

Troll Shadowknights who worship Cazic Thule that have maximum positive faction with Frogloks of Guk are still glowered at dubiously by frogloks.

Only one instance of these spells can be alive at any time, and all three spells overwrite each other. Proc rates are computed on a procs per minute basis.

I believe this is the same number for the vast majority of weapons, but some weapons have a higher adjusted procs per minute rate, and some such with big procs are adjusted downwards.

The game translates the weapons targeted procs per minute and applies it to your weapon. If you are swinging times a minute with your main hand, and the targeted procs per minute is 5, then the game essentially makes this computation:.

Melee damage specifically, damage bonuses are undergoing a revamp with the launch of Kunark. Originally all classes were subject to the same limits:.

So at level 50 you get 8 extra bonus damage:. For off hand, you need the best possible ratio no damage bonus. As for str, you will notice more effects at later level.

It does increase my max damage when I go from unbuffed to about shaman buff. I have an extra 17 damage, I would think that it is all coming from str bonus at my level?

This algorithm may have been changed on P99, but here it is for reference:. So at low levels, [Max Damage] is always twice the listed weapon damage.

In the example above, a level 50 melee character using a 10 damage weapon, with weapon skill and strength, max damage would be calculated as:.

Note that increased damage from strength is applied to both main hand and off hand weapons, and is a multiplier. The level based [Main Hand Bonus] is a flat number that is only added to the main hand weapon and is not affected by strength.

Note that the above live table is likely incorrect for p The 2H damage bonus was made "classic" unknown details, ref. According to this website [1] [2] , all classes use the same exact formula for Dual wield.

However, the "MaxSkill", is reported to be ; not That would mean at double attack skill half of your hits would trigger a double attack.

For a monk, your chance to dual wield is based off this formula: For other classes the formula may be slightly different e.

At level 60, your offense skill will be , and backstab will be With a 13 damage weapon at max strength:. Almost exclusively the power of spells is compared based on the maximum damage they can deliver and the efficiency of mana put into those spells is compared by the ratio: Point of damage per point of mana.

These are valid measures for comparison. However, they tell a very limited story in terms of the true power and efficiency of the classes.

But first let me start with what seems to be a reasonable argument using the old statistics:. I find this type of research into the game fun.

I also like to know as much as I can about my class. If not, I cannot be held responsible for the increased awareness you may obtain by reading further!

Some basic knowledge of terminology is assumed below. The power of a class to convert mana into damage is different for each spell and generally increases with player level.

MDM is the multiplier a constant that solves the equation: Low level spells usually have a MDM of less than 1 since they cost more mana than they do in damage, whereas high level spells are always above 1.

This is not really different than the ratio expressed the old way. Its value will not become apparent until a later analysis is published.

The power of a class to deliver damage within a given period of time also changes as players grow in experience.

This measure is important as it scales the speed with which a caster can deliver damage. Most DD spells have a recovery time of 2. By adding the time to cast the spell and the greater of the time to recover or time to recast, a total time invested for a spell can be obtained.

This statistic will be used later to compare spells, for now I simply describe it here. In this example, the Wizard spell delivers The power of a casting class to deliver damage is further defined by the total mana available to that caster.

All things being equal, more mana means more damage. While DPT measures the speed with which damage is delivered, FMD seeks to quantify the total damage a caster could do with a full bar of mana.

For any given spell, this calculation is: The first part of this calculation requires that the quantity of mana when full be known.

This is unfortunately, one of the mysteries of EQ. I am using the approximate formula: While this formula is likely not the exact formula used in the game, it is a close approximate.

Further, since this analysis uses the same formula for all classes compared, it does not bias any class. Which German team would benefit from ngiNcs?

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That would mean at double attack skill half of your hits would trigger a double attack. For a monk, your chance to dual wield is based off this formula: For other classes the formula may be slightly different e.

At level 60, your offense skill will be , and backstab will be With a 13 damage weapon at max strength:. Almost exclusively the power of spells is compared based on the maximum damage they can deliver and the efficiency of mana put into those spells is compared by the ratio: Point of damage per point of mana.

These are valid measures for comparison. However, they tell a very limited story in terms of the true power and efficiency of the classes.

But first let me start with what seems to be a reasonable argument using the old statistics:. I find this type of research into the game fun.

I also like to know as much as I can about my class. If not, I cannot be held responsible for the increased awareness you may obtain by reading further!

Some basic knowledge of terminology is assumed below. The power of a class to convert mana into damage is different for each spell and generally increases with player level.

MDM is the multiplier a constant that solves the equation: Low level spells usually have a MDM of less than 1 since they cost more mana than they do in damage, whereas high level spells are always above 1.

This is not really different than the ratio expressed the old way. Its value will not become apparent until a later analysis is published. The power of a class to deliver damage within a given period of time also changes as players grow in experience.

This measure is important as it scales the speed with which a caster can deliver damage. Most DD spells have a recovery time of 2.

By adding the time to cast the spell and the greater of the time to recover or time to recast, a total time invested for a spell can be obtained.

This statistic will be used later to compare spells, for now I simply describe it here. In this example, the Wizard spell delivers The power of a casting class to deliver damage is further defined by the total mana available to that caster.

All things being equal, more mana means more damage. While DPT measures the speed with which damage is delivered, FMD seeks to quantify the total damage a caster could do with a full bar of mana.

For any given spell, this calculation is: The first part of this calculation requires that the quantity of mana when full be known.

This is unfortunately, one of the mysteries of EQ. I am using the approximate formula: While this formula is likely not the exact formula used in the game, it is a close approximate.

Further, since this analysis uses the same formula for all classes compared, it does not bias any class. The druid is a priest class and uses Wisdom instead of Intelligence for mana, but the formula is the same.

For the purposes of this analysis, a constant number of for Intelligence or Wisdom is used. Therefore, total mana available is: In this example, the Wizard does 1, more damage with full mana than the Magician at level 60 when both have equal mana available to cast.

In the above example, the total damage capacity with full mana was calculated. However, the ability of a casting class to deliver this damage is dependent on the time each spell cast requires.

The formula looks like this: Casting time, recovery time and recast time. Most spells have only a recovery time. For such spells, casting time and recovery time can be added together to calculate the total time invested in a single cast of that spell.

However, if a spell has a recast time greater than the recovery time, that time is added to casting time instead of the recovery time.

In this example, the wizard not only does more damage, the wizard does it 3. Those will all be discussed later. The current statistics used to describe and compare spells tell only a partial story.

Like most partial truths, these statistics lead us to make seemingly logical conclusions that are in fact incomplete at best, or at worst totally false.

The new statistics above make enable better comparisons within the magic system of EQ. If the level difference within a group is too great the lower level member will not get experience.

Also for spawn timers see Zone Spawn Timers. Exp modifiers are multiplied not added, so a troll sk would be 1. Assuming the below information is correct, you can find the EXP requirements per level and the EXP gain per mob at this spreadsheet: The formula for the amount of total cumulative experience at the end of a level is as follows.

Note this is not the same as the experience needed to complete each level:. For instance, for a class mod of and race mod of 10 base values , the following table applies:.

The formula for the amount of XP earned for soloing a dark blue or higher mob is as follows:. Think of each mob that gets spawned in EQ as a pie, a very tasty pie.

When a PC kills a mob, he gets to eat the pie. When players group together and kill a mob, they have to split the pie.

The answer is that we measure all the pie that each player has ever eaten his total xp. Then we cut the slices in proportions matching those relative values.

Chris has had lbs of pie, and Diane has also eaten lbs of pie. Our sample group has just killed a mob. The classes of these characters makes no difference at all.

The only thing that determined how big each slice of the pie would be was the net total xp that each of them had earned since character creation.

They most certainly exist. The penalties change the amount of pie that a PC has to eat to gain each level.

If the three characters above where to group together, they would all get equal slices of the pie. When the tasty pie is cut into slices for the group, the levels of the various PCs are not consulted not directly anyway , only the xp totals for the PCs.

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