Dmg Modifier For Produce Flame

This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

This page is intended for a more technical discussion of the game mechanics. For instance, equations governing combat, how STA translates into HP, how the con color system scales with level. It is important that this information applies to p1999 mechanics, as opposed to Live mechanics, post-Velious mechanics, or EQEmu mechanics. Each topic can have a list of reference links which may or may not apply. There should be consensus that the information is valid for p1999 before it is copied into this page.

Oct 23, 2019  Do not apply the spell casting modifier when you attack two targets. This keeps it the same dmg as Chill Touch, Produce Flame, Ray of Frost on single targets. But is not going to give it effectively an automatic crit, with the chance to crit for extra on top of that. And it increases options, by making you choose. . Healing Flame: spending 1 holy power you may use your radiant Produce flame to heal any ally equal to the dmg you roll for produce flame + 1 Faith dice. 2 holy power at 5h level, 3 holy power at 11th level and 4 holy power at 17th level. Add one faith dice for each holy power used beyond the first.

  • 9Melee damage

Miscellaneous Details for p1999

These are verified to be true on Project 1999. These are largely changes that were announced during patches.

  • If a mob is moving (not including a result of fear or flee) when the damage from a dot is applied, it will take 66% of the damage that it would have normally taken.
  • All classes that can exceed 200 Bind Wound can bind to 70%.
  • Can only assassinate humanoid targets.
  • Monk AC weight penalty starts at 14 and scales up at certain levels. More details here
  • The /target command can target mobs, players, or corpses as long as they are 'within range.'
  • Bash damage absorbed by a rune can still stun you.
  • PvP Attacks do not require the attacker to be facing their target.
  • Rogue hide will function the same as invis + IVU stacked, while providing protection from nearly the entirety of mobs that would otherwise see through magical invisibility.
  • Non-rogue (racial hide) will only function the same as magical invisibility.
  • Mobs that see through invis/IVU will similarly see through racial hide, but not rogue hide except in extremely rare cases, including but not limited to Fire Giants in SolB and Chokidai in Chardok.
  • One 24 hour period of game time lasts 72 minutes in real time = 1 ingame hour is exactly 3 minutes in real time.
  • Night time starts and ends at certain hours and varies from zone to zone. The most common night time cycle is 9pm - 7am.

NPC Behavior:

  • Level 56+ NPCs are immune to stuns.
  • NPCs level 50 and above can be taunted. (Blue only)
  • Blinded mobs will attack anything in melee range before fleeing.
  • NPCs have the potential to gate starting at 20% of their health.
  • NPC's will regain 25% HP after gating.
  • NPC perma procs can't proc unless damage is done to the player.
  • Vox and Nagafen will banish players over level 52.
  • Mob AE's hitting a Feign Death player does break FD and will add player to aggro list. (March 2013 Patch)
  • Mobs do not immediately aggro players within 3 seconds of spawning, and they are immune to any non-targetted spells (PB AEs or targeted AEs they aren't the target of) in that time.
  • Any spells cast by NPCs on PCs will break FD, regardless of resist. Except dispells.
  • Being perceived as invisible (whether that be from invis/sneak/hide) when standing from FD does not remove you from NPC feign memory.
  • Added the distinction between direct and indirect hate: Mobs with indirect hate (obtained by another mob yelling for help) on a target cannot yell for help to transfer hate for their target to another NPC. The only way to prevent the transfer of direct hate to another nearby NPC is to be sneaking in the proper area of that NPC's visibility. Invis/IVU/Hide etc. no longer have any impact on whether direct aggro will be transferred.
  • Some mobs now have the ability to scan the surrounding area for new targets while already engaged.
  • Most high end raid targets will announce to nearby players which player was first to engage. This should help when multiple guilds attempt to engage simultaneously.
  • (all) npcs can innately proc on attacks. This isn't limited to kick and bash. Theoretically, they can proc innates on contact hits.
  • NPCs who cannot see you will not respond to /say.
  • Completing quests with an NPC who is charmed will no longer trigger faction changes associated with that quest/npc.
  • Aggro checks on mobs that are engaged will not ignore players who are sitting. Sitting will add you to their hate list.

Spells:

  • Detrimental AE spells have an upper limit of 25 targets, as per a special change in the September 5th, 2016 patch, to limit large AEs contrary to classic so as to prevent certain game exploitations on p99. Full details are in the patch thread: Patch Notes 9/5/2016
  • Druid charm CHA equivalence identical to necromancers (further details?).
  • Lifetaps will only resist when outside the level limit (which is? 6 levels?).
  • Regular runes absorb spell damage.
  • All buffs go into the main buff window, including bard songs, which count towards 15 buff limit.
  • Level 51+ buffs have a limited level range for the target they're being casted on. Spells up to level 52 can land on a level 40 character; 54 on 41; 56 on 42; 58 on 42; and all on 43. Group buffs will land on all characters in the group as long as the buff target is high enough level.
  • The Lull line of spells do not notify the caster when they have worn off.
  • Giants/Dragons may no longer be stunned or mesmerized.

Melee Combat:

  • Crippling blows have a chance to stun.
  • Rogues can get critical hits, deadly strikes, and assassinates on throwing attacks.
  • The player attack delay floor is 5 delay.
  • Archery has no damage bonuses.
  • Offhand double attack can only succeed if double attack skill >= 150.
  • Weapon damage cap for sub-30 players (added 2/20/12).
  • All Hand to Hand weapons are now 1H Blunt weapons (changed 2/20/12).

Pets:

I'm fairly new to DnD so I apologize for the noob question. I recently found a game store running the Adventures League for 5e. Last night was our first adventure, had a ton of fun but I was hoping someone could help me with a couple questions in regards to the Attack roll and Damage modifiers. Name Save Time Range Comp. Duration Description Cantrips Control Flames — 1 a 60 ft S Instant. Or 1 h Nonmagical flame up to 5 cu ft; instant: expand/exinguish, 1h: brighten/dim/change color/shapes appear Create Bonfire Dex 1 a 60 ft V,S Conc, 1 min 5-ft cube all creatures at casting,.

  • 'Classic pet experience distribution.' In a group, a pet does not take a portion of the experience. When soloing, if the pet does more than 50% of the damage on a mob, it takes half the experience for the kill.
  • NPCs/pets can equip items in all slots.
  • NPCs/pets can swap weapons if the new weapon has a lesser delay.
  • Pet damage increases if given a weapon with damage higher than their innate damage.
  • Warrior NPCs/pets bash more frequently than kick.
  • No out of combat regen bonus for pets. (this does not apply to sit regen bonus)
  • Higher level Magician, Necromancer, and Shadowknight pets will automatically dual wield. Otherwise, pets only DW if given two weapons. (Blue only)

(Strikethrough = Seems to no longer be true (dumb change, but no longer true)

These changes were made with red99 in mind, although some may apply to general PvP combat on p99 as well.

Flame
  • Archery will not work over water
  • PvP Spell Damage was reduced from 80% to 66%.
  • 10% chance for direct damage spells to land for full until the chance to resist the spell is <=10%
  • 5% chance to land any spell
  • No heart beat ticks with Root in PvP.
  • No Partials from Root and Snare (such as snared for 2 seconds, then break)
  • Resist rates on Root and Snares are increased in PvP.
  • There is a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt.
  • Players can water dance / hop to avoid getting hit by detrimental spells in PvP.
  • OOR dispelling is disabled.
  • Lifetap over time spells properly display on the target's buff bar.
  • Mitigation disciplines reduce both incoming PvE and PvP damage.
  • Mesmerization spells bypass the level checks when used in PvP. Note: Players will not be mesmerized by their own AoEs if they are above the level cap (temporary note, due to technical aspects).
  • Damage shields do full damage in PvP.
  • Level 50+ rangers will get the same bonus against non-moving, non-rooted players as they do against NPCs.
  • A maximum stun duration exists. The values on this are still being tuned.
  • Pet cast spells have the same resist modifications as player cast spells.
  • Pets, when charmed, will be instantly poofed.
  • Rogue blinds last a quarter of their PvE duration, but will have their partials skewed higher.
  • The maximum resist chance has been set to 98%, up from 95%.
  • Linkdead players who are engaged in PvP combat will not poof after 30 seconds.
  • A number of spells are unresistible, such as Rapture, the Winged Death line, the Lifetap line, and Splurt, although Winged Death line of spells, as well as Breath of Ro fire-based DoTs, are currently bugged and SHOULD have a -10 and -100 resist check, respectively.
  • Root spells have linear resist functions, and are broken into 3 tiers with 98% resist caps at 60mr, 90mr, and 125mr.

Exclusive to Red99:

  • EXP Bonus scaling added 2/20/12. The Bonus will scale from 100% at Level 1 to 0% at Level 50. (100 - (Level * 2)).
  • Merchants separate items with different charges in their list.
  • Changed PvP Spell damage from 80 -> 67%. This is reverting a previous change. (spells only)
  • Added a 5% per attack reduction in channeling chance.
  • Capped tradeskills at 200.
  • Spells with a dispel component are resistible on PvP servers (Highsun, Lava Breath, Frost Breath, etc). Pure dispels (Cancel Magic, Taper Enchantment, Alenia's) continue to be unresistible.
  • Using an instaclick item will remove any remaining GCD.
  • Environmental death on PvP server will now result in no mana after death.
  • Set spell debuff bonus to 50%.
  • Reduced resist caps of CC spell lines.
  • Made poison and disease spells easier to resist.
  • Lowered pvp resist base for Malise, Malisement, Malosi, Malosini, Malosinia. This should make them easier to resist.

A simulated server restart, simulated respawn, or EarthQuake causes all mobs, including raid targets, to respawn. It is manually triggered by a staff member such as Rogean or Nilbog.[1]

'Earthquakes' are designed to simulate the classic experience of EverQuest servers being taken down temporarily for maintenance, which resulted in fresh mobs when the server came online.

As of 11/18/18:
0-3 Simulated Respawns will occur each month; 1-3 being the normal amount,
and 0 existing as a possibility if Rogean or Nilbog cannot do them at all.
See Corpse

Once you surpass your character's weight limit, you will become encumbered.

  • This will cause a loss of movement speed and agility, which, in turn, causes a loss of AC.
  • Your weight limit is determined by the amount of strength your character has.
  • Monks are subject to much lower weight limits than all other classes.
    • They will face an AC penalty for exceeding a weight of 14.9 before level 15, 15.9 for levels 15-29, 16.9 for levels 30-44, 17.9 for levels 45-50, 18.9 for levels 51-54, 20.9 for levels 55-59, and 24.9 at level 60.
Main article: Faction
  • http://www.therunes.net/faction.htm (live ~2002)
  • http://web.archive.org/web/20020618052012/http://forums.castersrealm.com/cgi-bin/eq/ultimatebb.cgi?ubb=get_topic&f=9&t=004566 (live, May 2001)

Note: The numerical values for changing between different con levels has always been debated (e.g. scowling is -1000 or below). These values on p1999 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.

Note: The amount of numerical faction raised/lowered for killing any specific mob or completing any specific quest is unknown on p1999. Many of these values are likely similar to stock EQEmu, but significant adjustments have certainly been made.

1. Faction in Everquest

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

The word faction has two common meanings:

  1. Faction: noun. An associated group of NPCs, Identified by thier faction number and a faction description. An example of this would 'Faction 232', or 'ClawsofVeeshan'.
  2. Faction: noun. The relative relationship between you and any given creature as given by the /con command in game. An example of this would be 'Lord Nagafen scowls at you, ready to attack'.

For the sake of clarity, I will use CONSIDER whenever I mean faction(2) and FACTION whenever I mean faction(1) in this document.

Important things to realize about faction:

  • Each AI controlled creature belongs to one and only one faction.
  • The consider changes that occur when you kill a creature or do a quest have NOTHING to do with the faction of the creature killed or the quest giver. While often they are often similar, that similarity is simply a statement of consistency in Verant's world.

2. How Consider Works

When you /con a creature, the Everquest server generates a number that is your relative ranking of like and dislike from that creature's faction. This number is composed of:

  • A modifier for your god
  • A modifier for your race
  • A modifier for your class
  • A modifier for your own faction changing efforts
  • A modifier that is spell based
  • A modifier that is NPC specific
  • A zone modifier

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 p99):

  • Below -801, scowls at you, ready to attack
  • -800 to -701, glares at you threateningly
  • -700 to -501, glowers at you dubiously
  • -500 to -101, is apprehensive
  • -100 to 99, is indifferent
  • 100 to 499, is amiable
  • 500 to 699, kindly considers you
  • 700 to 1099, looks upon you warmly
  • 1100 and up, regards you as an ally

All player characters on blue servers have a base consider of 0.

Consider USED to be capped at +2000 and -2000. 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.

How do the modifers work?

  • The GOD modifer is fixed for each faction. Worshipers of each god have fixed plus or minus consider for each faction.
  • The RACE modifier is fixed for each faction. Each race has a fixed plus or minus consider for each faction.
  • The CLASS is fixed for each faction. Each CLASS has a fixed plus or minus for each faction.
  • The PERSONAL modifier is set at your character creation for each faction, and is changed as a result of your in-game actions. For example, if I do the Kerran Key quest in qeynos I get about +30 to my personal Steel Warrior consider.
  • The SPELL based modifier raises the consider number a set amount per spell. For example, Collaboration adds 300. Note: Some equipped items have worn spell effects that modify faction.
  • The NPC modifer overrides other considerations. For example, Gypsies have a set faction based on RACE and CLASS, and GOD that cannot be changed by spells.
  • The ZONE modifier is a set amount that is added to certain personal consider values upon entering a zone. In almost all cases, the ZM is zero. This information on ZM is based on two bits of sketchy information. First, a vague statement from Verant that a consider ZM causes the 'You swipe at a %t. A %t dies' messages that appear when you zone. Second, one example, that of the Kromrif, who are on the same faction, yet con exactly 100 different for me in two different zones.

Here are a few examples:

I have a personal modifer of 2697 with WolvesoftheNorth. Since I am a dark elf, I lose 200, since I worship Innoruuk I lose 300, but since I am an enchanter I gain 100. My total faction is 2697-200-300+100, or 2297, making me an ally.

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

3. The effect of Spells on Consider

  • (a) Invisible, camoflauge, sneak, hide, and invisible to undead set your consider to 0 for NPCs who don't see through them.
  • (b) The faction-changing enchanter spells have these effects:
    • Alliance: +100 consider
    • Benevolence: +200 consider
    • Collaboration: +300 consider

Only one instance of these spells can be alive at any time, and all three spells overwrite each other.

  • (c) Illusions affect your faction as if you actually changed to the race of the illusion. Not all NPCs have the same faction towards a given race, so take care. Here is an example of two barbarian NPCS with different faction in the same zone:
Me Maula FishCatcher Maula's fisherman buddy
Human 1487 1307
Werewolf 1387 807
Dark Elf 787 707
Troll 1287 1207
Ogre 987 1207

(4) Where do consider changes come from?

  • (a) Killing creatures. Usually killing a creature produces one or more +considers and one or more -considers. The amount gotten from killing varies, and I have seen values from +1 to +250 and -1 to -200. Typical kill values are +/- 1 to 5.
  • (b) Doing quests. Each quest step usually changes consider values for several factions. Typical numbers are +/-1 and +/-5. A few quests produce consider changes in the +/- hundreds.
  • (c) Specials. Some special game items and actions (like hailing Tazgar the Efreeti in The Temple of Solusek Ro) can change consider. I don't have any large list of these, and would be happy to learn about them.

(5) Various topics

  • (a) Monsters who do not see you because you are behind them, etc, simply don't see you. Your consider remains the same.
  • (b) Charisma has no effect on consider.
  • (c) Factions cross continents, zone, etc. RingofScale in Permafrost is the same as RingOfScale in Kunark.
  • (d) Factions are not interrelated. Losing consider with ServantsofMistmoore does not change my MayongMistmoore consider.
See Consider
Level 60 STA to HP Conversions
CLASS Hitpoint returns
WAR 1 STA = 6 HP
SHD / PAL 1 STA = 5.2 HP
RNG 1 STA = 4.2 HP
BRD / MNK / ROG 1 STA = 4 HP
CLR / DRU / SHM 1 STA = 3 HP
ENC / MAG / NEC / WIZ 1 STA = 2.4 HP
NOTE: Conversions scale up with level, this chart only shows level 60.
Level 50 STA to HP Conversions
CLASS Hitpoint returns
WAR 1 STA = 4.5 HP
SHD / PAL 1 STA = 3.8 HP
RNG 1 STA = 3.3 HP
BRD / MNK / ROG 1 STA = 3.0 HP
CLR / DRU / SHM 1 STA = 2.5 HP
ENC / MAG / NEC / WIZ 1 STA = 2.0 HP
NOTE: Conversions scale up with level, this chart only shows level 50.

Weapon Proc Rates

  • http://everquest.allakhazam.com/wiki/eq:Proc (~Live, sounds right)

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 100 times a minute with your main hand, and the targeted procs per minute is 5, then the game essentially makes this computation:

  • 5 procs divided by 100 swings = chance to proc per swing
  • 5 / 100 = 0.05 or 1 in twenty chance.

Now if your haste wears off, and you're only swinging 50 times per minute, the game actually will up your chance to proc per swing

  • 5 / 50 = 0.10 or 1 in 10 chance to proc per swing

This is confusing to some people but it's definitely true.

The rough formula is (DEX/170) + 0.5 = proc per minute rate for main hand, and offhand is half that rate.

Melee Combat and Damage

See also: Statistics#Damage Per Second (DPS)

Note: Melee damage (specifically, damage bonuses) are undergoing a revamp with the launch of Kunark.

  • http://forums.station.sony.com/eq/posts/list.m?topic_id=161556 (Live)
  • http://web.archive.org/web/20010613230142/www.mysticalorder.com/avgslash.shtml (Live ~2001)
  • http://www.project1999.com/forums/showthread.php?t=79696 (Rogean posted 2H Dmg Bonus Code)

Weapon Damage / Efficiency

Weapon damage can be figured by using this formula:

Average_Slash = (2 * Weapon_Base) + Bonus_Modifier + STR Modifier

Damage Cap

Weapon autoattack will (ignoring other factors like str) hit for up to (dmg * 2) where dmg is the weapon's stated damage, but this value is subject to a level based cap. Originally all classes were subject to the same limits:

(This has been incorrect for years, the cap is NOT a total damage cap. It is the base weapon damage that is caped, with low strength you will hit double base weapon damage, with more you hit over. If you have a 20 damage 30 delay weapon at level 1. It will be changed to 10 damage 30 delay by the game when calculating damage. This is why a level 1 Ogre can break the incorrectly understood cap.)

  • levels 1-9 - damage cap is base weapon damage of 10
  • levels 10-19 - damage cap is base weapon damage of 14
  • Levels 20-29 - damage cap is base weapon damage of 30
  • 30+ - lifted, can do 2x weapon damage or more based on class

The patch on Monday, February 13th, 2017 introduced per-class limits:

caster

  • levels 1-9 - damage cap is 12
  • levels 10-19 - damage cap is 20
  • Levels 20-29 - damage cap is 24
  • Levels 30-39 - damage cap is 36
  • Level 40+ - damage cap is 40

priest

  • levels 1-9 - damage cap is 18
  • levels 10-19 - damage cap is 24
  • Levels 20-29 - damage cap is 40
  • Levels 30-39 - damage cap is 52
  • Level 40+ - damage cap is 80

melee & tank

  • levels 1-9 - damage cap is 20
  • levels 10-19 - damage cap is 28
  • Levels 20-29 - damage cap is 60
  • Levels 30-39 - damage cap is 120
  • Level 40+ - damage cap is 200

source: https://www.project1999.com/forums/showthread.php?t=275279

The dmg*2 formula for autoattack is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage:

  • main hand = (dmg*2)+8
  • off hand = dmg*2

That's why a fast weapon can perform as good as a slower weapon with better ratio. For example, a dragon spined claw (10/21) only outdamages a revultant whip (5/14) by about 10% or maybe a bit more (that's my personal parse). For off hand, you need the best possible ratio (no damage bonus).

Role of STR

As for str, you will notice more effects at later level. It does increase my max damage when I go from 180 (unbuffed) to about 250 (shaman buff). In the end, my main hand 10/21 has a max damage of about 45, so from the formula:

  • (2*10)+8 = 28

I have an extra 17 damage, I would think that it is all coming from str bonus at my level? Not sure.

The other effect of str is that it raises your ATK (about 1 ATK for 1 str) and the more ATK you have, the more likely you will get high hits.

Role of STR on other emulated servers

The source code for EQ Emulator calculates max damage based on Weapon Damage, STR, Weapon Skill, Class, and Player Level. This algorithm may have been changed on P99, but here it is for reference:

  • [Max Damage] = ([Mod] x [Weapon Damage]) + [Main Hand Bonus] (rounded down)
  • [Weapon Damage] is the damage listed on the weapon.
  • [Main hand bonus] is always 0 for non-melee characters, and weapons wielded in the off-hand.
  • [Main hand bonus] for one handed weapons is: ([Player Level] - 25) / 3 (rounded down)
  • [Mod] is calculated as: ([Weapon Skill] + [STR] -75) / 100
  • If [Mod] is less than 2, then 2 is used instead.
  • If [Player Level] is less than 10, then [Max Damage] is capped at 20.
  • If [Player Level] is less than 20, then [Max Damage] is capped at 40.

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 200 weapon skill and 250 strength, max damage would be calculated as:

  • [Mod] = (200 + 250 - 75) / 100 = 3.75
  • [Main Hand Bonus] = (50 - 25) / 3 = 8
  • [Max Damage] = (3.75 x 10) + 8 = 45

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: This formula is not the one used in P99 because, using it, I found my theoretical max damage with a Blam Stick and 255 STR to be 134 but have screenshot evidence of myself doing more than this.

Two-Handed Weapons

  • [Main hand bonus] for two handed weapons is a higher value than for 1H that is also based on the weapon delay. See http://lucy.allakhazam.com/dmgbonus.html

Note that the above (live) table is likely incorrect for p1999. The 2H damage bonus was made 'classic' (unknown details, ref).

Dual Wield / Double Attack Chance

According tothis website[2][3], all classes use the same exact formula for Dual wield. However, the 'MaxSkill', is reported to be 600; not 400.

(% Chance to Double Attack Per Hit) = (Double Attack Skill Level) / ('MaxSkill'*1.05)

The value of 'MaxSkill' may be ~400 (unconfirmed). That would mean at 200 double attack skill half of your hits would trigger a double attack.

For triple attacks, the same check is done using half your double attack skill level.

For a monk, your chance to dual wield is based off this formula: (your level + your dual wield skill) / 400. So at level 60 with 252 dual wield, you'd have a 78% chance to dual wield. For other classes the formula may be slightly different (e.g. / 500 instead of / 400).

Backstab Damage Calculations

At level 51, your offense skill is 215, and your backstab skill is 203.

Backstab uses a weapon damage multiplier of: 2 + (Skill * 0.02).

((Offense + (Str up to 200) + (str over 200 / 5)) * WepDmg * Mult) / 100

((215 + 200 + (55 / 5)) * 13 * (2 + (203 * 0.02))) / 100 = 335.6028

If you had, for example, 200 strength:

((215 + 200) * 13 * (2 + (203 * 0.02))) / 100 = 326.93700

Under 200 starts to hurt even more since over 200 has diminishing returns. 150:

((215 + 150) * 13 * (2 + (203 * 0.02))) / 100 = 287.54700

At level 60, your offense skill will be 252, and backstab will be 225. With a 13 damage weapon at max strength:

((252 + 200 + (55 / 5)) * 13 * (2 + (225 * 0.02))) / 100 = 391.23500

With Ragebringer or any other 15 damage weapon:

((252 + 200 + (55 / 5)) * 15 * (2 + (225 * 0.02))) / 100 = 451.42500

See also: Statistics#Secondary Stats

My Purpose (by Nenelar Valandur, High Elf Elementalist, E’ci, Nov 2000 (ref)): I’ve read many comparisons of spells on many website and many online forums. 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. My purpose is to offer a more complete view of casting power using different statistics than what I’ve seen proposed previously. But first let me start with what seems to be a reasonable argument using the old statistics:

What We Think We Know

Facts:

  • The level 60 wizard spell “Sunstrike” costs 450 and does 1615 maximum damage. That’s a ratio of 450:1615 or 1:3.59.
  • The level 60 magician spell “Seeking Flame of Seukor” costs 350 mana and does 1024 maximum damage. That’s a ratio of 350:1024 or 1:3.2.

Conclusion:

At level 60, the wizard is roughly 10% more mana efficient than the magician and does roughly 60% more damage.

Note: Many of you don’t care about the numbers. It’s OK to prefer to play the game without knowing the numbers behind it. You don’t have to read further than this. Go play…have fun! I find this type of research into the game fun. That’s why I do it. I also like to know as much as I can about my class. If you’re like me, read on. If not, I cannot be held responsible for the increased awareness you may obtain by reading further! This isn’t a rant about anything!

Quick Reference Glossary:

Some basic knowledge of terminology is assumed below. You’ll need to understand the following concepts:

  • Tick - the basic unit of time in EQ equal to 6 seconds of real time.
  • Casting time - the time it takes to channel mana into the spell. This is represented by the purple channeling bar that appears when you click a spell.
  • Recovery time - the time it takes you as a caster to “recover” from the task of channeling. This is represented by the grayed out spell gems after casting.
  • Recast time - certain spells have an additional time to “reset.” Only that spell gem will remain grayed out, after all others have become available.
  • DD - Direct Damage. A spell that does all its damage in a single blast is called a DD spell.
  • DOT - Damage Over Time. A spell that does a certain amount of damage every tick throughout its duration is called a DOT spell.

The Descriptive Statistics

Mana to Damage Multiplier (MDM)

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: ManaCost * MDM = MaximumSpellDamage for a given spell. Or, restated: MDM = MaximumSpellDamage / ManaCost. 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.

Example:

  • Seeking Flame of Seukor (Magician, 59) has a mana cost of 320 and does 1024 max damage. MDM is therefore 1024 damage / 320 mana = 3.2
  • Sunstrike (Wizard, 60) has a mana cost of 450 and does 1615 max damage. MDM is therefore 1615 damage / 450 mana = 3.59

In this example, the Wizard spell is indeed roughly 10% more mana efficient than the Magician spell.

Damage Per Tick (DPT)

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 2.5 seconds (time before any spell may be cast) and some spells have a recast waiting period. 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 number should be used for comparison’s sake only since DD spells do not actually deliver damage per tick. This statistic will be used later to compare spells, for now I simply describe it here. Its value will not become apparent until a later analysis is published.

Example:

  • Seeking Flame of Seukor (Magician, 59) has a casting time of 7 seconds and a recover of 2.5 seconds. Total time invested in casting this spell is therefore 9.5 seconds. The spell does 1024 max damage in a single instant of time during that 9.5 seconds. (7 seconds of channeling, bang! 1024 damage, 2.5 seconds of recovery) 9.5 seconds is 1.58 ticks. 1024 damage / 1.58 ticks = 647 damage per tick.
  • Sunstrike (Wizard, 60) has a casting time of 7 seconds and a recover of 2.5 seconds. Total time invested in casting this spell is therefore also 9.5 seconds. 1615 damage / 1.58 ticks = 1020 damage per tick

In this example, the Wizard spell delivers 57.6% more damage per tick than the Magician (while both have mana to cast).

Full Mana Damage (FMD)

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: FMD = (TotalManaAvailable / SpellManaCost) * SpellMaxDamage.

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: ((Intelligence / 5) + 2) * LevelofCaster to estimate the mana available to a caster. 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. (Note: 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 200 for Intelligence or Wisdom is used. Therefore, total mana available is: (200/5) + 2 * Level = 42 * Level.

Example:

  • A level 1 caster would have 42 mana. A level 60 caster would have 60 * 42 = 2520 mana.
  • If the level 60 wizard were to cast Sunstrike (mana cost 450, 1615 damage), the calculation would be: FMD = (2520 / 450) * 1615 = 9044.
  • If a level 60 magician were to cast Seeking Flame of Seukor (mana cost 320, 1024 damage), the calculation would be: FMD = (2520 / 320) * 1024 = 7930.

In this example, the Wizard does 1,114 more damage with full mana than the Magician at level 60 (when both have equal mana available to cast).

Full Mana Ticks (FMT)

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 sum of all the casting time required to “chain cast” a full bar of mana can be expressed in ticks to compare the time efficiency of casting classes. The formula looks like this: FMT = (TotalManaAvailable / SpellManaCost) * SpellTimeInvestment. Recall from the DPT example, that there are three components to consider in SpellTimeInvestment: 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.

Example:

  • The spell Suntrike requires 7 seconds to channel and 2.5 seconds of recovery. The time to burn a full bar of mana on this spell at level 60 is therefore: (2520 / 450) * 9.5 = 53 seconds = 8.83 ticks.
  • The spell Seeking Flame of Seukor also requires 7 seconds to channel and 2.5 seconds of recovery. The time to burn a full bar of mana on this spell at level 60 is therefore: (2520 / 350) * 9.5 = 74 = 12.33 ticks.

In this example, the wizard not only does more damage, the wizard does it 3.5 ticks (21 seconds faster)!

What We Thought We Knew:

  • At level 60, the wizard is roughly 10% more mana efficient and does roughly 60% more damage than a level 60 magician.

What We Now Know:

  • At level 60, a wizard is roughly 10% more mana efficient, 39% more time efficient, delivers about 14% more damage per bar of mana, and delivers 57% more damage in the same amount of time as a level 60 magician.

Note: We haven’t accounted for the magician’s pet, the wizard’s pet, or the wizard’s inherently lower resists. Those will all be discussed later.

Conclusion

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.

See Experience

See Vendor

Retrieved from 'http://wiki.project1999.com/index.php?title=Game_Mechanics&oldid=264748'

From D&D Wiki

Jump to: navigation, search


  • 1Fire Mage
    • 1.1Making a Fire Mage

Fire Mage[edit]

Fire is life, but can destroy it too.

A Fire Mage is someone who burns their own soul out to burn the bodies of others. Tactically, they shine against groups of enemies, because fires spread across the battlefield like a plague.

Making a Fire Mage[edit]

Alignment: Fire is a destructive force, and a lot of Fire Mages are Chaotic. But they don't have to be.

Races: Fire Mages appear in all races.

Starting Gold: 6d6×10 gp (210 gp).

Starting Age: As Rogue.

Table: The Fire Mage

Hit Die: d8

LevelBase
Attack Bonus
Saving ThrowsSpecial
FortRefWill
1st+0+2+0+2Familiar,Fire Resistance, Fire Burst, Fire Bolts, Impress Flames, Fire Magic
2nd+1+2+0+3Ignite
3rd+2+3+1+3Piercing Flames, Hand of Fire
4th+3+4+1+4Fire Immunity, Smokeless Flame
5th+3+4+1+4Fireballs
6th+4+5+2+5Mindfire
7th+5+5+2+5Visions of Flame
8th+6/+1+6+2+6Soul of Cinders, Soul Fire
9th+6/+1+6+3+6Sculpt Flames
10th+7/+2+7+3+7Conflagration
11th+8/+3+7+3+7Beacon, Firewalk
12th+9/+4+8+4+8Bonds of Fire
13th+9/+4+8+4+8Fire Clouds
14th+10/+5+9+4+9Searing Light, Ray of Light
15th+11/+6/+1+9+5+9Sending, Rain of Fire
16th+12/+7/+2+10+5+10
17th+12/+7/+2+10+5+10
18th+13/+8/+3+11+6+11
19th+14/+9/+4+11+6+11Incinerate
20th+15/+10/+5+12+6+12One with the Flame

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (-), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Knowledge Arcana (int) and Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Fire Mage.

Weapon and Armor Proficiency: Fire Mages are proficient with all simple weapons, as well as the whip, all martial axes, and all sizes and varieties of scimitar (including falchions). Fire Mages are proficient with light armor but not with shields of any kind, except bucklers.

Familiar([[SED:Special AbilitiesOverview#ClassAbility|CA]]):A Fire Mage gets a familiar at 1st level chosen from the same lists of the Familiar lists in the PUB, pg. 52.

Fire Resistance (Ex): A Fire Mage has a Resistance to Fire equal to twice his level.

Fire Burst (Sp): As a standard action, a Fire Mage can emit a burst of flame from his body, striking all creatures and objects within 10' of his position except himself. This burst of flames inflicts 1d6 of fire damage, with an allowed Reflex Save for half (DC 10 + ½ Level + Charisma Modifier).

Fire Bolts (Sp): A fire mage can throw bolts of fire as an attack action. A fire bolt travels out to short range, and inflicts 1d6 of fire damage per level. A fire bolt strikes its target with a ranged touch attack.

Impress Flames (Ex): Every time a Fire Mage inflicts Fire damage on any target, whether with his class abilities or another source of fire, he inflicts an amount of extra Fire Damage equal to his class level or his Charisma modifier, whichever is higher.

Fire Magic (Ex): A Fire Mage is considered to have every spell with the Fire Descriptor on his spell list for the purpose of activating magic items.

Ignite (Sp): As a standard action, a 2nd level Fire Mage can cause any creature or object to burst into flame. A creature on fire suffers 1d6 of Fire damage per round (the Mage's Impress Flames ability applies to each round of course), and the creature can attempt to put itself out with a DC 15 Reflex save (see the DMG, p. 303). This ability can be used out to Medium range, and it always hits.

Piercing Flames (Ex): From 3rd level on, a Fire Mage ignores the first 5 points of Fire Resistance that a target has. This ability improves to 10 at level 10 and 15 at level 20.

Hand of Fire (Su): A 3rd level Fire Mage can set fire to their own body, causing them to count as armed at all times, even with unarmed attacks. The Fire Mage also causes an extra 1d6 of Fire damage with all melee attacks.

Fire Immunity (Ex): A 4th level Fire Mage is immune to Fire.

Smokeless Flame (Sp): A 4th level Fire Mage can create fires that produce no heat and do not burn. These fires can be anything from the size of a torch to a bonfire, and produce light accordingly. Each lasts until the next time the sun rises. Smokeless Flame can be created anywhere within Medium range.

Fireballs (Sp): A 5th level Fire Mage can hurl explosive fire anywhere within Long Range as a Full Round Action. This Fire explodes into a 20' radius burst and inflicts 1d6 of Fire Damage per level. All creatures within the area are entitled to a Reflex save to halve damage (DC 10 + ½ Level + Charisma Modifier).

Mindfire (Sp): A 6th level Fire Mage can start a Fire in a creature's mind, duplicating the effects of rage or confusion for a number of minutes equal to his Level. The victim must be within Medium Range, and is entitled to a Will Save to negate this effect (DC 10 + ½ Level + Charisma Modifier). This is a Mind influencing Compulsion effect.

Visions of Flame (Sp): A 7th level Fire Mage can contact other plane to communicate with the denizens of the Elemental Plane of Fire. A Fire Mage is in no danger of becoming insane or damaged by this experience.

Soul of Cinders (Sp): An 8th level Fire Mage has burnt his soul to an 'Ever-Burning' ash, and is no longer susceptible to Energy Drain or Fear.

Soul Fire (Sp):At the 8th level Fire Mages may choose to burn their own lifeforce to generate flames which ignore both fire resistance and fire immunity this can be done for any spell dealing Fire Damage. The cost for the spell is 1/2 of the spells level in hit points rounded up. Entities lit on fire with Soul Fire cannot be extinguished by water or any liquids. Soul Fire does extra 5 damage to incorporeal beings and undead (if a being is both then they stack). Using Soul Fire at low hit points will incapacitate or kill the mage.

Sculpt Flames (Sp): A 9th level Fire Mage can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level.

Dmg Modifier For Produce Flame 2

Conflagration (Sp): At 10th level, a Fire Mage can surround himself with a nimbus of flames that extends for 10' in all directions from his person. All other targets in this area suffer a d10 of Fire Damage per level, but are entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier). In addition, a Fire Mage can cast fire shield at will (Hot Shield only).

Flame

Beacon (Sp): An 11th level Fire Mage can create a magically permanent bonfire as a standard action. He always knows exactly where each Beacon he has created is (Even if he is on another plane) and will know if it is put out by any means.

Firewalk (Sp): At 11th level a Fire Mage can walk into any of his previously created Beacons, and appear at another Beacon of his choosing. The Fire Mage may only transport himself and any carried objects.

Bonds of Fire (Sp): A 12th level Fire Mage can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.

Fire Clouds (Sp): As a Full Round Action, a 13th level Fire Mage can create huge billowing clouds of Fire. The Fire Clouds must be created within Long range, and persist for 3 rounds whether they are still in range or not. The cloud is shapeable, and covers at most 3 10' cubes per Level. Each round, everyone and everything inside the cloud suffers 1d6 of Fire damage per level, but is entitled to a Reflex save for half damage (DC 10 + ½ Level + Charisma Modifier).

Searing Light (Sp): A 14th level Fire Mage can call levels of illumination that are painful and destructive as the unmitigated baleful glare of the sun itself. All darkness within 5 miles is dispelled, and everything is illuminated. All undead suffer 10 points of damage per round. All creatures specifically vulnerable to light suffer 10 damage per round (thus, vampires suffer 20 damage per round). All creatures are Dazzled. Creatures must pass a Fortitude save (DC 10 + ½ Level + Charisma Modifier) every minute or become blind for the remainder of the effect. Creatures that are blinded when the effect ends are entitled to another Fortitude save to get their vision back, but if they fail this save the blinding is permanent. This effect lasts until the Fire Mage dismisses it or he is incapacitated.

Ray of Light (Sp): As an attack action, a 14th level Fire Mage can fire a ray of Light at any target within Short Range. It inflicts 1d6 of Light Damage per level if it hits with a Ranged Touch Attack. Undead take 10 extra damage. Creatures specifically vulnerable to Light suffer an additional 10 damage.

Sending (Sp): A 15th level Fire Mage can send a message, as the sending spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.

Rain of Fire (Sp): At 15th level, the Fire Mage can open the skies and dump raw inferno upon all who would oppose him. The fires inflict 1d6 of Fire Damage per level, and victims are permitted a Reflex save (DC 10 + ½ level + Charisma Modifier). The Fire Mage chooses which squares are struck with fire, and the only limits to how many squares can burn is how many squares the Fire Mage can see. There are no range limits to this power save line of sight.

Incinerate(Sp): 19th level fire mages can focus their flame into an ultra hot beam after three turns of charging, any enemy hit by the beam must make a 40DC fortitude saving throw or be completely incinerated, succeeding the save they then take 4d6*level of Fire Damage. Any unnatural armour on the target (excluding fire resistant armor) is destroyed after being hit by this attack regardless of whether the wearer failed the check. Any goods that are flammable will be also incinerated.

One with the Flame (Ex):At the 20th level the Fire Mage is able to become a being of fire for ( + Charisma Modifier) once per day becoming completely incorporeal and setting any hostiles who come within 10ft ablaze. They are able to cast all their spells instantaneously while in this form with the exception of One with the Flame. If activated with Soul Fire the active time is halved but all attacks will be cast as Soul Fire attacks (without the loss of health aside from entering the state) alongside the Fire Mage being a incorporeal Soul Fire with the passive fire effect gaining the properties of Soul Fire. The Mage can still be harmed by magical attacks and energy attacks that do not deal Fire Damage.

External Links[edit]

Back to Main Page → 3.5e Homebrew → Classes → Base Classes

Dmg Modifier For Produce Flame 3

Retrieved from 'https://www.dandwiki.com/w/index.php?title=Fire_Mage_(3.5e_Class)&oldid=1281102'