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=EQ Wizard DPS posts= https://forums.station.sony.com/eq/index.php?threads/what-is-your-wizard-dps-burn.3786/page-2 http://www.elitegamerslounge.com/home/eqwizards/viewtopic.php?f=22&t=26

=Commands= http://www.jaburt.com/eq/eq_commands.htm

=Computer Optimization= http://ezserveronline.com/forums/index.php?topic=2988.0

=Text to Speech= http://public.research.att.com/~ttsweb/tts/demo.php

=Heroic Stats= This comes up often enough (more so on the newer ones) that a sticky is probably good for it. I was debating if it should go in this forum or some other one, but for now atleast it's here, I'll keep it updated whenever people figure out other things they do (or have corrections to the formula) as well.

Heroic Str - This effect is supposed to increase your AC softcap and make you hit harder. The softcap increase is broken the last anyone has heard. The extra damage effect however works. It's a rather simple formula, H-Str/10 and that amount is added to each hit, damage modifiers however (crits, champion, etc) will not improve this damage.

Heroic Sta - Adds HP. Each point is worth what looks to be 15 HP, in addition to this however there is the +1 from the stat cap which will add a few more HP and varies by class. SK's end up with just over 18 HP per point in the end, at level 80.

Heroic Agi - Adds to Dodge, and supposedly Block (not shield block) fire rates and allows for the limit on fall damage before auto death to increase at an unknown rate. The formula on Dodge (and Block if that's true) is +.1% rate per point. The +1 Agi cap increase does very little however. While AC softcaps are determined by AGI, there's a 1/3 return softcap on AGI beginning at 200, and normal AGI itself hardcaps at 305 (235 real). Any increase to agility itself past this point, does absolutely nothing other than to increase your displayed (fake) AC by a rate of 18:1 and your displayed stats. Benefits come in bursts every 25 points.

Heroic Dex - The boost is +.1% to Parry and Riposte rates (Block too most likely, but not shield block if agi isn't adding it), also the stat increase actually does something which is just above doing nothing. Your real dex stat is used as the base of determining your critical hit chance. It doesn't add a whole lot of additional dps in the grand scheme of things though, as the base is a very small portion of the overall chance. Each additional +1 normal dex is something on the order of a 0.0000000000023429% higher chance to crit per point. So as I said, it's better than doing nothing like an agility cap increase, but not by much. Benefits come in bursts every 25 points.

Heroic Wis - If you use Wisdom for mana each point is worth 10 mana. In addition to this each point of Wis past 200 is worth 1/2 of the points below 200 and the formula for mana/point is a nice simple level/5. Which means each point of overcap gives you 7.5 mana at 75, 8 at 80, 8.5 at 85, and so on. You could also just think of it as level/10 at that point. So a grand total of 17.5, 18, 18.5, and so on mana per point depending on your level. It also adds to mana regen if you use Wisdom, 25:1 ratio. Does nothing if you're an Int caster or pure melee.

Heroic Int - See above, swap all spots where I said Wis with Int. Swap the one spot where I said int with wis.

Heroic Cha - Modifies faction both positive and negative. The effect this has on each faction is tied to the faction itself rather than to the mod. Currently it only affects SoF and later factions and the boost isn't much. Unlike most EQ math however having a 20% faction mod while you're getting 1 point of faction will actually give you 20% more faction rather than giving you 1 (1.2 truncated=1=no gain). I'm not entirely sure on how the coders accomplished this but I'm pretty sure it uses a random chance to give you an additional point of faction occasionally when the boost would simply truncate what you would normally have. SoF factions are boosted at a rate of 1% per 5 points, with a cap of I believe 100% (500 HCha). Since this is set by the faction however SOE can easily alter this to be either less or more on a particular faction, of course this also means people like me are going to have next to no chance of keeping track of it. SoD rates are unknown.

Shielding - Takes the DB portion of the mobs hit and removes an amount from it equal to the amount of shielding you have. Caps at 35%. If you don't know what a DB is, search around and you'll find it on this board or on google or something.

Spell Shield - Takes an amount of damage off a DD equal to the amount you have. Caps at 35%.

Dot Shield - See Spell Shield, replace DD with DoT.

Strikethrough - Lets you hit through a mobs Block/Parry/Riposte/Dodge chance. You don't get to hit through the accuracy check however so you can still miss. Caps at 35%

Stun Resist - Lets you avoid being stunned when a stunning blow will normally hit, the chance is equal to the amount you have. The first stun resist check is from AA's, which for Knights this caps at 80% meaning 20% of stuns make it through. Stun Resist is checked next and of that 20% that get through Stun Resist will catch an amount of them equal to how much SR you have. Stun Resist is coded differently from AA's however and skips channeling checks when it fires. If a stun hits you and SR catches it, you skip the channeling check and go right to casting the spell without interruption. AA stun resistances will still have a channeling check and depending on if it was a knockback stun or if a bash pushed you you'll pass it (channeling is always a 100% success now, the only ways to actually fail it are to be moving or have a stun hit you). Technically this means an AA stun resistance will lower your channeling rate while getting more SR will raise it but it doesn't really have any sort of meaningful impact on what you can do ingame so just treat it as preventing stuns. Caps at 35%.

Avoidance - Increases your Avoidance AC. Avoidance (and likely mitigation) softcap is altered by Agility (hardcap at 305 agi stat). Avoidance AC is determined by defense skill, level (possibly), avoidance AA's (softcap increasers), and this mod. Think of this as adding to avoidance ac just like armor adds to mitigation AC. Caps at 100.

Accuracy - Reduces your chance to miss. This makes it better for classes with lower melee skills like casters/priests than classes with higher melee skills. Spell given accuracy works this same way. The formula is 0.1*Amount*Miss rate. That's the accuracy gained. For example, if you have a 75% hit rate and 150 accuracy, you take .1*150*.25=3.75% gain. 75+3.75=78.75% hit rate. Each effect is additive. If you then had a spell given accuracy effect you would calculate it assuming a 21.25% miss rate. The result is that unless you get at least a 1000% mod in accuracy, you can't reach a 0% miss rate. The worn mod caps at 150.

Damage Shield Mitigation - Reduces the damage you take on a DS by the amount you have. No cap.

Clairvoyance - Has a 2% percent chance for you to get back mana equal to the amount of Clairvoyance you have when you cast spell that's within 5 levels of you, and possibly also requires the spell to be at least level 75 as well. This effectively makes each point worth an amount of mana equal to (.02*number of spells cast per minute)/6*amount. So if you cast 16 terrors per minute and nothing else, 100 points would have the same effect as 5 points of mana regen or on a per cast basis .02*amount. No cap.

Heal Amount - Variable gain per spell equal to the spell data itself (check Lucy, Kumbaja, or decipher the spell file for this info) at a rate of ((cast+recast)/7)*amount then truncate it. This heal can crit, but it might not get the benefit of heal mods and applies on direct heals/lifetaps only, not over time effects and cannot be focused. No cap on the mod, but the benefit cannot exceed 100% of the base spell unless the spell is a lifetap, then it can. Only works on spells within 5 levels of the player.

Spell Damage - Variable gain per spell equal to the spell data itself (check Lucy, Kumbaja, or decipher the spell file for this info) at a rate of ((cast+recast)/7)*amount then truncate it. This damage can crit, applies on dd's/lifetaps only, no dots and cannot be focused. No cap on the mod, but the benefit cannot exceed 100% of the base spell. Only works on spells within 5 levels of the player.

http://www.geocities.com/comixetc/curse.htm

illusion masks http://forums.station.sony.com/eq/posts/list.m?topic_id=157823

Crude hide Mass focus primitive essence: To make Spell: Focus Mass Primitive Spellcaster's Essence (Spell Research: Yield 1, trivial 62), (Restricted) Combine the following in a Spell Research Kit Ink Additive of the Nameless (*) Quill of the Arcane >> To make Quill of the Arcane (Spell Research: Yield 1, trivial 35), (Restricted) Combine the following in a Spell Research Kit >> A Quill (*) >> Arcane Treatment (2) (*) Conjuring Thickener >> To make Conjuring Thickener (Spell Research: Yield 40, trivial 35), (Restricted) Combine the following in a Spell Research Kit >> Topaz (2) (*) >> Vetiver Root (*) Ink of Druzzil Ro >> To make Ink of Druzzil Ro (Spell Research: Yield 1, trivial 35), (Restricted) Combine the following in a Spell Research Kit >> Iron Powder (*) >> Logwood Pigment (*) >> Vial of Pure Water Ink of Prexus >> To make Ink of Prexus (Spell Research: Yield 1, trivial 35), (Restricted) Combine the following in a Spell Research Kit >> Catechu Pigment (*) >> Tin Powder (*) >> Alum Powder (*) >> Vial of Pure Water Crude Hide >> To make Crude Hide (Spell Research: Yield 1, trivial 35), (Restricted) Combine the following >>in a Spell Research Kit >> Raw Crude Hide >> Crude Hide Solution (*)

Dandolak's Run

This boat is just one of many quaddable areas in Dulak's Harbor. I like it because its fun and different, plus has nice loot. Mobs are blue to lvl 58 and they drop sheilds, harpoons and axes worth around 4 pp plus or minus. Plus research pages, various meats and, most importantly, gems such as sapphires, star rubys, peridots, diamonds and blue diamonds. Usually I have gotten one gem per boat clearing. Mobs commonly drop 5-6 plat. Destroy the shivs you get they are worthless. Also you get the odd quest item (Deepwater emblem, Dandolak Insignia, and Xoomix Quarterstaff have dropped for me). Enter the boat and take an immediate right. Your safe spot is along this side of the deck between the entry ramp and the anchor that is laying down on the deck. Med here, go afk here, camp here, etc.

Preparation

From the safe spot looking out towards the boat you will see a guy on the opposite side, two guys by a rockpile and a fourth guy will be behind the mast. Go around the mast, target the guy near the mast then head back to your safe spot. Move towards the prow along the side of the boat just past the anchor that is lying there and face the rockpile mobs, keeping them both in your targetable field of view while keeping the one behind the mast targeted. Now you're ready to start the quad.

Snaring

Cast snare on the mob you have targeted (the one you can't see behind the mast) and if snare holds immediately target the farthest rockpile mob and cast snare upon refresh. If snare holds target the closest rockpile mob and cast snare upon refresh. The trick here is to make sure you don't have to waste time turning and you can snare three mobs without moving. As soon as the last snare cast is over turn right and run towards the prow. Often you are doing this just as the mast mob arrives and gives you a whack or two. Turn and run towards the mast, targeting the final mob while you are running if you can. Otherwise stop by the mast. Snare him.


 * If snare is resisted on any one mob then you need to run towards the prow and circle back towards the mast veering around any mobs by a moderate distance. You can just get enough distance to root without injury if you run to where the steps on your right begin. There is a mob there but he wont aggro if you dont climb the steps. If root is resisted run back towards the prow and try again. The other mobs standing around wont aggro so long as you give them a moderate berth. You'll get a feel for what you can get away with after a couple of tries.**

Quadding

Once all four are snared you bunch them up by running around the mast or the rockpile. I do this in first person watching where the mobs are out of the corner of my screen. Be sure to resnare once the mobs are rebunched.

The quad route is between the prow side of the rockpile and the base of the stairs on the far side from the boat entrance. Give the other mobs a moderate distance. Basically don't run right up to them and yu'll be fine. The quad is a straight back and forth. I like to circle to my left after completing each pillar cast for the next run.

Cleaning Up the Rest of the Boat

Once you have those mobs cleared the next quad will be easier for you. One mob on either stair, plus one near the cabin, plus grab one from the upper deck. Quad them just like the first four. You can flux these mobs, encircle and snare them all at once. Just run between the prow and about halfway up the stair to get distance for the snare.

The final 'quad' is the three left up on the upper deck. Its trickier because the space is so small up there and you dont want to bring them down because the first quad will be respawning sometime during this quad. The deck is small up there but a quad is doable without focus. Quad route up there is between the upper step of the near stairs and the opposite diagonal corner.

Notes: Captain Rockbelly spawns on the rockpile, far side of the boat from the entrance side. He is not any tougher than the other mobs so include him in your quadding just like any other stiff. He drops some melee gear including a rare tunic with Regen II as its effect.

P.S. I am assuming the reader knows the basics of quadding. Like have snare and root memmed, know your quadding damage spells, and have the run speed 3 AA or use SOW potions so you can run. Also you should have the Staff of Temperate Flux (for 'fluxing' mobs).

Have had many discussions with guildies regarding this topic. My current belief is that a wizard needs to get his avoidance aas, his crit aas (% of frequency/% of strength), familiar aas (for mana, casting efficiency, resists, and spell focuses), spell casting mastery of course, stat increasers for mana/hp and resists, then your mitigation aas for added survivability. At this point you can start investing in some of the "accessory" aas, (exodus, alt bind point, group port to bind, mana burn line, etc) Wizard AAs Cleric AAs Monk AAs poignant practical prodigious

Spells Holy light/ holy elixir/conviction

AA Innate enlightenment-max(15) Expansice mind-2(10) Healing gift-7(7) Spell casting subtlety-3(15) Planar power-5(10) Mnemonic retention-1(3) Natural durability-max(12) Persistent casting-2(6) Healing adept-5(4) Divine rez-max(5)

Total-87 more

Keepers Ancient Dragon scale AC 180 pts head arms hands feet

Infused Battlestone atk 250 pts rec 70 all slots

Ancient LIfe Stone HP 250 pts rec 70 head arms wrist hands chest legs feet

axure stone of infusion HP 180 pts rec 70 face neck back shoulders waist

vein sap mineral 250 pts

spell 120 pts

total 1230 pts

Dark Reign vein sap pearl 250 pts

petrified Dragon scale AC 180 pts head arms hands feet

Trapped froglok soul atk 250 pts rec 70 all slots

Ancient mist Stone HP 250 pts rec 70 head arms wrist hands chest legs feet

total 930

cleric AAs
 * 1) Run 3
 * 2) Healing Gift %chance crit
 * 3) Healing Adept +% to heal
 * 4) Spell Casting Mastery lowers mana cost of healing spells
 * 5) Divine Arbitration  balance health
 * 6) channelling focus
 * 7) deftness: speed
 * 8) casting subtlety: hate
 * 9) Divine Resurrection
 * 10) Radiant Cure   cure disease/poison/debuffs
 * 11) Combat Agility
 * 12) Combat Stability
 * 13) Natural Durability
 * 14) Planar Power
 * 15) Innate Enlightenment
 * 16) Mnemonic enhancement   8th spell gem