Lore Item No Trade Placeable Quest Item
Slot: RANGE SECONDARY
AC: 10
This item is placeable in yards, guild yards, houses and guild halls.
WIS: +9 INT: +9 HP: +25 MANA: +25 ENDUR: +25
Recommended level of 50.
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7 (General: Group)
Intermediate Magic Manual
Lore Item No Trade Placeable Quest Item
Slot: RANGE SECONDARY
AC: 10
This item is placeable in yards, guild yards, houses and guild halls.
WIS: +9 INT: +9 HP: +25 MANA: +25 ENDUR: +25
Recommended level of 50.
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Slot 1, Type 7 (General: Group)
Put an enchanter and a wizard together in a group...
(or a shaman and a wizard.. shaman might be better cuz can cast sow..)
Find a zone where wizard spells are partially and completely resisted on a regular basis.
Turn on your logging function.
Buff up, including (lev 45+ wizard please) chanter casting Boon of the Garou on the wizard, this adds 100 dex.
Proceed to nuke, chanter not Tash'ing, just refreshing mana regen and crowd control and boon of garou...
You don't care about level differences.. yer not worried about exp, but rather information...
After you've got some good data.. say 100 kills.. Stop casting boon of the garou, announce in says and group message that you are switching to no dexterity buff... (this is so that you can spot it later when reviewing the log) Start nuking again... after 100 kills stop and stop logging.
Now, here's the area I know little about. Look for an EQ logging program that tracks combat damage, copy the first 100 kills into a file and run it through the logging program... copy the 2nd 100 kills into a file and run it through the logging program.. check the final totals on resists, # of casts, # of partial damage casts, etc...
I'm guessing that "accuracy" is referring to nukes doing partial damage when they hit. So I would look for similarities with regard to resists, but more over-all damage being done by the nukes with more dexterity. Invent a couple other scenarios and look for them also.
.....
Having said all of that, it is interesting to note that Necromancers list Dexterity as a prime requisite when you create a new necromancer.
Why? They're a solo'ing class... but quite a few classes can solo actually, so why is dex relevant to them?
The quest still isn't fixed. You get the "right" book now, but the NPCs still recognize them as the opposite book (e.g., if you have the Stealth Book, they think you have the Magic Book).
There is a possibility here that the next stage will be the one with the nice stats someting like being that the beginers has 7 ac 6 wis 6 int 15 hp and mana this one has the 10 ac 9 agi 9 dex 25 mana and hp next one 12ac 8 wis 8 int 8 dex 8 agi 35 hp 35 mana just a guess may be even better who knows till we discover it
And i certanly disagree with agi and dex has nothing todo with casting skill when your being hit your agi and dex contribute to you not being interupted
Actually it is your channeling skill that enables you to regain casting not dex.
Agi will only help a tiny fraction in that your AC will be a few points higher and may mean teh mobs ddont hit you so hard - but its a trivial difference.
#REDACTED,
Posted:Oct 30 2002 at 5:04 PM, Rating: Sub-Default, (Expand Post) Faer thats the dumbest thing ive seen yet...casting skill have NOTHING to do with agility or dexterity, ok now bye bye then. This needs fixed bad. The Beginner one had better stats then this.
I would beg to differ in your statement that agility and dexterity have nothing to do with spellcasting.
First, agility increases your ability to avoid being hit. Being hit will cause interruption. Channeling does affect this as well, but an increase in agility will indirectly reduce your interruptions.
Dexterity on the other hand, has a direct effect on spellcasting. This will affect your casting of missile spells, the higher the dexterity, the higher your accuracy in casting missile spells. In addition, dexterity also affects your ability to avoid interruption during casting.
In my personal experience, I have been beat upon and still get off spells, somewhat attributed to my high agility.
Furthermore, I will not resort to namecalling or opinions about the quality of the posts before me. I think information and discussion go much further than calling something "the dumbest thing ive seen yet".
Ok, correct me if I'm wrong, but I think what you're refering to is the manual on this Don.
What the manual has to say regarding agi and dex:
"Agility: Physical agility; affects your probability of being hit in combat, how much damage you take per hit, and how fast you learn some skills."
"Dexterity: Coordination; affects how much damage you deliver with a bow/thrown weapon, time between attacks, how fast you learn certain skills, and how often certain spells and weapons hit their mark. Also affects some skills and bard songs."
Now, let's face it, the manual is at times apocryphal if not outright blatantly inaccurate, however, it would appear to back you up on the points you're making.
What we know as players is that agi does indeed control how often you get hit. And it is likely that it controls such things as how often you dodge or parry.
However the role of dex to a pure caster is a bit less obvious. Now from what the manual says I can see how you could easily infer that it controls missle spells. Problem with this is two things:
One, if dex only affects missle spells, what's the point? I mean none of the caster classes get missle spells enough to make maxing dex worth passing on other stats.
Two, from what players know, missle spells are controled by two things, first a clean Line of Sight between you and your target, and secondly, that target's resistances.
As having a higher dex shouldn't have any affect on the resistances of the target, I think that could be safely ruled out. Feel free to disagree, but at least look at a couple other possibilities to explain the manual's ambigious statement.
Now, it is again considered common knowledge that dex effects how often weapons proc, and I THINK (correct me if I'm wrong, I don't play a tank) that it also effects crits for mele characters. There are also those who believe that high dex will make you hit for max mele damage more often.
IF that is true regarding mele characters, dex MIGHT in part control how often casters land spells for full damage, and/or have their spells do critical damage. This is just supposition on my part, so please keep that in mind.
Another possibility is that dex could control how often your specialization effects your spells.
Yet another possibility is that dex has no damn use to a caster whatsoever and once again, the manual is keeping it's tradition of innacuracy and ambiguity, and SOE is just yanking our chain.
I don't know either way though, I'd just like you to keep a few other possibilities in mind regarding the role of dex to a caster. That being said though, they did change the stats on this item to wis, int rather than agi, dex, which may give an indication that they were belied in the manual.
YT,
Faelawen Starfyre, the Mad Mage of Povar, leader of Defiant Heroes, arch nemesis of the evil squirrel empire, bravely fighting the good fight against evil flu germs everywhere.
Well, the problem is that Prima doesn't go into any more detail regarding dex and casters than the manual does. It determines accuracy in spellcasting. Great. How does it do that?
Does it make ya less likely to fizzle?
Personally I usually have a dex around 90. Had it buffed up higher and haven't noticed any less fizzles. Don't have too darn many either way.
Could it make your target less likely to resist? Possible, but I don't think it's likely.
And I'm pretty darn sure I've heard about SOE saying that the only thing that affected interrupts on spells was channeling. May be different for hybrids... but I dunno.
It's a tricky subject. And a question that to my knowledge hasn't ever been satisfactorally answered. The exact role of stats between classes has been debated quite a bit. I'm just lookin for some hard evidence. From a pure caster who's parsed it ideally. However, any personal experiences would be nice. Myself, I've never noticed any difference either way. However, that's just me, and I'd like to see a bit more evidence either way.
for melee's such as paladin's. dex does effect our chance of casting spells while getting beat on and our fizzle rate. how ever dex for pure caster's is a totaly different story prolly.
Grothlamarath Malarath 54 Human Cavalier Sun Tzu Gaurdian's The Namless
Regardless of whether this was mis-named, casters ought to appreciate a little AC, something they get far too little of compared to the interesting caster stats being put on melee only items. Agility becomes AC. AC is GOOD.
Dexterity has been tossed around as used in Channeling in discussions as to whether dex items are of any use to casters. Channeling is GOOD.
Even da trollies lurn to reed dis. Dis help dem not git hit.
(Umm, having an ~~~ AC 10 ~~~ RANGE item is damn good, no matter who gets it. As for the dex and agi, this item falls into the MONK / ROGUE / WARRIOR wish list.)
Hoom... dat elf tawk too much. Me wuz onlee gunna eet it aftawurds.
Ok, that's just WRONG. I admit, that was funny, but it just seemed wrong. What it would be better for is if somebody pissed off a couple dozen rangers who started firing arrows left and right.