Item GlossaryEverQuest icon

Exquisite Phoenix Feather Mantle  
 

MAGIC ITEM LORE ITEM NO TRADE
Slot: SHOULDERS BACK
AC: 20
Skill Mod: Dodge +8% (36 Max)
STR: +20 STA: +15 CHA: +10 WIS: +10 INT: +10 HP: +155 MANA: +125 ENDUR: +125
SV FIRE: +18 SV COLD: +18 SV MAGIC: +18
Attack: +30
Required level of 65.
WT: 1.0 Size: MEDIUM
Class: WAR PAL RNG SHD MNK BRD ROG BST BER
Race: ALL
Slot 1, Type 7 (General: Group)
Item Type:Armor
Stackable:No
Lucy Entry By:Biny
Item Updated By:SwiftyMUSE
Source:Live
IC Last Updated:2020-11-24 04:33:36
Page Updated:Mon Jun 17th, 2019
*This item is the result of a raid event.
Secrets of Faydwer Item


Rarity: Fabled
Level to Attain: 65

[Drops | Comments ]

Drops: This item is found on creatures.



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Incorrectly Tagged as Fabled Item
# Apr 28 2018 at 8:38 AM Rating: Good
**
295 posts
Incorrectly Tagged as Fabled Item.
Incorrectly Tagged as Fabled Item
# Apr 28 2018 at 8:41 AM Rating: Excellent
Narpok the Vile wrote:
Incorrectly Tagged as Fabled Item.


Thanks, corrected.
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Also a back slot item
# Sep 01 2003 at 12:53 AM Rating: Default
Scholar
36 posts
Are they ever going to add a back slot version of this to the Allakhazam database? I emailed them asking for an update about 2 months ago. /sigh
RE: Also a back slot item
# Mar 16 2005 at 9:53 AM Rating: Default
updating is now done haha =)
Hmm
# Jul 09 2003 at 8:01 PM Rating: Decent
..looks to me it's a Warrior, Paladin, Ranger, Shadowknight, Monk, Bard, Rogue, and Beastlord item... just my 2cp...
Monk?
# Apr 22 2003 at 9:19 PM Rating: Default
Looks like a Ranger item to me, I mean look it has AC.
#REDACTED, Posted: May 19 2004 at 6:00 PM, Rating: Sub-Default, (Expand Post) No it has fire resists, clearly rogue item.
#REDACTED, Posted: Feb 01 2003 at 12:35 PM, Rating: Sub-Default, (Expand Post) Who said anything about giving this pally item to a damn monk?
#REDACTED, Posted: Feb 01 2003 at 12:35 PM, Rating: Sub-Default, (Expand Post)
I have no life
# Feb 01 2003 at 2:36 AM Rating: Good
Max Dodge

Warrior: 175
Paladin: 145
Ranger: 170
Shadow Knight: 155
Monk: 230
Bard: 155
Rogue: 210
Beastlord: 155

RE: I have no life
# Jan 29 2005 at 3:48 PM Rating: Decent
i got 170 at lvl 65
RE: I have no life
# Jun 19 2003 at 9:56 AM Rating: Decent
Beastlord Dodge is capped at 170
RE: I have no life
# Feb 12 2003 at 1:13 PM Rating: Decent
source is from http://eq.crgaming.com/
guess they need to do some updating
RE: I have no life
# Feb 03 2003 at 5:07 PM Rating: Default
And I am a 62 Paladin with 170 dodge...
RE: I have no life
# Feb 02 2003 at 3:32 PM Rating: Default
just a FYI i am a 61 warrior currently and have 190 in dodge so max for war is not 175 like you said hehe
RE: I have no life
# Nov 10 2003 at 6:06 PM Rating: Default
Caps were changed when PoP came out I believe. New maximum level = new maximum skill power. At least so I should think.
RE: I have no life
# Jul 23 2004 at 1:04 AM Rating: Default
Max dodge for warror would be 190. JFYI
% modifiers
# Jan 31 2003 at 5:11 PM Rating: Default
Ok, there has been a debate about % modifiers to skills adhering to a cap. If you have a 252 dodge skill, and an item gives you 3%, then while that may make it SEEM like your skill should be effectively 259 or so, your skill is capped at 255, so the extra is wasted.

Well, with the required level on this mantle, I'm assuming anyone using them has pretty much maxed thier dodge skill. Now, if I'm correct, a monks dodge skill caps at what? 252? So, why have such a large % if its mostly wasted?

I'm willing to bet % modifiers to skills will surpass the 'soft cap' on skills...otherwise this item is completely useless. And I know there are alot of dumb items out there, but most of them weren't dumb when they were first introduced. This item is brand new, and therefore, IMHO, proof that skills can be effectively raised above 255.
RE: % modifiers
# Mar 21 2004 at 3:53 PM Rating: Good
While there are some raw chance modifiers out there, this is a Dodge SKILL modifier. ALL skills, are effectively capped at 252 - tradeskills, combat skills, casting skills, etc. Yes, this means that *some* classes may not be able to utilize the full effect of some combat skill modifers, but that's the way it was intended.
Beyond being mere intent (which changes very easily), the effective skill cap is likely a limitation of the game's design. I'm betting skills are stored as an unsigned char, 0-252 being valid skill levels and 253-255 being used as "special" values keyed into by various routines for things like procs and effects. This means it's a huge task for SOE's development team to change how skills work, even if they want to.

Like "worn" (v1) haste, of all worn modifiers to a specific skill, only the highest modifier takes effect. So if you have a 3% mod, an 8% mod, and a 10% mod, only the 10% mod is used to calculate you effective skill.

There are numerous skill mods which appear to take skills beyond the cap - Tradeskiller's tools are most common. I may be a 250 fletcher with a tool giving me a 5% mod, but I still only have 252 Fletching...

I did some poking around - the highest melee usable Dodge skill modifier is 8%. Some caster only items have a 10% mod. This means that monks, with the highest base dodge skill will never see their effective skill over 248.

So Dustman, not only is your conclusion way off, your base assumption is, too. This post is a year old, so I'm betting you know better by now, but I'd hate to see this mislead someone about how the game works (at this time).

btw: It look like casters realm class sections have updated skill tables sometime in the last year.
RE: % modifiers
# Jan 31 2003 at 5:56 PM Rating: Default
monks dodge caps at 230 btw )

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RE: % modifiers
# Jan 31 2003 at 5:53 PM Rating: Default
*
61 posts
It dosn't affect your skill level, it affects your chance of success.
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RE: % modifiers
# Feb 02 2003 at 2:39 PM Rating: Decent
Yea, by affecting your skill level it affects your chance of success. Go figure. There is no way VI (SOE) would introduce +% mods that added a raw chance to success. That would get stupid after farming VT and the Elemental Planes and aquiring tons of +% mods to dodge, riposte, block, etc. Hell, you'd never get hit after a while because one of them is bound to make the check.
RE: % modifiers
# Nov 08 2003 at 7:12 PM Rating: Decent
yeah but the % modifiers dont stack supposedly, only the highest one takes effect.
impressive
# Jan 31 2003 at 3:08 PM Rating: Default
sounds good for all those classes i know your gonna say rogues shouldnt need to dodge but i as a rogue sometimes have to when i just cant evade the mob that is beatin on me or god forbid when i have to be a tank of some sort but anyways. this looks like a good replacement for my bs mantle yes i have a bs mantle
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