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Thread: Expertise

  1. #1


    Hi all,

    I was asking something to myself when reading the expertise tooltip on the char sheet. The interesting part of the tooltip is [expertise give a % chance to] "dodge or parry".

    When I read this I think 1% expertise give 1%hit because it's dodge or parry. But due to the combat table I can't modelize it.

    If it is actually an 'or' so there's no difference for a tank and a dps. But if it is an 'and' there's a difference.

    So where is the truth in this ?

    P.S. : I don't know if express myself clearly because english is not my natural language, if it can help you numbers are irrelevant in my question.
    Last edited by SoaD!; 12-19-2007 at 04:30 PM.
    Check-Raise, always.

  2. #2
    Join Date
    Nov 2007
    I understand ur problem.

    But if u think a little bit , u can easily answer to ur question.

    A mob or boss or npc or else can't parry and dodge at the same time .

    So u reduce parry or dodge means u reduce the chance to parry or dodge @ each hit , means u reduce parry and dodge of ur target .


    L'expertise réduit les chances de parade ou d'esquive , tu réduis d'autant chaque caract à chaque coup et non pas au hasard de la chance. C'est juste une histoire de mot ou de compréhension vu que ce n'est pas possible de parer et esquiver en même temps.
    Don't try this @ home

  3. #3
    Join Date
    Sep 2007
    It's pretty simple.

    1% Expertise = 2% hit.

    For instance, if an attack table looks like this:
    Miss: 5%
    Dodge: 5%
    Parry: 5%
    Glancing: 25%
    Block: 0%
    Critical: 10%
    Hit: 50%

    If you add 1% Expertise, the final table looks like this:
    Miss: 5%
    Dodge: 4%
    Parry: 4%
    Glancing: 25%
    Block: 0%
    Critical: 10%
    Hit: 52%

    ಠ ,ಠ
    Dovie'andi se tovya sagain - it's time to roll the dice

  4. #4
    Ok thank you,
    Expertise reduces dodge and parry, that is what I was seeking for.

    Non tu ne peut pas parer et dodge en même temps, mais ce pourcentage pouvait être global. Or c'est justement le problème que j'avais pour modeliser ca avec la table de combat.
    Check-Raise, always.

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