Heroic/Mods what they do

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Another Direct rip from EGN site!(Evilgamer.net) This is just a link/copy and paste of someone elses post!

www.evilgamer.net/forums/...#post73724

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 acts like an AC ogre gym. The more you have the more the ogre hangs out here, the more he bulks up and becomes stronger, and the more he works up an appetite. When you have more of this, the ogre is better able to capture/kill/eat (not necessarily in that order) invading midget pirates preventing them from getting damage through to you. However, midget pirates are sneaky little guys and some are even sneakier than ninjas. These sneaky pirates work out here and become pros at evading the ogres so that they can better bypass others ogres. For this stealth they sacrifice a bit of raw power but they get through.

Real explanation if you have no idea wtf I just said. It improves your AC softcap by a currently unknown ratio (all that's known is that it's less than 1:1), so if it's 5:4 (80%) for example for every 5 points of Heroic Str you put on your AC softcap goes up by 4. 1 point of AC softcap (assuming you're currently over it) is worth ~2.22 AC for us, or ~3.5 displayed which at that hypothetical 80% level would mean you could think of 1 point of Heroic Str as 2.8 displayed or 1.77 item AC. Theres another effect to this stat too, and that is to improve the amount you hit for. It looks to be Heroic Str*.0016*Weapon damage (unauged, ignores elemental). If your weapon is 80 damage and you have 30 Heroic Str for example it would mean you gain 3 damage (30*.0016*80) to every hit. It's not known right now if this is modified by champion or other similar spells or not, it does get applied after crit damage though so that isn't something which improves it.

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 which varies by class. SK's end up with about 18 HP per point in the end.

Heroic Agi - Don't know anything on the formulas atm, or even have confirmation on what it's supposedly doing. Overcap does nothing as AGI experiences a 1/3 overcap beginning at 200 and then hardcaps at 235 real (305 actual) agi.

Heroic Dex - See Agi, but add on that the stat increase actually does something which is just above doing nothing. Each point provides an increase to your crit chance, I forget the exact number but it's something on the order of 0.0000000000023429% higher chance to crit per point, and that's not an exaggeration.

Heroic Wis - Nothing for SK's, if you use Wisdom instead of Int see my Int description.

Heroic Int - Adds to your manapool. Each point is worth 10 mana. In addition to this each point of Int 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 provides you with 8 more mana for a grand total of 18 mana per point of heroic (17 at 75, 19 at 85, 20 at 90, and so on).

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 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. Currently Heroic Cha only affects SoF factions and gives .2% per point (5 points=1% faction). Since it's 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. No caps currently, but when there are it will vary by each faction just like the return will.

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 on 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, 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) AC softcap are altered by Agility, but as mentioned above in the Heroic Agi section this caps at 235 real or 305 displayed Agi and short of avoidance AA's can't be further modified. Think of this as adding to avoidance ac just like armor adds to mitigation AC. Caps at 100.

Accuracy - Reduces your chance to miss. When I find the formula posted on this board that lists it out I'll copy it here. Caps at 150.

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

Clairvoyance - Has a percent chance for you to get back mana equal to the amount of Clairvoyance you have when you cast a HP altering spell that's level 75 or higher (same type of restriction as on GoM). 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.

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, but it might not get the benefit of crit damage mods and applies on dd's/lifetaps only, no dots and cannot be focused. No cap.

Sinn.

Dig your own grave, I am just here for your soul.