Slash is neutral to all albion armor types. It does extra damage to hibernian scale users, and less damage to hibernian reinforced and leather users. So you are only penalized against bards, blademasters, rangers and nightshades.
Crush is at the extremes for enemy realms. You do extra damage verses: Armsmen, paladins, friars, infiltrators, bards, blademasters, rangers, and nightshades. This is essentially the heavy armored albs and most of the enemy sneaky types. You are penalized against clerics, mercenaries, minstrels, scouts, champs, druids, heroes and wardens.
So in the slash verses hammer armor type, you need to ask yourself: is being neutral to everything the most important, or do I have a real need to do extra damage against particular class types? For instance if you wanted to go after enemy tanks, then probably slash is your best bet. But if you wanted to do MEGA damage to all asns, then hammer is the clear winner, or if there are a ton of Alb armsmen/paladins on your server, then hammer is the winner.
Stat & Resistance Caps, damage calcs, armor tables
Shameless repost from Vault boards...
----------------------------------------
I've posted this twice and it doesn't seem to get much viewership because people still ask questions in other threads, so I thought I would post it as a seperate topic.
This was posted on my alliance website a while back and it has answered a lot of my questions. If you like this information keep bumping it to the top.
Stat caps per level (Str, Dex, etc...):
A) 1.5x your level from items (weapons, armor, jewelry, etc...)
B) 1x your level from single-stat buffs (aka baseline buffs, like +Str or +Dex from a Healer or Shaman)
C) 1.5x your level from double-stat buffs (aka spec line buffs, like +Str/Con or +Dex/Qui from a Shaman)
D) Unknown as of yet if there is any caps from Realm Skill stats.
- A, B, C and D all stack together.
- By level 50, A+B+C is capped to a maximum of 350...And D goes on top of that
-------------------------------------
Resistance caps:
- items give a maximum of +26% on any resists at lvl 50 (1 + (your level/2))
- race gives:
Kobolds: 5% crush, 5% energy
Norsemen: 3% slash, 2% crush, 5% cold
Trolls: 3% slash, 2% thrust, 5% matter
Dorfs: 2% slash, 3% thrust, 5% body
- buffs has no known cap.
- realm abilities has no known cap.
-------------------------------------
+Spec caps:
A) +11 from items at lvl 50 (1+lvl/5) (weapons, armor, jewelry, etc...)
B) +10 from Realm Rank
- For a maximum of +21 to a spec (like weapon or shield)
-------------------------------------
Benefits of Stats:
50-200= 1% gain, per 2 points
200-300= 1% gain, per 4 points
300-350= 1% gain, per 5 points
Still not known the actual benefits of Realm Skill +stat gains.
-------------------------------------
Things that affect your chance to-hit something:
- Enchanted bonus on your weapon (and bonus also increases damage contrary to what is said from Sanya)
- Your level vs. their level (the higher their are than you, the harder they'll be to hit)
- The number of people fighting the same opponent - this isn't group dependant.
- Weapons Styles with bonus to-hit
- Str, Dex, Qui...NONE of the base stats have any effect on your chance to-hit (I disagree with the Dex portion of this statement from my own experience)
Things that affect your chance to NOT get hit by something:
- Enchanted bonus on your armor
- Weapon styles with bonus to defense
- Dex affects your chances to Block & Parry
- Dex & Qui affects your chances to Evade
- Your level vs. their level (the lower the level they are to you, the harder it is for them to hit you)
- Armor Factor on your Armor affects the chance to negate a blow (seen as a miss)
- Absorb % on your armor affects how much dmg taken when you do get hit
- AF also decreases the damage taken
-------------------------------------
The Effectiveness of Shields and Shield spec:
A) Shield spec has a base 5% chance to block +0.5% per spec point
B) Enchanted bonus on Shields also affects chance to block (Unsure in what way, maybe A+B, or A+(AxB))
Small shieldssupposedly) can block only 1 target, and has the base chance to block
Medium shieldssupposedly) can block up to 2 targets, and has an extra 5% chance to block vs. Small
Large shieldssupposedly) can block up to 3 targets, and has an extra 5% chance to block vs. medium and 10% vs. small
Shield Sizes:
Round = Small
Kite/Heater = Medium
Tower = Large
-------------------------------------
Effectiveness of Weapon spec:
1 to 2/3rds of level = 25-100% dmg
2/3rds to 100% of level = 75-125% dmg
100%+ = 100-150% dmg
That scale is linear.
Your damage continues to grow if your weapons spec is above your level, but slower.
I believe each weapon spec point above your level adds about 0.66% to your damage.
One thing I have noticed is the lack of people who can run a ram... at times this can pose an issue if only 2 people can run a ram during a keep take... well you only can have two rams going... pretty obvious Grock thanks hehe.
SO I decided to give a quick overview here...
/control to take control of the ram... if you built it you already have control so no worries...
You will see a Pop Up box with buttons...
ARM, AIM, FIRE, LOAD
NOTE: When operating a ram the LOAD button is NOT USED!
Once Pop up box is up...
Step one- Target door
Step two - Press AIM button
Step Three- Press ARM button
Step FOur - FIRE!!
And then...
Press ARM button again.
Press FIRE button..
And then...
Press Arm button again.
Press FIRE button
NO and then... you get the point hehe
Each time you press a button a status bar fills up (they finally fixed them few pataches ago) when filled you proceed to the next button.
Point of NOTE: when you press a button the status bar will not reset to zero UNTIL you press the next required button. For example when I press fire the status bar will be 100% until I press Arm again.
POSITION...
TOO many times I see ram operators right ontop of the ram.... DON'T!!! You have some room to step back and still maintain control.. this is very important when working the second door.. get yourself out of PBAEO or any AEO range by moving back.... from experience you can moce right out of range of such spells, and only need to worry about bow casters.
Well thats it for me...
--------------
Grock Warkeg
Cheiftain Clan of Fenris
Skald of Midgard
The 43rd and 45th level quest items should compliment the Epic armor, they came from the same series of quests. But, strength is set too high on the skald(7 and berserker(85) sets (they hit the 75 cap).
How to Take a Keep 101 by Uruk Foehammer
UrukFoehammer
Posted: Sun Jan 19, 2003 11:43 pm Post subject: How to Take a Keep 101 (For those new to leading and or RvR)
-Create a chatgroup and garner forces to a single rally point
-Appoint a raid leader and secondary leader.
-State the target, make sure all understand the target.
-Assess siege assets (how many rams etc) See if parts from groups can be consolidated into siege teams. Nominate each siege team to a door.
-Send scouts ahead to the target keep as well as the milegates (both if possible)
-Make a Go/No Go decision to take the keep based on the number and type of defenders, number of friendly forces. As a rule of thumb, for every 1 defender, you need 2-3 attackers to breach the keep in question. There is no shame in not taking a keep that is heavily defended. Forces can wait to ambush the enemy as they hit the open ground.
-Move at the speed of the slowest group.
-Gather forces at the base of the keep lined up with the door. Pull guards, mezz adds. Assist. Once they guards are cleared, the entire force should move to the walls of the keep and limit LOS so AEs are harder for the enemy to cast (if defended).
PBAERs should be placed at or near the gatekeeper for maximum coverage. 1-2 high pac healers should be prepared to stun the area around the GK for the PBAERs.
Shadowblades should clear ramparts if possible and take up positions inside the keep preparing to kill incoming enemies.
Ram operators should maintain maximum distance from ram, especially on 2nd door if enemy PBAE is present
Melee classes should stay off the 2nd door if enemy PBAE is present, let the rams do the job.
-Once the 2nd door is breached, ALL siegeing force should gather inside the lower tower and not past the first set of stairs up. NO ONE should remain in the Courtyard.
-When the charge is called, all forces move as one up to the known enemy camp. AE mezz/stun (insta) should be used to lead the attack. sometime it will require ae mezz/stun will need to be used more than once to counter Group Purge. GTAE of the enemy camp is helpful for disrupting enemy spellcasters.
(Melees should have an empty target box so when pbae is used, the pbaer is put into their target box. Seeking of that target should be priority.)
-Kill Casters first along with Mezzers/Rooters, Stealthers and Tanks should be kept for last.
These are the barebone basics and the situation will dictate what happens. There is no sure solution for victory. Some general tips:
-Listen to your raid leader, keep your opinion to yourself or PM the raid leader. The CG is not the place for negative feedback, conjecture or armchair quarterbacking.
-Make sure if you are in the CG that you relay info to your group.
-Make sure that instructions are yelled and or broadcasted. Often times not everyone on the raid is in the chat.
-Learn for your losses, do not give up after the first loss. Encourage and be supportive of your leader in CG. If you have suggestions etc, once again PM is the most appropiate.
Any other tips etc post them here.
_________________
Mayhem
Did some testing with groundassist groundtargeting (Thanks, Chynna!) today. For anyone unfamiliar with how that works, it's much like using /assist [name] to select that person's meat target.
Ground Targeting (try this anytime):
- Hold down F5 (or whatever your GT key is mapped to)
- Use the keyboard arrow keys to move the cursor that appears, to some point on the ground.
- Release F5 and your ground target is placed.
As a catapult operator, you can target another person's groundtarget by typing "/groundassist [name]", where [name] is the name of the person (an SB on the battlements, for instance) who has the enemy cluster inside/outside the keep targetted. Of course, this can be used ahead of time; have someone groundtarget the spot just in front of the doors, then groundassist that person once the enemy arrives.
In other news, Siege Ammo is now craftable. Not only does this make training/practicing in siegecraft much more practical, but it also makes it easy to reach a Siegecraft skill of 51, AT WHICH POINT ALL SIEGECRAFT BECOMES GREY AND BUILDS IN HALF THE TIME. A related point: if you have all three ram part skills (AC, WC, and Tailoring) at 500 to be able to build ram parts, it makes sense to take the secondary two to 550 so that ram parts are grey, and will build in half the time (which is very important when you're in a hurry!)
Reccommend all siege builders take a few gold and a little time to bring their skill to 51.
Brought a treb into DF tonight (late Sat evening) when the hibbies had just lost control, and used it to siege them at 4way. Notes from the encounter:
- It totally rocks to bring a treb to the fight
- When you get overrun, it's hard to get a rez under the treb
- A good hit looks like this:
You hit [hib] for 131 (-108) damage!
You hit [hib] for 425 (-106) damage!
You hit [hib] for 162 (-123) damage!
You hit [hib] for 143 (-68) damage!
You hit [hib] for 195 (-34) damage!
You hit [hib] for 192 (-99) damage!
You hit [hib] for 563 (-23) damage!
You hit [hib] for 145 (-51) damage!
You hit [hib] for 133 (-93) damage!
You hit [hib] for 498 (-55) damage!
You hit [hib] for 123 (-101) damage!
You hit [hib] for 567 damage!
You hit [hib] for 148 (-52) damage!
You hit the forest heart for 433 damage!
You hit wolf patriarch for 330 (-37) damage!
You hit the forest heart for 451 damage!
You hit the forest heart for 362 damage!
You hit the sporespawn for 414 damage!
You hit the forest heart for 444 damage!
You hit the tangler for 411 damage!
You hit the forest heart for 396 damage!
You hit the tangler for 377 damage!
You hit the forest servant for 364 (-69) damage!
Most were not that good, but as you can see, we seem to have found a way to alleviate our turret problems. Ladies and gentlemen and trolls, that was over 7400 damage in one shot.
The next shot, i infilicted 1495 damage to 7 different hibs (killing one outright, the same one that took 567 on the prev shot... 'Travmir' needs to get some armor), plus 3339 damage to 8 assorted turrets
In short, Trebs, now that they're portable, can be extremely effective, even in tactical environments. And especially effective against those hated turrets!
_________________
Lifern, Lvl 50 Aug/Mend Healer, Legends Unreckoned officer
AC950/WC550/Tailor550/Siege66
Kyviel
Posted: Sun Mar 02, 2003 10:51 am Post subject:
Excellent work Lifern, thanks for the post. Does anyone have experience raising the targeting reticle above ground level? I've heard it can be done by switching to mouse look mode, but not quite sure how that would work.
Aye, it appears that the mousewheel can be used to adjust elevation. In fact, using mouselook to set targeting is much easier than using the arrow keys! Thanks for the tip.