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Hunter FAQ for Dark Ages of Camelot v1.56, by Branin (12/3/2002)
Disclaimer: This FAQ is regularly updated to take into account changes
from the game with each patch. However, many changes are not documented,
and are also not obvious. This FAQ may not be correct in all aspects, although
the maintainer attempts to keep it as up to date and accurate as possible.
If you have any doubts as to the accuracy of the FAQ, repeat the tests
described in the FAQ and observe the results.
The following has changed since the last revision (v1.54):
- #3 (WeapDam should be displaying properly in the character stat sheet)
- #5 (longer explanation of how QUI works with styles, and why it's
good)
- #7 (better explanation of how little benefit overspeccing gives you.
New templates to replace the obsolete ones)
- #19 (class comparisons are updated to reflect new pet shouts)
- #22 (IMPORTANT: IF YOU ALREADY HAVE A FULL RESPEC, YOU WILL NOT RECEIVE
AN ADDITIONAL ONE FROM THE 1.56 PATCH!)
- #26 (added in new pet shout, and chart detailed the power differences
between charmed/shouted pets)
- #30 (updated with a better explanation, similar to question #5)
The following have been added since the last revision (v1.54):
Table of Contents:
1. What's the best race for a Hunter?
2. How should I spend my starting points?
3. How does the game calculate damage done per hit? How does it calculate
my chances to hit, or block/parry/evade?
4. What do the different stats do? How do they affect weapon damage?
Which weapons use what stats?
5. What does QUI do to my damage? Does it reduce my damage?
6. Should I use a spear or a sword?
7. Do skills over 50 do anything? What template should I follow? What
about skill caps and realm ranks?
8. What does stealth do? What is Camouflage? Do Hunters get stealth
abilities? Why do I keep appearing when I nock an arrow/critical shot?
9. What about Volley and Longshot? Aren't those high level bow styles?
And where Critical Shot X go?
10. What about Shapeshifting and Tracking?
11. What do Hunters do in RvR?
12. Where does all this good equipment come from? Why aren't my skills
getting all the bonuses from these items?
13. How do I use a bow? How do I use Critical Shot?
14. How does Critical Shot work? Why is my critical shot not working?
15. Why can't I charm animals? How does charming work?
16. Can my Hunter solo? How can I do it?
17. How does Weapon Speccing work?
18. What are my skill/stat caps?
19. How does my Hunter compare to Scouts/Ranger? What about Thanes/Warriors/Beserkers/etc.?
20. Do I need to become a fletcher? Does arrow quality affect damage?
21. How many bonus skill points do I get past level 40?
22. Will I be able to respec my skills if I mess up or change my mind?
What about my realm abilities?
23. Do Hunters auto-train in anything?
24. Is going over 50 spec in a weapon worth it? Do realm ranks stack
with items? Does this do anything?
25. Why do Hunters have spear styles that trigger off Parry? Can Hunters
use those styles?
26. Why should I train Beastcraft? I have a buff bot, shouldn't I concentrate
on my weapon skills instead?
27. Do Evade items actually do anything?
28. How do you I use the "range-finder" in the game?
29. What stat gives Hunter's their power points?
30. How exactly do styles work? Why does QUI lower my style damage?
Does overspeccing help with style damage?
31. What are Realm Abilities? How do I buy them? What Realm Abilities
do Hunters have access to?
32. What configuration of Spellcrafted gear should I get? How can I
get the most out of my crafted weapons/armor?
Appendix: Misc. Information & Formulas
Addendum: Misc. infobits
Credits: The Hunter FAQ Testing Crew
1. What's the best race for a Hunter?
Because of the emergence of realm abilities, certain races are better
than others in the longer run. The usefulness of Falcon's Eye and Mastery
of Pain makes high DEX races less desirable, because the points spent on
buying the prerequisite Augmented Dexterity II will be wasted on Kobolds.
While Kobolds have an advantage in the beginning game, by level 50 they
will have a slight disadvantage due to these wasted attribute points. It
is fairly common for Norsemen/Dwarves to be able to reach 300 DEX (the
effective maximum) with only +10 into their starting DEX and Augmented
Dexterity II (adding another +12). Size is a not an issue in RvR. The way
the graphics engine is, most players have no problems seeing kobolds, much
less dwarves or Norsemen trying to "hide" in bushes. If you want to get
out of sight, you'll have to obstruct with an actual polygon tree, get
out of the clipping plane, or stealth.
Norsemen: Starting with 70 STR, 70 CON, 50 DEX, and 50 QUI, they are
the most balanced of the Hunter races. While Kobolds have a -4% faster
drawtime, Norsemen can expect to have ~72 more hit points based upon their
starting CON. In addition, the WeapSkill caps for having a lower starting
DEX have been removed, and a Norseman with equal DEX will shoot a bow just
as hard as a Kobold with equal DEX. A Norseman at level 50 will on average
have ~72 hit points more than a Kobold, shoot 0.1-0.2 seconds slower (depends
on bow delay), and deal out an estimated 0-4% less damage (depends on AF
of the target).
Dwarf: Starting with 60 STR, 80 CON, 50 DEX, and 50 QUI, they are much
like the Norseman. By emphasizing CON even more, Dwarves make tougher Hunters
than any other race. Arguably, Dwarves make an alternate best spear Hunter
because the extra hit points let them deal out more damage in the long
run because they can live longer in hand to hand. In contrast, Norsemen
are better ambush Spear Hunters, where their better offense is better used.
By level 50, those 10 points of CON translate into ~36 extra hit points
(for a total average of ~98 more than a Kobold). In other aspects, they
are identical to Norseman.
Kobolds: Starting with 50 STR, 50 CON, 70 DEX, and 70 QUI, they are
intially the best Hunters at the lower levels, when the hit point differences
are minimal. By the later levels, Kobolds will begin to lag behind Norseman/Dwarves
by ~72-100 hit points. The key issue with Kobolds as Hunters is that they
trade STR and CON to have high DEX/QUI. It is their DEX that often exceeds
the limit of 300 at level 50, making their racial advantages partially
wasted.
Trolls cannot be Rogues or Hunters.
2. How should I spend my starting points?
The first +10 points to a stat cost only 1 character point each. The
next +5 afterwards will cost 2 points each, and the last +3 will cost 3
points each. At most, you can raise 1 stat by 18 points by spending 29
out of your starting 30 character points. Because of the changes in the
stat system at higher levels, I do not recommend spending your points by
putting them all into one stat. You will get the most benefit (even if
it is not a lot) by spreading it out.
Hunters will gain 1 pt. of DEX every level, they will gain 1 pt. of
QUI every 2 levels, and 1 pt. of STR every three levels. When you hit level
6, you will gain 1 point in all three stats. At level 7 you will only gain
a point into DEX. At level 8 you gain 1 DEX and 1 QUI. And finally at level
9, you will gain 1 point in DEX and STR.
With the 1.44 patch, the caps based upon starting stats appear to have
been removed entirely. In short, the bonus character points purchased at
this point are apparently no different anymore from points gained via items.
In short, CON, DEX, and QUI give the most benefit to your character because
STR has such limited application to your character (only encumbrance, and
partially spear damage). However, since the effective limit for a stat
is 300, it is not worth it to buy DEX if your race has high DEX to begin
with (i.e. Kobold). For a more detailed explanation, see questions #3 and
#4 below. Because values over 50 begin to give bonuses, almost all races
start out with average or higher values.
3. How does the game calculate damage done per hit? How does it calculate
my chances to hit, or block/parry/evade?
The chance to hit an opponent is approximately based upon your level
and class compared to their level and class, as well as the hit bonus of
the style the attacker is using, and the defensive modifier of the last
style used by the defender. The chance to block/parry/evade however is
more complicated. Your WeapSkill rating is a composite of both your stats
and your weapon spec. The defender also has a similar equivalent rating
composed of his DEX and/or QUI scores and his shield/parry spec or Evade
rating. The comparison of these 2 ratings is what determines the base chance
to block/parry/evade. If you fight multiple opponents, this gets more complicated.
With parry, the base chance is divided by the number of active melee opponents
against you (if you had a 60% chance to parry, and are fighting 3 opponents,
your chance is now 20% per attack). With a shield, the game will only allow
you to block if your shield is rated to handle that number of opponents
(small = 1, medium = 2, large = 3). Your chances to block will not be reduced,
but if you are fighting more opponents than your shield can handle, it
will not block for the excess opponents. While this information is of little
use to Hunters, Evade empirically appears to follow the parry mechanics.
Fighting multiple opponents does appear to reduce your chances of evading.
To calculate damage, the game takes the WeapSkill, WeapDam, and the
target's AF stats to determine how much damage you do. Being higher level
than an opponent grants increased damage and vice versa. Your character
will hit very hard against grey/green opponents, and hit for very little
against red/purple opponents. The mechanics for this are two derived stats
known as WeapDam and weapSkill. WeapSkill is basically compared to AF to
find out how much of a multiplicative bonus/penalty you receive for hitting
something different from your level (it appears to govern the grey to purple
damage reduction we see). WeapDam is the effective DPS of your weapon capped
by your level.
It is important to note that with the 1.44 patch, WeapSkill was not
updated to display correctly. Although higher is better, the way it is
calculated for your character sheet is no longer the same as how the game
uses it. Therefore, it is not a completely accurate measurement anymore,
and it is a now an approximation (so far, it is accurate within 5%). Before
the actual theory is presented, a few more complex terms need to be defined:
WeapDam (i.e. your effective DPS) = capped base DPS for your level x
quality x condition
Base Damage (per hit) = WeapDam (as a DPS) x unmodified delay
Damage Multiplier = (WeapSkill / target's AF)
Max Damage (per hit, 100% mark in damage variance equations) = WeapDam
(as a DPS) x delay x quality x condition x (WeapSkill / target's AF)
Damage Cap (per hit) = unknown function of DPS, delay, and style used
(this is the absolute most dmg a single hit can do)
As you can see, the maximum damage per hit is really just the Base Damage
multiplied by the Damage Multipliter. This is the 100% mark referred by
the weapon specialization section. If you are completely unspecced, then
the damage variance of your weapon will fall between 25-125% of this 100%
mark. If you are fully specced (or overspecced), then the damage variance
will be 100-150% of this mark. As you can see, "Max Damage" is really a
misnomer, as you can still go over this. The damage variance is not something
that appears on your character sheet, it is an intangible benefit to speccing
in weapons. The actual variance in damage itself (not the range you fall
within from speccing) is not linear. See question #17 for more details.
There are several other unknown factors involved in this equation, but
their effects are small enough that it does not ruin the approximation.
These include: condition of the armor worn on the location hit, the CON
of the target, and potentially other factors.
The following factors will affect your WeapSkill (and hence your character's
damage multiplier):
1. Character levels will raise the cap and the actual WeapSkill value
by 10 to 50 points, depending on the type of weapon and the character level.
Also, the bow appears to have a greater gain in cap per level than the
spear. The gains are quite random, despite the constant DEX gain, suggesting
that the display is inaccurate. After going through other systems in the
game, I doubt they are random.
2. Weapon Specialization raises the benefit you receive from your stats.
As you spec in a weapon, you can expect to gain anywhere from 7-9 points
of WeapSkill as it raises the benefits gained from your stats. It is possible
with extreme specialization (such as 50 base spec, plus another +11 with
items/realm ranks) to reach up to 1700 WeapSKill from buffed stats, but
this is a very expensive route to take.
3. Stats for weapons will raise your WeapSkill (but not the cap) based
upon the type of weapon. The amount you gain depends upon your spec level.
In the 30's, Hunters gain around 1.5 pts of WeapSkill per pt. of DEX for
bow, and around 0.75 WeapSkill per pt. of DEX or STR for spear. By level
44, these values change to around 3+ pts. of WeapSkill per pt. of DEX for
bow, and 1 pt. of WeapSkill per Pt. of DEX/STR for spear.
The gains to WeapSkill is a function of level, class, weapon type, and
weapon specialization. A comparison with other classes is available in
question #19. With the 1.44 patch, WeapSkill is apparently no longer capped
by starting stats.
Your WeapDam is the effective DPS of your character with a certain weapon.
If you are fully able to utilize a weapon, then the clamped DPS displayed
in its delve info will equal the DPS listed in the weapon's stats. Every
time your character gains a level, your DPS cap goes up by 0.2-0.4 DPS.
Gathered information has been used to construct the following chart for
levels 40-50. For more details, see question #18 below.
40 - 13.3 DPS
41 - 13.5 DPS
42 - 13.8 DPS
43 - 14.1 DPS
44 - 14.3 DPS
45 - 14.6 DPS
46 - 15.0 DPS
47 - 15.3 DPS
48 - 15.6 DPS
49 - 15.8 DPS
50 - 16.2 DPS
51 - 16.5 DPS*
* To get this cap, your character must be level 50 and have reached
realm rank 5.
4. What do the different stats do? How do they affect weapon damage?
Which weapons use what stats?
There are 4 attributes which affect Hunters:
STR: A secondary attribute because its only large effect is spear damage
and the Hunter's power pool. Because arrows have had their weight reduced
in 1.53, and they are stackable in 100's instead of 40's, STR is even less
important except for melee ability. By level 50, with gear and levels,
a Kobold starting with 50 STR can easily break 120+ STR, making encumbrance
a non-issue. However, if desired, +10 STR can be purchased at character
creation to make the early levels easier. STR has very little impact in
the end-game because it only improves spear damage in the same manner DEX
does (and because spears operate on the average of the 2 stats, this is
basically half-effect). However, because DEX is so easily maxed out at
300, STR is often a worthwhile purchase after QUI.
See question #29 for an explanation of how STR gives a Hunter his power
pool.
CON: This adds a lot hit points on paper, but it does help in some subtle
ways. Because the stat system has changed, the only known data is that
1 point of CON at level 50 gives a Hunter 3.57 hit points on average. By
level 50, a healer buff for +~40 CON gives ~143 extra hit points, which
is enough to absorb 1 or 2 extra hits. CON gear helps a lot in RvR, especially
if one has a lot of it. It will add up, significantly adding to the durability
of the Hunter in RvR. However, because Hunters can achieve up to 26% resists
via items, it is easier to increase durability vs. 1 damage type via resists
rather than the general approach of hit points and CON.
DEX: This increases your weapon damage for bow and for spear. Because
the caps based upon starting stat values were removed in the 1.44 path,
raising DEX at character creation is a permanent slight boost to damage
with both bow and spear. DEX gives a half bonus to spears (which rely upon
the average of your DEX and STR) and gives full bonus to bows, which are
DEX only weapons. Most non-kobold Hunters put +10 into DEX at character
creation because a Hunter relies upon a high offense to compensate for
the classes's extreme lack of defense. Kobold Hunters may wish to put their
stat points into something else due to the ease at which they will hit
the 300 DEX cap at level 50.
QUI: This does reduce your melee/ranged weapon delay by a proportional
amount. QUI does not reduce the damage per hit, this has been disproved
repeatedly with precise testing. It is a tremendous benefit to melee and
ranged combat, complementing a high DEX. Again, most Hunters also stick
+10 into QUI to further increase their damage output. Because the 1.44
patch removed the caps based upon starting stats, Norsemen and Dwarves
can benefit from high QUI beyond the 180 point. For more details, see question
#5 below.
Hunters who want to choose a weapon (and as a reference with other classes)
should base it upon what stats they will gain as they level. The following
list details which weapon types use which stats. Note that this is entirboth
are dependent on the same stats.
Note: 1 point of STR gives as much bonus to a sword/axe/hammer as 2
points of STR/DEX gives to spear because Spear operates on the average
of the two stats.
Swords, Axes, Hammers: 100% STR
Spears: 50% STR/50% DEX
Bows and Staves: 100% DEX
5. What does QUI do to my damage? Does it reduce my damage?
The game calculates your total damage per hit from 2 sources: your base
damage, and your style bonus. The base damage is determined by the weapon's
effective DPS, and the base unmodified delay. Being hasted, debuffed, or
having a high QUI will not change your damage per hit, although it will
change the frequency of how often you hit. Because the frequency can change,
but the dmg per hit does not, hastes and debuffs can either increase or
decrease your damage per unit time. Therefore, having a high QUI will help
you do more base damage per unit time.
The second source is style damage, which is a DPS add. Because it is
a Damage per Second add, being debuffed or hasted will not alter hot much
damage you get over time, even though the per hit bonus changes with the
modified delay. Therefore, having a high QUI will not help or hurt your
style damage per unit time. Because your damage is the total of the 2 (base
damage plus style bonus), it is good overall to have a high QUI. Because
most of the damage dealt by Hunters is base damage (at least 75%, if not
more), having a low QUI to get a bigger first hit with a style is not practical.
You will sacrifice too much DPS for too little of a gain in front-loaded
damage.
Based upon exhaustive tests on the effects of QUI upon weapon speed
and damage, QUI greatly increases the amount of damage dealt over time.
Subsequent investigation and postings by the developers have confirmed
these test results. Because Hunters have a DEX/QUI buff and access to Swords,
the tests were considered fairly definitive. The following conclusions
were reached:
1. QUI affects both melee and ranged weapons in the same manner.
2. QUI gives a proportional reduction to the delay of ranged and melee
weapons.
3. The cap of delay reduction is not based upon base/starting QUI anymore.
4. The absolute lowest a delay a weapon can be reduced to is 1.5 seconds.
It is not a fixed proportion of the original delay.
5. The damage per hit is based purely upon the base DPS and base delay,
NOT the modified delay via QUI. QUI will speed up the rate of hits, but
NOT reduce the damage per hit. Hence, QUI raises the damage output over
time.
6. According to Dave Rickey, there is a "slow weapon bonus" to damage.
Between 2.0 and 6.0 delay, this adds up to "a few percentage points". Any
reduction in damage per hit is solely based upon the reduction of this
bonus, and not the DPS which is based only off weapon delay.
7. Styles however, are effectively a constant DPS buff, and QUI does
not increase the damage received from styles. If you swing faster, your
styles will add less damage per hit, but the overall damage per time is
constant. See question #30 for more informatio on how styles operate.
I logged the draw times of bows for every value of QUI from 83 to 206
and found that QUI does indeed reduce draw times proportionally in a very
non-smooth step function. Using a 4.8 and 3.9 delay bow with the 1.45 patch,
a weapon requires (50 / delay) QUI for each 0.1 second reduction in draw
time. This number is rounded up or down to the nearest even integer, and
then, it does keep track of fractions in the long run. As those fractions
add up, the weapon will require (50 / delay) + 2 QUI for the 0.1 second
reduction. In other words, it takes 5 points of QUI above 50 for an exactly
1% reduction off the weapon's delay. Previously, in the 1.44 patch, this
was only 4 points of QUI. Because Critical Shot is a multiplier off the
normal shot time, those fractions can also cause the Critical Shot time
to reduce by 0.1 seconds when the normal shot has not changed.
Percentage reduction off weapon base delay:
(QUI - 50) / 5
Example: 150 QUI means the player has a -20% reduction off this base
weapon delay.
The conclusions reached were that QUI is of immense importance for combat,
especially for Hunters. It will not reduce your damage per hit while raising
the rate at which you hit. If this were true, Hunters would be able to
hit twice as fast, for half as much damage. Test Hunters have QUI scores
and spears where this would be possible, but it has not happened. Because
Hunters have the second worst defensive skill set in the entire game (second
only to robed casters), utilizing all methods of increasing damage is important.
See questions #3, #4, #18, #19, and #30 for more details.
6. Should I use a spear or a sword?
If you want your Hunter to be able to fight efficiently in melee combat
(as opposed to cosmetic looks), then the short answer is spear above all
else, there is no substitute. The short reasons are that spears do more
damage with a Hunter's stats, have access to two damage types, do slightly
more damage via styles, and have usable debuff styles in RvR. The most
important reasons are the dual damage types and stuns. The ability to use
the most optimal damage type means the Hunter will always be hitting for
100% or 110% of normal damage against any given armor type under the new
1.52 armor rules.
The long answer is:
A. Two damage types: One of the greatest benefit to a spear user is
access to two damage types. Because the armor tables were balanced out
in 1.52, this flexibility always ensures the Hunter can stack the odds
in his favor. Albion studded armor suffers a +10% bonus to dmg from thrusting,
much like Albion chainmail. Unlike Albion/Hibernia, the Hunter is not forced
to choose which type of armor he wishes to be better against. The Spear
allows the Hunter to use the right tool for the job, ensuring he always
has a 0-10% bonus to damage.
B. Style damage: Spear styles are easier to use for damage in solo or
in RvR. You will do more damage with a spear because your styles are more
accessible, while swords are based upon events you have no control over.
Style damage is no longer dependent on the skill level required for that
style, so if you can use a higher level style, you may do less damage than
a lower level style. The damage bonus from a style is dependent upon three
things: type (anytime, positional, or opening requirement), chain (how
many styles are required before it), spec level of the weapon. Empirically,
the most damaging styles/chains are: Engage (6) -> Wounding Thrust (15),
Lancer (10) -> Lunging Thrust (25), and Whirling Spear (34). However, Engage
-> Wounding Thrust suffers from to hit problems, and Whirling Spear uses
up an extremely large and inefficient amount of endurance, leaving Lancer
-> Lunging Thrust as the most useful anytime damage chain.
Below an actual delving of all spear styles:
2 - Dazzling Spear - Use any time, high fatigue cost, high damage bonus,
no to hit bonus.
4 - Return Thrust - Use after successful evade, low fatigue cost, high
damage bonus, medium to hit bonus, causes light bleeding (6 dmg).
6 - Engage - Use any time, medium fatigue cost, high damage bonus,
medium to hit bonus, medium penalty to defense, taunts target.
8 - Extend Reach - Use after opponent evades OR sucessful Return Thrust
(4), low fatigue cost, high damage bonus, low to hit bonus, slows target.
10 - Lancer - Use any time, medium fatigue cost, high damage bonus,
medium to hit bonus, low penalty to defense.
12 - Dismissal - Use any time, medium fatigue cost, low damage bonus,
no to hit bonus, high bonus to defense, detaunts target.
15 - Wounding Thrust - Use after successful Engage (6), medium fatigue
cost, high damage bonus, low to hit bonus, hinders target.
18 - Stab - Use after successful Lancer (10), low fatigue cost, low
damage bonus, medium to hit bonus, causes medium bleeding (15 dmg).
21 - Perforate - Use from side, medium fatigue cost, high damage bonus,
no to hit bonus, medium penalty to defense, slows target.
25 - Lunging Thrust - Use after successful Lancer (10), medium fatigue
cost, high damage bonus, low to hit bonus.
29 - Raze - Use after successful Stab (18), medium fatigue cost, high
damage bonus, medium to hit bonus, causes heavy bleeding (28 dmg).
34 - Whirling Spear - Use any time, high faitgue cost, high damage
bonus, low to hit bonus, low penalty to defense.
39 - Razor Edge - Use from behind, medium fatigue cost, high damage
bonus, medium to hit bonus, low penalty to defense, stuns target.
44 - Odin's Wrath - Use after successful Razor's Edge (39), low fatigue
cost, high damage bonus, low to hit bonus.
50 - Gungnir's Fury - Use after successful Perforate (21), medium fatigue
cost, high damage bonus, medium to hit bonus.
Remember, although the dmg dealt by styles is about the same between
Sword and Spear, the Spear styles are more easily accesible because they
are based upon evades or positionals, unlike swords (which are based upon
block/parry, which Hunters will never do).
C. Stats: Also mentioned, swords are pure STR, which Hunters only get
1 pt. every 3 levels. Spears are based upon the average of STR/DEX and
Hunters get an average rate of 1 pt. every 2 levels. Throw in the DEX/QUI
buff; by level 40, you'll be looking at least +100 DEX over your base stats
through levels and buffs, vs. only +11 STR through levels. At level 50,
you can expect the higher DEX to give at least 120 more WeapSkill than
a Hunter would have with a sword, giving a higher multiplicative effect
on damage (i.e. estimated 10-20% more damage than a sword Hunter depending
on how much STR gear is used).
D. Stuns, Debuffs, and Snares: Damage is not the factor that decides
victory in one on one fights. It is the proportional rate of damage both
combatants take that decides victory. He who hits zero hit points first
loses, the goal is not to be that person. Doing more damage faster, or
slowing/reducing the damage you take are the two ways to win. The following
tactics are available to Hunters:
Spear style tactics usable:
- Med. Stun : Razor Edge (39 spec, rear positional)
- High Attack Slow : Perforate (21 spec, side positional)
- Med. Snare : Engage -> Wounding Thrust (4 -> 15 spec, anytime chain)
Sword style tactics available:
- No stun possible
- Short Attack Slow : Northern Lights (8 spec, side positional)
- Med. Snare : Northern Lights -> Aurora (8 -> 15 spec, side chain)
- Short Snare : Assault -> Baldur's Fury (10 -> 18 spec, anytime chain)
In order to maximize the amount of damage a Hunter will do over time,
a high spec in Beastcraft is also essential. WeapSkill gains are fairly
low for Hunters because spears use the average of two stats. This means
the only way to deal lots of damage is by hitting faster, game mechanics
prevent Hunters from hitting harder. 1H swords benefit equally from QUI
as 2H weapons, but do not receive the 2H damage bonus. 2H swords do not
benefit from the buffs that beastcraft provides. The optimal damage path
for Hunters is via spear with high beastcraft to further enhance the pet
damage.
7. Do skills over 50 do anything? What template should I follow? What
about skill caps and realm ranks?
Stealth is a special skill, going over 50 spec improves nothing compared
to 50 spec. The game only takes into account your modified spec, up to
a maximum of 50. Beastcraft likewise has no benefit for going over 50 spec,
since the spell line has no spells which deal damage or heal (these are
the only 2 abilities which are influenced by spec level). Weapon skills
however, give the following benefits:
1. Improved damage variance
2. Increased WeapSkill gains from stats
3. Increased style damage (non-bow weapons only)
4. Additional styles (non-bow weapons only)
The key feature is that benefits #1 and #4 are no longer gained when
you overspec. You will not gain any new styles, nor will your damage variance
improve beyond the 50 spec levels for 50 character levels rate. Characters
who overspec beyond 50 skill via items will be expending spec points for
only the #2 and #3 benefits. The weapon spec level does determine how much
a character will benefit from his stats. Overspeccing allows a character
to benefit more from stats and buffs than a character with a lower spec.
For comparison purposes, consider two characters, one with 39+11 spec,
and another with 50+11 spec. When fully buffed and optimized with Shaman
DEX/QUI and DEX buffs, the character with 39+11 spec will have approximately
1600 WeapSkill, while the character with 50+11 spec will have almost 1700
WeapSkill. The difference in WeapSkill (see question #3 for more details)
is ~5% more if you are fully and maximally buffed for having spent 495
more spec points for 11 spec levels. If you are not buffed, the then the
differences are even smaller, as low as 1-3%.
Differences in Spear with 160 STR and 232 DEX:
39 + 11 -> 1012 WeapSkill
44 + 11 -> 1048 WeapSkill
Gain: 5 spec levels gives +3.6% extra damage
Differences in Composite Bow with 300+ DEX:
39 + 15 -> 1607 WeapSkill
48 + 15 -> 1682 WeapSkill
Gain: 9 spec levels gives +4.7% extra damage
Secondly, realm ranks give bonuses to all skills. Mythic has clarified
their position, although the realm ranks act like items do (i.e. they give
no new spells or styles), this is a totally seperate cap. The realm ranks
stacking with items has been intended all along, and is functioning correctly.
Your character may only benefit a certain amount from skill items (although
realm ranks are not limited in this manner and stack with items). The current
formula is your character level divided by 5, rounded down, plus one. This
means that at level 50, your character can get at most, +11 to any one
skill from items. Any bonuses from realm ranks are added on top of this,
and are displayed in your spec sheet.
If you do not have enough items to get the skill bonuses needed to reach
a desired level, realm rankings can substitute. However, it is exponentially
difficult to get more and more bonuses to your skills via realm ranks.
An example follows:
Realm Rank 1: --------- (+0 to all skills) [Stiltvakten]
Realm Rank 2: ----7,125 (+1 to all skills) [Isen Vakten]
Realm Rank 3: ---61,750 (+2 to all skills) [Flammen Vakten]
Realm Rank 4: --213,875 (+3 to all skills) [Eldur Vakten]
Realm Rank 5: --513,500 (+4 to all skills) [Stormur Vakten]
Realm Rank 6: 1,010,625 (+5 to all skills) [Isen Herra]
Realm Rank 7: 1,755,250 (+6 to all skills) [Flammen Herra]
Realm Rank 8: 2,797,375 (+7 to all skills) [Elding Herra]
Realm Rank 9: 4,187,000 (+8 to all skills) [Stormur Herra]
Realm Rank 10: 5,964,125 (+9 to all skills) [Einherjar]
The following are common template starting points after the 1.56 Hunter
patch went live. Note that several old templates are now obsolete due to
game mechanics changes (number in parentheses indicate end level equipment
and +1 bonus from realm points):
- Bow/Spear Hunter I
This configuration offers the maximum damage potential for a Hunter
when pre-summoning a pet. Without a pre-buffed pet, this configuration
deals a few percentage pts. less damage than the Spear Hunter. The Hunter
has a 82% chance to remain hidden when firing normal shots and a 62% chance
to remain hidden when using critical shots. See question #8 for more details.
39 (50) Composite Bow
43 (43) Beastcraft (Note: you will not get the last DEX/QUI buff)
39 (50) Spear
30 (41) Stealth
- Bow/Spear Hunter II
Well suited for stealth work, this template is the weakest in combat
by a slight margin. The Hunter has a 100% chance to remain hidden when
firing normal shots, and an 80% chance to remain hidden when using critical
shots. See question #8 for more details.
39 (50) Composite Bow
35 (35) Beastcraft
39 (50) Spear
39 (50) Stealth
- Spear Hunter
Emphasizing melee skills, this Hunter does slightly less damage than
one who emphasizes Beastcraft instead of spear. However, this Hunter is
more adept at fighting from stealth when he/she cannot find the time to
buff a pet (such as when ambushed). The medium stealth means the Hunter
has a 88% chance to remain hidden when firing normal shots, and a 68% chance
to stay hidden when using critical shots. See question #8 for more details.
39 (50) Composite Bow
35 (35) Beastcraft
44 (55) Spear
33 (44) Stealth
Now that Camoflage has been added into the game with the 1.52 patch
(countering to an extent the See Hidden ability from the 1.50 patch), stealth
regains some of its functionality. It allows the Hunter to move faster,
be detected less often, and remained stealthed up until the actual moment
of firing. See question #8 below.
Specializing in a weapon makes a huge difference. Your weapon specialization
raises your WeapSkill, which in turn raises your potential multiplier in
damage against an opponent. At just 7-9 points of WeapSkill cap per spec
level, this adds up. Just a 100 extra WeapSkill guarentees some extra small
damage looking at the formula in question #3 (this is not exact, it just
provides an order of magnitude):
(WeapSkill / enemy AF) * WeapDam (as a DPS) * quality * condition *
delay
There are other factors involved, but the order of magnitude follows
this function.
In addition, weapon speccing raises your maximum damage and minimum
damage. See question #17 for more details. In general, the most benefit
from skill points comes from a balanced Hunter that does not swing too
far into extreme speccing in any one skill.
8. What does stealth do? What is Camouflage? Do Hunters get stealth
abilities? Why do I keep appearing when I nock an arrow/critical shot?
First off, a few terms need to be explained (note that Stealth spec
is the enhanced level of stealth from items and realm points, NOT the base
spec).
The "clipping plane" is the distance at which character models disappear.
This is the farthest you can see in the game, because beyond this distance,
the software does not render or draw anything. There are two clipping planes,
one for scenary and landscapes, and the other is for monster/player models.
For stealth, we are only concerned with the player/monster clipping plane.
This defines how far a player can see, and is farther than any bow range.
Conservative estimates of this distance are anywhere from 3000 to 3300
loc units.
The "bubble" (of detection, stealth, etc.) is the distance at which
an observer's client begins to download location data for the stealthed
player. Within latency times of entering this radius, players will begin
seeing a transparent outline, and are then able to target and attack that
stealthed character. This bubble is different for each observer of the
stealthed character, and its radius is determined by the observer's level,
the stealther's spec level, and the class of the observer (but NOT the
character level of the stealther). Note: Stealth is purely deterministic,
there is absolutely no randomness involved in stealth detection. In addition,
the calculations for FINDING a stealthed character are not influenced in
any way by the observer's class, or stealth spec level.
Camouflage was introduced in the 1.52 patch and is for archers only.
It functions identically to normal Stealth, with 2 exceptions. You cannot
Camouflage unless you have been out of combat for 10 minutes. In addition,
while Camouflaged, you are immune to detection from See Hidden (the realm
ability). However, you can still be detected by Detect Hidden (which increases
the detection range for an assassin to see an archer), or by True Sight
(which is an archer realm ability).
The benefits of speccing in Stealth appear to be as follows:
1. Faster movement rate while stealthed. However, this will never approach
running speed, at best, a max stealth specced player can approach is a
fraction of running speed. This speed appears to continue to improve up
until 50 spec (including item bonuses).
2. Reduced odds of detection. Below is a detailed explanation of what
I think is the mechanism for this.
3. Smaller radius of distance around the character needs to be empty
of hostiles for character to stealth (depending on your point of view,
this can be a penalty since many Hunters use low stealth as a sensor for
whether stealthed enemies are nearby).
It has been observed that players who just stealth are totally undectable
for as much as several seconds. The current theory is that the game client
must wait for the server to process whether the observer is close enough
to observe the stealther, and then begin to download the locational data.
As the observer leaves this radius, the client will still receive locational
data while the server calculates that this is not allowed, and then shuts
off the stream. This explains why there is a delay when finding a stealther,
and why you see stealthers for a short bit even though you move far away.
The formula for calculating this radius using /loc has been shown to
be as follows (Treat this as the minimum distance between the observer
and the stealther to spot the stealther):
Note: If the stealther's spec is higher than the observer's level, this
becomes a constant of 125 or 250 units.
Observer has no Detect Hidden: [(observer's level - stealther's spec)
* 20] + 125
Observer has Detect Hidden: [(observer's level - stealther's spec)
* 50] + 250
See Hidden is a special case. If the observer has See Hidden, and the
stealther does not have Detect Hidden, then the stealther is observable
from a range of 3000 loc units unless the stealther is also camoflaged.
Being camoflaged negates See Hidden, and the above rules once again apply
as normal.
The largest change from the 1.45 system of stealth is that there is
a minimum detection radius for all characters. Regardless of observer's
level and the stealther's spec, the stealther will be spotted if the observer
enters within 125 units using /loc. Roughly, 25 units is equal to one walk
step animation. This is an imprecise measurement because the walk animations
are difficult to judge completeness.
The other component of this change is that assassins have a much greater
chance to detect archer classes now. Instead of using a base 125 units
to detect any other stealthed class, assassins use a base of 250 units.
The end result is that Hunter stealth is largely ineffective against an
equally specced Nightshade/Infiltrator. If an assassin were to attempt
to detect a non-archer class, then the minimum distance is changed to 125
as normal, but the assassin keeps the 50 multiplier instead of the 20 multiplier
(due to Detect Hidden).
There are two other warnings about stealth. The first is that pets always
see through stealth. The latest change from Mythic is that this feature
will remain as it due to technical reasons. This is both a Hunter's friend
and foe, your pet will allow you to track down enemy archers, minstrels,
etc. However, enemy Druids, and other Cabalists will be able to do likewise.
The second is about guild cloaks, while stealthed, they will not be transparent.
With the 1.50 patch, the assassin class is able to buy the See Hidden realm
ability. As noted in the previous chart, See Hidden lets an assassin IGNORE
your stealth completely. A guild cloak will be completely obvious to any
assassin instantly and this is highly not reccomended.
The most important use of stealth is that it breaks targetting. If you
are far enough away that hitting stealth causes the enemy player to be
out of your bubble, they cannot target you, and any targetting they had
before is gone. This is invaluable when going alone to grief in the frontier,
although See Hidden has made it so that archers have a more difficult time
surviving solo. It is also useful when fighting in large groups, and you
want to get an archer off you from across the battlefield. You simply stop
shooting, wait 10 seconds, and stealth and then move and unstealth. Be
warned however, that being attacked counts as being in combat. You will
be unable to stealth for 10 seconds after being shot at by an arrow.
The other benefits of high stealth include being able to stay stealthed
when nocking an arrow. Currently, the ratio of your stealth level to character
level is the percentage chance you will stay stealthed when nocking a normal
shot. If you have 20 stealth at level 40, you have a 50% chance of staying
stealthed when firing. Critical shots are like normal shots, only the chance
is reduced by 20%. The same character would only have a 30% chance of staying
stealthed if he tried to fire a Critical Shot.
There are only 6 known stealth abilities from speccing in Stealth, and
Hunters receive only 1. Distract only works on NPC's and is used to rotate
their facing. Danger Sense tells the assassin whether a scout NPC has spotted
them and is running to get help (this only applies to NPC's). Detect Hidden
simply changes the multiplier (and raises base radius) of the difference
between stealth spec and level of observer, as detailed above. Safe Fall
reduces the damage done by falling off high objects. Lastly, climb allows
assassins to scale walls of keeps to get inside.
9. What about Volley and Longshot? Aren't those high level bow styles?
And where did Critical Shot X go?
Volley and Longshot are now implemented in the game, although they are
realm abilities and not part of the Composite Bow skill line. You can buy
Longshot for 10 realm spec points, and you can buy Volley for 14. Volley
requires Longshot as a prerequisite. Critical Shot X has never existed,
and is a rumor. Mythic has confirmed this ability has never, nor will ever
exist. The last bow ability currently in game, is Critical Shot IX, received
at 27 bow skill.
10. What about Shapeshifting and Tracking?
Shapeshifting for Heroes and Berserkers has already entered the game.
However, the Hunter's advertised shape-shifting is unknown in status. Tracking
likewise is in limbo and unknown in status.
11. What do Hunters do in RvR?
There are three things you can do to other players: grief, scout, and
fight
If you want to grief, it probably means you'll be alone or with other
stealthed parties. Stealth is useful, as well as bow. Typically griefing
involves sneaking up on lower level players, and then killing them with
impunity from stealth. Particularly killing them while they are fighting
monsters to cause the loss of experience. Mythic has explicitly explained
that this is intentional because it introduces an element of risk into
the frontier, and removes an exploit to avoid experience loss when exp'ing.
It is up to the player to decide if they will exercise this tactic. Because
vigilante posses are formed quickly to rid the frontier of said griefer,
high stealth is important as well as a high bow skill to pick players off
from a distance while hidden. However, the introduction of See Hidden makes
this activity extremely difficult. The Hunter is under constant threat
of detection from assassins and must have a high melee skill and hit points
to fight back.
Scouting is looking for enemy players while a larger group sieges a
keep or some such. Usually the Hunter or Shadowblade warns his group/guild/rampaging
mob of large groups of enemies (with appropriate level cons) so that they
can be prepared for the fight. In this case, high stealth is necessary.
It also means you won't be fighting, which is particularly boring for many
people. Hunters who scout should use Camoflage to reduce their chances
of detection. However, Camoflage is only usable if the Hunter has not fought
in the last 10 minutes. Otherwise, assassins can trivially find the Hunter
without cover using the See Hidden realm ability, and other archers can
also achieve this via the True Sight realm ability. Even if Camoflage is
up, the Hunter is vulnerable to the Detect Hidden innate ability that assassins
have, doubling the radius at which the Hunter is detected. Scouting in
all cases is a larger risk for a Hunter than an assassin.
Lastly, Hunters can fight in large scale battles between two huge forces.
With max spear, a Hunter spear is an effective weapon. Despite hitting
poorly compared to most combatants, the Hunter has access to many useful
positional styles, making him extremely useful in large pitched battles
where openings are rare to come by and exploit. However, in 1 on 1 combat,
the Hunter fares poorly because most of the useful styles (attack debuff,
stun, etc.) are all based off positionals. With a bow, the Hunter fares
much better. It is possible to effectively kill or suppress enemy casters,
and fight off other archers at near-equal footing. Because the bow's WeapSkill
cap is the same as most Warriors, you will do significant damage with the
bow against other players, greatly helping your melee fighters in whatever
engagements they are in. Most Hunters who do not extreme specialize in
stealth do so for this reason: They can contribute meaningful amounts of
damage in close combat or ranged combat provided they can be healed or
do not fight multiple opponents at once. Hunter pets are also useful in
RvR either as an ambush option to remove bladeturn on a target, deter and
hunt down stealth classes who have been attacked, or to simply add to the
Hunter's melee damage. The Feral Spirit line of spells is useful in enhancing
the pet at no cost of a realm mate's concentration points.
12. Where does all this good equipment come from? Why aren't my skills
getting all the bonuses from these items?
First of all, the amount of skill you can gain from items is character
level based only. The formula appears to be character level / 5, rounded
down, plus one. Note that realm ranks give bonuses to all skills. Mythic
has clarified their position, although the realm ranks act like items do
(i.e. they give no new spells or styles), this is a totally seperate cap.
The realm ranks stacking with items has been intended all along, and is
functioning correctly.
Currently known and confirmed:
Composite Bow items:
+6 (ranged) Great Shadowed Impaler Bow (dropped in Malmohus off Gjalpinulva
the dragon)
+5 (ranged) brilliant Daemon Fire-Forged Bow (dropped in Darkness Falls
off an unknown demon prince)
+5 (ranged) Infernal Soul Splitter (level 45+ group to obtain 22 diamond
seals in Darkness Falls for Hulo)
+5 (ranged) Ice Bone Prey Killer (2 level 50 groups to obtain in Raumarik
off the Wretches of Winter)
+5 (ranged) Runed Mystwood Bow (level 45+ group to obtain in Raumarik
off Bounty Hunters)
+4 (ranged) Golden Alloy Great Bow (2 level 45+ groups to obtain in
Malmohus off Drakulv Disciples)
+4 (ranged) Death Whisper Bow (level 46+ group to obtain in Vanern
Swamp off Broken/Outcast/Overlord Jotuns)
+4 (ranged) Bow of the North (level 40 Hunter epic quest, speak with
trainer in Jordheim)
+3 (ranged) Twilight Doombringer (level 37+ group to obtain in Spindelhalla
from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (chest) Tainted Fuliginous Vest (level 45+ group to obtain diamond
seals in Darkness Falls for Iono)
+5 (hands) Call of the Hunt Gauntlets (level 50 Hunter epic quest,
speak with Masrim in Ft. Atla)
+4 (hands) SoulPiercer's Gauntlets (2 level 45+ groups to obtain in
Malmohus off Drakulv Disciples)
+3 (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's
Gate from the Glacier Giant)
+3 (hands) Latticed Shadow Gloves (level 37+ group to obtain in Spindelhalla
from Undead Trolls, Cursed Thulians, or Cave Trows)
+2 (hands) Supple Serpent-Hide Gauntlets (level 43+ group to obtain
in Vanern Swamp from Hagbui Beserkers/Thanes)
+3 (jewel) Crystalized Snowflake Pin (level 45 Hunter epic quest, speak
with Masrim in Ft. Atla)
+2 (jewel) Frozen Cyclops Eye (2 level 45+ group to obtain in Raumarik
from Hugi & Frozen Cyclops)
+2 (wrist) Dragon Etched Bracer (2 level 45+ groups to obtain in Malmohus
from Drakulv Excecutioners)
+2 (wrist) Accursed Bracer of Skill (level 40+ group to obtain sapphire
seals in Darkness Falls for Lucifo)
+2 (wrist) Darksteel Bracer (level 33+ group to obtain in Spindelhalla
from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
Spear items:
+7 (2 handed) [thrust] Bloodfire Battle Spear (dropped in Malmohus
off Gjalpinulva the dragon)
+6 (2 handed) [slash] Golden Alloy Great Spear (2 level 45+ groups
to obtain in Malmohus off Drakulv Disciples)
+6 (2 handed) [slash] Spirit of Prey (2 level 45+ groups to obtain
in Raumarik off the Wretches of Winter)
+5 (2 handed) [thrust] brilliant Smoldering Ruby Spear (2 level 45+
groups to obtain in Darkness Falls off any prince or the Grand Chancellor)
+5 (2 handed) [thrust] Infernal Soul Searer (level 45+ group to obtain
19 diamond seals in Darkness Falls for Hulo)
+4 (2 handed) [slash] Winter's Spear (level 40 Hunter epic quest, speak
with Trainer in Jordheim)
+3 (2 handed) [thrust] brilliant Smoldering Ember Spear (2 level 45+
groups to obtain in Darkness Falls off any prince or the Grand Chancellor)
+2 (2 handed) [thrust] Runic Clay Spear (level 37+ group to obtain
in Vanern Swamp off Clay Jotuns)
+2 (2 handed) [thrust] Twilight Impaler (level 37+ group to obtain
in Spindelhalla from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (helm) Call of the Hunt Helm (level 50 hunter epic quest, speak
with Masrim in Ft. Atla)
+2 (jewel) Accursed Jewel of Arms (level 40+ group to obtain sapphire
seals iN Darkness Falls for Lucifo)
+1 (waist) Bear hide belt (level 25+ group to obtain in Vendo from
Vendo Guards)
+1 (wrist) Trollish Stone Bracer (level 26+ in Muspelheim from Fire
Giants)
Stealth items:
+5 (2 handed) brilliant Smoldering Ruby Spear (2 level 45+ groups to
obtain in Darkness Falls off any demon prince)
+4 (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's
Gate from the Glacier Giant)
+4 (cloak) Ghostly Cloak (level 44+ one drop from Ald the Bruce in
Yggdra Forest)
+2 (cloak) Cloak of the Bloodwolf (level 45+ group to obtain in Malmohus
from named Drakulvs/Svartelves)
+2 (cloak) Accursed Cloak of Shadows (level 40+ groups to obtain sapphire
seals in Darkness Falls for Lucifo)
+4 (head) Webbed Shadow Helm (level 37+ group to obtain in Spindelhalla
from Undead Trolls, Cursed Thulians, or Cave Trows)
+3 (feet) Tainted Fuliginous Boots (level 45+ group to obtain diamond
seals in Darkness Falls for Iono)
+3 (feet) Crafted Darksteel Boots (level 33+ group to obtain in Spindelhalla
from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+2 (feet) Boots of the Bloodwolf (level 45+ group to obtain in Malmohus
from named Drakulv Axehands)
+3 (neck) Arrowhead Necklace (level 43+ Hunter epic quest, speak with
Masrim in Ft. Atla)
+2 (neck) Darksteel Necklace (level 33+ group to obtain in Spindelhalla
from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds)
+3 (jewel) Faceted Insect Eye (level 30+ group to obtain in Spindelhalla
from Stingers or Terra Crabs)
+2 (waist) Vansaang Belt (level ??? to obtain in West Svealand from
Minor Fideals)
+2 (feet) Supple Serpent Hide boots (level 42+ group to obtain in Vanern
Swamp off Hagbui Thanes/Berserkers)
+1 (finger) Kobold Bone Ring (level 25+ group to obtain in Vendo from
Svendos/Vendo Yowlers)
+2 (ranged) Great Shadowed Impaler Bow (dropped in Malmohus from Gjalpinulva
the dragon)
+2 (ranged) Golden Alloy Great Bow (2 level 45+ groups to obtain in
Malmohus from Drakulv Disciples)
+1 (ranged) Ice Bone Prey killer (2 level 45+ groups to obtain in Raumarik
from the Wretches of Winter)
Slash resist:
12% (arms) Call of the Hunt arms (level 50 epic quest, talk to your
trainer)
10% (cloak) Frigid Glacial Skin (3 level 50 groups to obtain in Odin's
Gate from the Glacier Giant)
6% (waist) Belt of Glacial Might (4+ level 45+ groups to obtain in
Raumarik from the Wretches of Winter)
4% (cloak) Jade Moonshone Cloak (level 45+ group to obtain in Malmohus
off named Svartelves)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire
seals in Darkness Falls for Lucifo)
4% (finger) Svartelf Crafted Ring (level 35+ group in Spindelhalla
from Svartelf Thralls/Arbetares and Arachite Tunnelhosts)
4% (wrist) Hardened Viper Skin Bracer* (level 30+ group in Vanern Swamp
from Mud Frogs)
2% (wrist) Silksteel Lattice (level 30+ group in Spindelhalla off Svartelves)
* Note: there are 2 versions of this bracer, one gives slash resist,
the other gives crush resist. They always drop in pairs, one slash and
one crush.
Thrust resist:
10% (feet) Call of the Hunt boots (level 50 epic quest, talk to your
trainer)
10% (chest) Vest of Vile Dominion (8+ level 50+ groups to obtain in
Darkness Falls from Legion the level 83+ demon)
6% (neck) Infernal Black Diamond Necklace (level 45+ group to obtain
diamond seals in Darkness Falls for Orto)
2% (belt) Vansanng Belt (level 20+ in West Svealand from Minor Fideals)
Crush resist:
10% (arms) Call of the Hunt arms (level 50 epic quest, talk to your
trainer)
6% (waist) Belt of Glacial Might (4+ level 45+ groups to obtain in
Raumarik from the Wretches of Winter)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire
seals in Darkness Falls for Lucifo)
4% (cloak) Jade Moonshone Cloak (level 45+ group to obtain in Malmohus
off named Svartelves)
2% (wrist) Silksteel Lattice (level 30+ group in Spindelhalla off Svartelves)
Body resist:
10% (jewel) Infernal Black Diamond (level 45+ group to obtain ?? diamond
seals in Darkness Falls for Orto)
8% (wrist) Bracelet of Defense (level 38+ one-drop in Vanern Swamp
from Fjaler)
6% (wrist) Shrunken Ribcage Bracer (4 level 45+ groups in Raumarik
from Wretches of Winter)
6% (finger) Ring of Glacial Might (level 40+ group in Raumarik from
Frore Liches)
6% (wrist) Hollow Chitin (level 33+ group in Spindelhalla from Terra
Crabs/Stingers/Spindels)
6% (neck) Infernal Black Diamond Necklace (level 45+ group to obtain
diamond seals in Darkness Falls for Orto)
4% (waist) Accursed Belt of Might (level 40+ group to obtain 25 sapphire
seals in Darkness Falls for Lucifo)
Spirit resist:
10% (cloak) Cloak of the Dragonwolf (2 level 45+ groups in Malmohus
from ???)
8% (finger) Flame Wrought Ring (level 45+ group in Malmohus from Drakulvs
in southeast area)
6% (wrist) Shrunken Ribcage Bracer (4 level 45+ groups in Raumarik
from Wretches of Winter)
6% (finger) Band of Ice (level 40+ group in Raumarik/Jamtland Mountains
from Windswept Wraiths)
6% (wrist) Singed Hollow Chitin (level 33+ group in Spindelhalla from
Terra Crabs/Stingers/Spindels)
Armor sets:
Latticed Shadow armor, 92 AF, 89% quality, 25% bonus (From Spindelhalla,
level 37+ groups to obtain):
Chest: +6 DEX/QUI, 6% body/cold
Legs: +15 CON, +3 QUI, 2% body, 2% matter
Arms: +15 STR, +3 CON, 2% heat, 2% cold
Helm: +27 HP, 10% spirit
Hands: +3 left axe, +3 composite bow, +6 DEX/QUI
Feet: +15 DEX, +3 QUI, 4% body
Bloodwolf armor, 94-98 AF, 89-90% quality, 25% bonus (From Malmohus,
level 45+ groups to obtain, AF/quality based upon level of monster killed):
Chest: +42 HP, +10 QUI
Legs: +30 HP, +7 DEX
Arms: +15 STR, 6% spirit/energy
Helm: +24 HP, 6% body/energy/heat
Hands: +21 QUI
Feet: +2 stealth, +4 CON, +6 DEX/QUI
Supple Serpent-Hide armor, 98 AF, 90% quality, 25% bonus (From Vanern
Swamp, level 42+ groups to obtain):
Chest: +30 HP, +9 DEX, 6% fire
Legs: +15 CON, +6 QUI, 4% slash
Arms: +18 STR, +6 CON, 4% slash
Helm: +12 PIE, +2 berzerk, 4% slash
Hands: +2 composite bow, +10 DEX/QUI, 2% slash
Feet: +9 DEX/QUI, +12 HP, +2 stealth
Studded Fur Lined armor, 98 AF, 90% quality, 25% bonus (From Raumarik,
level 45+ groups to obtain):
Chest: +13 STR/CON, 10% cold
Legs: +13 DEX/QUI, 10% cold
Arms: +13 STR/CON, 10% thrust
Helm: +9 CON/STR/DEX
Hands: +13 DEX/QUI, 10% body
Feet:
Soulbinder's armor, 98 AF, 91% quality, 25% bonus (From Malmohus, 2
level 45+ groups to obtain off Drakulv Soultrappers):
Chest: +45 HP, +12 STR/DEX
Legs: +15 CON, +12 DEX, 8% body/matter
Arms: +16 STR/QUI, 10% spirit
Helm: +51 HP, 6% body/matter/spirit
Hands*: +4 composite bow, +6 DEX/QUI, +30 HP
Feet: +22 DEX, 10% ?/body
* This item is a Hunter specific item, named SoulPiercer's Gauntlets
Fuliginous armor, 98 AF, 91% quality, 25% bonus (from Iono in Darkness
Falls, level 45+ groups to obtain diamond seals):
Chest*: +39 HP, +3 composite bow, +13 DEX
Legs: +18 CON, +12 DEX, 8% body/spirit
Arms: +30 HP, +15 STR, 7% heat/cold
Helm: +2 sword/axe, +15 STR/CON
Hands: +30 HP, +9 DEX/STR, 8% heat
Feet*: +3 stealth, +12 CON/DEX, 8% cold
* This item is a Hunter specific item, named Tainted Fuliginous
Call of the Hunt armor, 100 AF, 100% quality, 35% bonus (from level
50 Hunter epic quest, speak with Masrim in Ft. Atla)
Chest: +13 DEX/STR, +15 CON, 6% cold, 3 charges +75 AF buff
Legs: +15 CON/DEX, +7 QUI, 12% matter
Arms: +15 STR/QUI, 10% crush, 12% slash
Helm: +3 spear, +3 composite bow, +3 stealth, +19 DEX
Hands: +5 bow, +15 QUI, +33 HP
Feet: +19 CON/DEX, 10% thrust
Other accessories that are considered useful are:
Chest: Vest of Vile Dominion (AF 102, 100% quality, 35% bonus, +18 DEX/STR,
+10% thrust/cold) in Darkness Falls from Legion the level 83+ demon
Chest: Dread Cobalt Vest (AF 100, 92% quality, 25% bonus, +39 HP, +13
STR, +12 QUI) in Vanern Swamp from Mokkurvalve, the level 70+ Jotun
Head: Spiked Coral Crown (AF 100, 91% quality, 25% bonus, +12 CON,
+10 QUI, 10% heat/energy) in Vanern Swamp from the Fallen Sea King
Neck: Infernal Black Diamond Necklace (+36 HP, 6% body/energy/thrust)
in Darkness Falls from Orto (diamond seals)
Neck: Necklace of Hoarfrost (+78 HP) in Raumarik from Wretches of Winter
Neck: Arrowhead Necklace (+3 stealth, +9 DEX, +18 HP) from the level
43 Hunter epic quest, speak with Masrim in Ft. Atla
Neck: Accursed Daemon Necklace (+7 CHA/CON/STR) in Darkness Falls from
Marbo (sapphire seals)
Neck: Drakulv Crescent Talisman (+7 STR/CON/DEX) in Malmohus from named
Drakulvs by the H stones
Neck: Darksteel Necklace (+2 stealth, +2 battlesongs, +7 STR/CON) in
Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Neck: Malign Scarab Necklace (+6 STR/DEX/QUI) in Darkness Falls from
Iago (emerald seals)
Neck: Shadowsteel Necklace (+7 QUI, +3 CON, 12% heat) in Spindelhalla
from Undead Trolls, Cursed Thulians, or Cave Trows
Cloak: Frigid Glacial Skin (10% slash/cold, +4 stealth, +3 composite
bow) in Odin's Gate from the Glacier Giant
Cloak: Jade Moonshone Cloak (+6 CON, 4% slash/crush, 12% cold) in Malmohus
from named Svartelves
Cloak: Frozen Tundra Walker's Mantle (+13 STR/CON, 8% heat/cold, 2
charges +75 STR/CON buff) in Raumarik of the Wretches of Winter
Cloak: Cloak of the Dragonwolf (+7 STR/CON/CHA, 10% spirit) in Malmohus
from ???
Cloak: Enraged Wolf Pelt Cloak (+54 HP) in Malmohus from ???
Cloak: Infernal Pyre Walker's Cloak (+10 DEX/QUI, 12% heat) in Darkness
Falls from Orto (diamond seals)
Cloak: Flame Wrought Cloak (+21 DEX, 12% heat) in Malmohus from Drakulv
Executioners
Cloak: Accursed Cloak of Shadows (+2 stealth, +7 CON/DEX) in Darkness
Falls from Lucifo (sapphire seals)
Cloak: Cloak of the BloodWolf (+2 stealth, +3 CHA, +6 DEX/QUI) in Malmohus
from named Drakulvs/Svartelves
Cloak: Ghostly Cloak (+4 stealth, +4 battlesongs, +7 DEX/QUI) in Yggdra
Forest from level 44+ one drop from Ald the Bruce
Cloak: Dispositional Cloak (+12 DEX/QUI) in Skona Ravine from level
38+ one drop from Captain Gruff
Cloak: Black Silksteel Cloak (8% cold, +6 STR/CON) in Spindelhalla
from Svartelf Thralls, etc.
Cloak: Firecloak (8% heat, +12 HP, +4 PIE) in Muspelheim from level
20'ish one drop from Gokstorm
Jewel: Infernal Black Diamond (+18 STR, +10% cold/body) in Darkness
Falls from Orto (diamond seals)
Jewel: Frozen Cyclops Eye (+2 composite bow, +2 envenom, +33 HP, +15
STR) in Raumarik from Hugi
Jewel: Jewel of Raumarik (+10 STR/CON, +9 DEX/QUI, 2 charges of AF
75 buff) in Raumarik from Wretches of Winter
Jewel: Crystalized Snowflake Pin (+3 composite bow, +10 STR, +9 DEX)
from the level 45 Hunter epic quest, speak with Masrim in Ft. Atla
Jewel: Accursed Jewel of Arms (+2 composite bow, +2 sword, +2 axe,
+2 hammer) in Darkness Falls from Lucifo (sapphire seals)
Jewel: Faceted Insect Eye (+3 stealth, +3 parry, +9 QUI) in Spindelhalla
from Stingers or Terra Crabs
Jewel: Stone of Coldfire (+6 DEX/QUI, 6% cold) in Muspelheim from level
27+ one drop from Brika
Jewel: Blood Bound Totem (+7 CON/DEX/QUI, +6 CHA) in Malmohus from
named Drakulvs by the H stones
Jewel: Reincarnate Orm Eye (+45 HP) in Vanern Swamp from Reincarnate
Orms
Belt: Belt of Glacial Might (+15 STR, +13 CON, 6% slash/crush) in Raumarik
from Wretches of Winter
Belt: Infernal Black Diamond Belt (+67 HP) in Darkness Falls from Iono
(diamond seals)
Belt: Accursed Belt of Might (+10 STR, 4% slash/crush/body) in Darkness
Falls from Lucifo (25 sapphire seals)
Belt: Accursed Daemon Bone Belt (+7 STR/CON/DEX/QUI) in Darkness Falls
from Morbo (51 sapphire seals)
Belt: Drakulv Defender's Belt (+6 CON/DEX/QUI) in Malmohus from level
45-50 Drakulvs
Belt: Shadowsteel Belt (+10 STR/CON) in Spindelhalla from Undead Trolls,
Cursed Thulians, or Cave Trows
Belt: Band of Chitin (+6 DEX/QUI, +12 HP) in Spindelhalla from Stingers
or Terra Crabs
Belt: Ceremonial Belt (+9 DEX, +15 HP) in Spindelhalla/Vanern Swamp
from any Hagbui
Belt: Vansanng Belt (+2 stealth, 2% thrust) in West Svealand from Minor
Fideals
Ring: Infernal Black Diamond Ring (+12 STR/CON, 10% cold) in Darkness
Falls from Orto (17 diamond seals)
Ring: Band of Ice (+13 CON, 6% heat/cold/spirit) in Raumarik/Jamtland
Mountains from Windswept Wraiths
Ring: Ring of Glacial Might (+10 STR/CON, 6% cold/body) in Raumarik
from Frore Liches
Ring: Flame Wrought Ring (+9 DEX/QUI, 8% heat/spirit) in Malmohus from
Drakulvs in southeast area
Ring: Ancient Ebon Ring (+7 STR/CON/QUI, +6 CHA) in Malmohus from Drakulvs
in southeast area
Ring: Twisted Darksteel Ring (+2 critical strike, +7 DEX, +6 QUI) in
Spindelhalla from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Ring: Darksteel Ring (4% heat/cold/energy, +18 HP) in Spindelhalla
from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Ring: Svartelf Crafted Ring (+12 HP, +7 STR, 4% slash) in Spindelhalla
from Svartelf Thralls/Arbetares and Arachite Tunnelhosts
Ring: Mistring (+2 POW, +6 STR/CON) in Skona Ravine from level 29 one
drop from Vindvasen
Ring: Horned Silksteel Ring* (+7 CON, +3 POW) in Spindelhalla from
Svartelf Thralls, etc.
Bracer: Shrunken Ribcage Bracer (+13 CON, +15 PIE, 6% spirit/body)
in Raumarik from Wretches of Winter
Bracer: Soul Forged Bracer (+51 HP, +15 STR, 2 charges of a -54 DEX/QUI
debuff) in Darkness Falls off any demon prince
Bracer: Dragon Etched Bracer (+2 composite bow, +2 parry, +21 HP, +6
STR) in Malmohus from Drakulv Protectors
Bracer: Darksteel Bracer (+2 composite bow, +7 STR, +6 DEX) in Spindelhalla
from Ekyps Scavengers, Lost Hagbuis, or Mad Kobolds
Bracer: Accursed Bracer of Skill (+2 composite bow, +2 left axe, +7
DEX) in Darkness Falls from Lucifo (sapphire seals)
Bracer: Hardened Viper Skin Bracer (4% slash, +6 DEX/QUI) in Vanern
Swamp from Mud Frogs
Bracer: Hollow Chitin (+7 QUI, 6% body/matter) in Spindelhalla off
Terra Crabs, Stingers, and Spindels
Bracer: Singed Hollow Chitin (+7 CHA, 6% spirit/heat) in Spindelhalla
off Terra Crabs, Stingers, and Spindels
Bracer: Infernal Black Diamond Bracer (+10 CHA/CON/DEX) in Darkness
Falls from Orto (diamond seals)
Bracer: Ancient Ebon Bracer (+24 HP, +9 DEX, +6 CHA) in Malmohus from
???
Bracer: Twisted Shadowsteel Lattice (+21 HP, +4 POW) in Spindelhalla
from Undead Trolls, Cursed Thulians, or Cave Trows
Bracer: Bracelet of Defense (+3 parry, +9 QUI, 8% body) in Vanern Swamp
from level 38+ one drop Fjaler
Bracer: Silksteel Lattice (+7 DEX, +12 HP, 2% slash/crush) in Spindelhalla
from Svartelves
Arrows: 100 Tingler Arrows (x-heavy, x-long, improved, thrusting dmg)
from the Tingler Webmother one-drop in Myrkwood
* Note: Many, if not all, Horned/Crafted Silksteel items have random
stats. Always SHIFT-I these items to check if they have the stats you want.
I have several Horned Silksteel Rings that give +7 PIE instead of CON.
Hunters ostensibly do not want these.
13. How do I use a bow? How do I use Critical Shot?
In order to easily switch between weapons, you will need to put both
your bow and the critical shot ability into your hot bar. Left click on
any weapon, and drop that icon into an empty slot of a hot bar. It will
not drop the weapon on the floor or otherwise move it. Now you can click
on that button in the hotbar to equip that weapon. Most Hunters put their
spear button (and styles) in one set of 8, and put their bow (and crit
shot with other macro buttons such as /face) in a second set of 8.
To fire a bow:
1. Target the monster/player.
2. Equip the bow by hitting its hotbar button.
3. Tap the bow button again to nock an arrow. A message indicating
how much time till you can fire (as well as if the target is in range)
should appear in orange.
4. Tap the bow button again to activate auto-release of arrow when
you are ready. This saves valuable fractions of a second by avoiding latency
issues.
5. If you want, tap the bow button a third time to activate auto-release
and auto-nock another arrow against the same target.
To fire a critical shot, you must drag your critical shot icon from
the abilities page into a hotbar slot. Instead of clicking on your bow
to nock an arrow, click on critical shot to nock an arrow. If you click
on critical shot again, you will switch to a normal shot. To auto-release
and auto-reload, click on your bow (not critical shot) icon instead. Aside
from nocking, critical shot is just like normally using a bow.
14. How does Critical Shot work? Why is my critical shot not working?
Critical Shot is an ability Hunters receive as they spec in Composite
Bows. Effectively, Critical Shot doubles your damage if you hit something
that is not engaged in melee combat, running, or aggro'd onto something.
In return, your draw time for that arrow is increased. Critical Shot I
multiplies the draw time by 2.0, and each version afterwards reduces this
multiplier by 0.1. Thus, Critical Shot II multiplies draw time by 1.9,
Critical Shot III by 1.8, etc. all the way up to Critical Shot IX, which
multiplies it by 1.2. This last ability, Critical Shot IX, is received
at 27 Composite Bow skill.
With the 1.45 patch, players can no longer deal out 300% normal damage
to green and grey con targets. The cap has been changed to at most be 200%
for anything up to a "yellow" con player/monster. Currently, the formula
for your maximum Critical Shot damage is purely based upon character level
vs. target's level, and has nothing to do with bow spec level. For every
1% the target's level is above your character's level, Critical Shot's
max damage is reduced by 3% from the max of 200%. For example, a monster
that is 10% higher in level than your character (i.e. level 55 to a level
50) can be Critical Shot for 170% normal damage.
You also cannot critical shot an NPC who has aggroed (which obviously
includes hand to hand fighting). You must fire the shot before it aggros
on someone. If it aggros before the shot lands, this does not affect the
damage.
You also cannot critical shot any players who are engaged in melee combat,
or at running speed. You can however, critical shot players who are holding
still, and in combat mode, but not swinging their weapons. In other words,
the only ways to render yourself immune to the extra damage of a crtical
shot is to be swinging a weapon in melee combat, or running at normal speeds
or higher. It is also important to note that any player who has "engaged"
you has a good chance (95%) of blocking your arrows. The extreme consequence
of this is that critical shot will be used less and less in RvR as players
become aware that they immunize themselves to critical shot simply by running.
It costs them nothing, and always works. For this reason, I do not recommend
using critical shot unless you are at Critical Shot IX, where the extra
fraction of a second is negligible if wasted, but the payoff is worthwhile
if it works.
Typically, critical shots are only guarenteed against other archers
shooting, and casters casting a spell as these two situations are both
against stationary non-combat mode players.
15. Why can't I charm animals? How does charming work?
The release of the updated Prima strategy guide actually gives a surprisingly
simple (and accurate) theory on how the Beastcraft charm spells work. All
but the last version allow a Hunter to charm up to 80% of his chararacter
level, rounded down. However, the last versions of each animal/insect charm
spell (at 32 and 35 spec respectively) are not 80%, but 82%, explaining
the jump when higher level Hunters are able to charm 1 level higher than
they expected.
Confirmed data to support this includes:
Level 11, Beastcraft 6, level 8 insect (level 7 animal due to outdated
charm spell)
Level 11, Beastcraft 7, level 8 pet
Level 17, Beastcraft 17, level 13 pet
Level 19, Beastcraft 18, level 15 pet
Level 20, Beastcraft 19, level 16 pet
Level 21, Beastcraft 20, level 16 pet
Level 22, Beastcraft 23, level 17 pet
Level 23, Beastcraft 24, level 18 pet
Level 44, Beastcraft 35, level 36 pet
Level 47, Beastcraft 43, level 38 pet
Level 48, Beastcraft 43, level 39 pet
Level 49, Beastcraft 43, level 40 pet
Level 50, Beastcraft 35, level 41 pet
Level 50, Beastcraft 43, level 41 pet
There is a limit to how high a level each version of the charm spell
can charm. However, the limits are not easily confirmable because most
Hunters spec relatively high in beastcraft.
Note that these spells work in rather odd ways. I have found that the
Call of Gleipnir will work on anything using a bear, wolf, cat, frog, badger,
horse, or rat model, but will not work on humanoids or snakes (although
Squabblers in Hibernia work). In addition, Call of Gleipnir has been known
to work on Torpor Worms in Uppland/Yggdra forest, but not anything else
with a worm model. I have also found the Compel Insect spell to work on
ants, crabs, spiders, and even arachites.
16. Can my Hunter solo? How can I do it?
The answer is yes (and quite well once a Hunter hits level 40+), there
are several spots (I have been shown more than I can mention) in the game
where monsters are:
1. Casters/archers
2. Weak to slashing weapons
3. Vulnerable to pathing bugs
Otherwise, if not available, you will have to solo "normally". In order
of experience gain rate, it is probably better to group until your late
30's. Then it is better to find a camp with pathing bugs and/or casters
than group. Grouping is second best after that (but gives good equipment).
Solo'ing normally with non-optimal monsters is a distand third, as it is
dangerous and very slow. Shooting normal yellow or blue monsters with arrows
and then melee'ing them to death is viable, but as you gain levels, you
will spend more and more time healing because even a near dead yellow can
kill a hunter at levels 30 to 40.
The key is yellow or higher equipment, and picking your targets. Slow
moving monsters, archers, casters, or anything weak to slash/thrust damage
are the best targets, letting you get the most arrows into it before it
closes in for melee. You should avoid anything that is fast, roots, casts
a DD, is resistant to slash/thrust or calls for help. Typically, this means
avoiding Arachites, drakes, etc., etc. It is difficult to find the optimal
target (i.e. a caster with low hit points, it is weak to slashing, and
it has a pathing bug) until you are in the 40's. They are rare, and at
any given level, you may not have such a spot. These places are incredibly
fast experience (better than a group), and incredibly safe (assuming you
are fully specced in bow, and almost fully specced in spear and beastcraft).
If not, you may die due to a randomly high level spawn. Otherwise, you
may have to hunt like most other players.
Usually a solo'ing hunter will find the max range of his bow (using
the longest range arrows and heaviest damaging arrows he can afford easily)
and pelt the target with arrows. Inbetween shots, he can click on the "attack"
button for his pet to try to get the pet to input some extra damage. If
the monster closes, the hunter/pet team tries to melee the monster to death
as quickly as possible with detaunt styles to conserve hit points with
the high defense bonus.
Realm abilities further complicate this, with some being much more useful
to exp'ing than others. Dodger, Mastery of Pain, Falcon's Eye, and First
Aid/Ignore Pain are all abilities that greatly enhance a Hunter's ability
to solo exp.
Choose a target carefully and stealth yourself when resting to avoid
being ambushed. Solo'ing appears to be all about being careful.
17. How does Weapon Speccing work?
Specializing in a weapon is a necessary step towards raising the damage
output of your character. No amount of stat bonuses, gear, or spells will
help you without speccing in a weapon because of the way the game works.
There are caps on how much each of the previously mentioned methods will
benefit your character, caps that are based upon your weapon specs. Speccing
in a weapon, aside from raising those caps, gives 2 other benefits (note
that this is based off your item and realm point enhanced spec, NOT the
base spec level):
1. It raises the minimum damage you will do.
2. Beyond 2/3 spec, it will raise the maximum damage you will do with
2H weapons.
With no specialization, damage variance is from 25-125% of base damage
(which is determined by weapon stats and character level). From there to
2/3 spec, the minimum damage is raised linearly up to 75% (i.e. 1/3 of
your character level will raise your min. damage by 25%). At 2/3, the damage
range is 75-125%. Above 2/3 spec to maximum spec, the minimum AND maximum
damage will increase linearly until it is 100-150% at max spec.
From personal experience with both spear and non-spear spec Hunters,
this makes a huge difference. Non-spec Hunters with 12-16 spear at level
45 can expect to hit yellows in cloth to chain anywhere from 90-120 damage
a hit using the Lancer style. Spear-specced Hunters with 39-44 spear at
level 45 can expect to hit the same yellows for anywhere from 200-400 damage
a hit using the Whirling Spear style.
Further testing has shown that your spec level does influence how much
of a bonus a 2H weapon gives beyond a 1H weapon. The exact details have
yet to be worked out.
18. What are my skill/stat/AF caps?
Although characters can reach a maximum of level 50, it is possible
to get a level 51 cap for DPS and AF. The character must be level 50, and
have achieved realm rank 5 (i.e. have 513,500 or more realm points). See
the Appendix for a chart of realm ranks and the realm points required to
achieve them.
Stat caps: Your stat caps are easy to calculate, you need to find out
what your "base" stats are counting in the points you gain from leveling.
The easiest way to do this is via math, but you can also find out by stripping
your character naked. In order to find out how many points you have gained
from leveling, do the following:
1. Take your character level and subract 5 (to account for the newbie
levels that did not give stat points).
2. Divide this number by 1, 2, or 3, depending on whether this stat
is raised every 1, 2, or 3 levels. Make sure you keep track of fractions,
they are important.
3. Round this up no matter what the fraction is. Even if it is 1/3rd,
round it up.
4. Add this number to whatever your stats were at level 1, after character
creation.
With the 1.44 patch, your character has three different caps on the
bonuses to stats: items, single stat buffs, and double stat buffs. Your
character can gain at most, his/her character level to any one stat from
a single stat buff (i.e. +40 STR for a level 40 Hunter). However, your
character can 1.5 x character level (rounded down) from both items and
double stat buffs (i.e. +60 DEX from items, and another addition +60 DEX
from a DEX/QUI buff at level 40). With the addition of realm abilities
in 1.50, the Augmented series of stats are not affected by any caps. They
are effectively straight add ons to your base naked stat. The most a character
can raise any stat at level 50 is:
base/naked stat + 75 (item cap) + 50 (single stat buff cap) + 75 (double
stat buff cap) + augmented stats
WeapSkill cap per level: WeapSkill does not have an easy formula for,
it appears to be based solely upon your character level & class and
your weapon spec. Having weapon specs above your character limit WILL raise
this, but not by much. I have always had 44 bow skill with items. When
I gained level 41, my bow WeapSkill cap was 946. At level 42, it was 967.
And at 43, it is 996. The uneven gains are not related to my DEX because
I have always gained 1 pt. per level. However, by level 50, Hunters can
expect to push ~1300 WeapSkill with with max bow spec, and ~900 WeapSkill
with max spear spec, using only their self-buffs.
DPS cap per level: The DPS of your wielded weapon is capped BEFORE it
is multiplied against the condition and quality of the item. Because of
this, you cannot use high quality items to make up for this cap. The game
refers to this as the "clamped DPS", and you can see this by right clicking
on your weapon and hitting the delve command (SHIFT-I). If you are fully
able to utilize a weapon, then your "clamped DPS" will equal the DPS listed
on the weapon stats. With the new 1.50 patch, the WeapDam field of your
character stat sheet is supposed to display your effective DPS once all
factors are calculated in (quality, condition, level caps, etc.). However,
this display field is incorrect and needs to be fixed. Delve your items
for the actual value.
Every time your character gains a level, your WeapDam cap goes up by
0.2-0.4 DPS. The formula for this has been shown to have been changed with
recent patches, and so is no longer valid. However, gathered information
has been used to construct the following chart for levels 40-50.
40 - 13.3 DPS
41 - 13.5 DPS
42 - 13.8 DPS
43 - 14.1 DPS
44 - 14.3 DPS
45 - 14.6 DPS
46 - 15.0 DPS
47 - 15.3 DPS
48 - 15.6 DPS
49 - 15.8 DPS
50 - 16.2 DPS
51 - 16.5 DPS*
* To get this cap, your character must be level 50 and have reached
realm rank 5.
AF cap: According to Camelot Herald, armor factor reduces the damage
taken from a hit. Absorbtion therefore must be the chance that a blow is
completely negated, even though it actually "hit". The AF cap for any character's
level is equal to:
Char. level x 10 x (100% + absorb%)
rounded down, where absorb is the the absorb% of the highest level armor
that class can wear. For Hunters, this reduces down to char. level x 11.9,
or char. level times 1190%.
40 - 476 AF
41 - 487 AF
42 - 499 AF
43 - 511 AF
44 - 523 AF
45 - 535 AF
46 - 547 AF
47 - 559 AF
48 - 571 AF
49 - 583 AF
50 - 595 AF
51 - 606 AF*
* To get this cap, your character must be level 50 and have reached
realm rank 5.
There are several odd things to note about AF. Your character's AF depends
upon what is worn in all the armor slots, you will receive a different
amount of AF from any piece of armor, depending on what the other slots
have. The self-AF buff also follows similar behavior, it will give less
AF if you are naked, then if you have armor covering all slots. If all
the slots are full, then the following equation appears to be true for
calculating the AF from any one piece of armor:
AF x quality% x [100% + (absorb% x quality%)]
Also note that the Hunter's Beastcraft AF buff is no longer limited
by these caps, although the display will not show it properly.
Item skill/realm rank bonus cap: Bonuses from skills are capped by your
character level. The formula appears to be character level / 5, rounded
down, plus one. I can confirm the cap jumps from +8 to +9 at level 40,
and +9 to +10 at level 45, as well as all levels below this into the twenties.
Hunters are fairly certain the cap raises to +11 at level 50.
19. How does my Hunter compare to Scouts/Ranger? What about Thanes/Warriors/Beserkers/etc.?
There are two main differences between Hunters and the other archers.
With the addition of slower and slower bows for Midgard, and the addition
of faster and faster bows for Albion/Hibernia, the three realms have almost
approached equality in terms of draw speed. Midgard's bows range from 3.9
to 5.0 delay, while Albion/Hibernia ranges from 4.0 to 5.5 delay. Due to
the introduction of Spellcrafting and Alchemy, the most common bows in
possession of high level archers are all player made. Players have great
leeway in determining what damage and draw speed their bow will utilize.
Because of the new shouted pets in 1.56, Hunters are no longer as vulnerable
to the shield stun and critical shot combos Scouts were able to perform.
So long as the Hunter is able to shout a pet before he is stunned, there
is a high chance the Scout cannot pull the critical shot combination involving
the 42 shield spec style, or the 29 shield spec style after the "engage"
ability is used.
Likewise, beecause of power of the new shouted pets, Hunters are able
to slightly outdamage Rangers in melee combat in a straight up fight. When
using the advantage of attacking from 2 arcs (front Hunter, rear pet),
and the Evade penalties, the Hunter does even better. However, Rangers
still possess a much more efficient speccing system, being able to use
3 specs (Pathfinding, Celtic Dual, Piercing/Blades) to increase melee performance,
while Hunters have 2 (Beastcraft, Spear/Sword). Therefore, Hunters must
spent more spec points than Rangers to achieve melee superiority, making
this an all or nothing committment. Committing only mediocre amounts of
spec pts. into Beastcraft and Spear will not allow a Hunter to overpowere
in weakly melee specced Rangers.
Compared to other Midgard classes, Hunters have a slightly lower WeapSkill
cap compared to Viking based classes, ensuring that they will always hit
for slightly less damage per hit than a viking base. While Hunters can
push ~1000 WeapSkill with a spear at level 50 (up to 1400 when overspecced
and buffed), most Viking based classes can push 1200 (unbuffed Hybrids)
to 1700 (buffed pure-tank). The spear's use of the average of STR/DEX is
also not in the Hunter's favor, the spear requires +2 of STR/DEX to add
the same amount of WeapSkill as just +1 STR for a Warrior's sword.
The same applies to AF. Because the AF cap for level is based upon the
absorbtion rating of the highest level armor, Hunters cannot compete with
"tank" classes for AF. Their self-AF buff is constrained by the AF cap
as well. A level 50 Hunter can at most, have 595 AF, whereas a level 50
chain class can have 635, and a level 50 plate class can have 670 AF.
Defensive wise, Hunters are the second worst class in the entire game,
ranking defensively with Bards. All other classes have better armor, higher
evade, parry, or a combination thereof. The only exceptions are "mage"
classes, which are armed with bladeturn, quickcast on a 30 second timer,
and mez/stun spells. Arguably, in some situations, the caster's spell arsenal
with quickcast is a better defense than any armor.
20. Do I need to become a fletcher? Does arrow quality affect damage?
The answer is no to both counts. While fletching will appear to save
you money, it also takes time. And that time can also be spent making more
money. If you do not want to, you do not need to fletch, arrows appropriate
for your level are easily bought for insignificant amounts of silver. It
it's not petty change, then it's probably not needed for your level. Eventually,
monsters drop well over 9 gold in coins a kill and you can easily afford
as many footed flight broadheads as you want. The benefits of fletching
are typically the ability to make your own bows up to level 35 (when it
is better to get dropped bows, this may change later with additional crafted
items). The other benefit is that low level broadhead arrows do not require
a lathe, and the components weight less than the arrow itself. Many kobolds
will carry components and fletch in the field.
The rumors of store bought arrows doing less damage than player fletched
arrows are false. This has been confirmed in writing by the tradeskills
developer. Multiple tests involving thousands of each arrows in the 1.48
live server version have shown that arrows have quality (influencing consignment
rewards), but that this has no impact on damage, or range. In addition,
the rumors of player repairs taking up less durability are also false,
player repairs are identical to NPC repairs.
The only benefits to fletching are as follows: ability to repair bows
wherever you wish, cheaper arrows before level 35 where the money becomes
trivial, increased carrying capacity of arrows before STR increases to
the point where this does not matter, and crafting siegecraft parts for
ballistae (fletching is only used to create siege parts for ballistae,
not rams or catapults).
21. How many bonus skill points do I get past level 40?
Hunters receive twice their (new) level in skill points when they gain
a level. Mythic changed this system to include bonus points for levels
40-49. It is safe to assume that level 50.5 does not exist, based upon
interviews with level 50's who have been exp'ing for months straight.
When you are half way between levels 40 and above, you will reach what
is termed a "half-level". Your experience and death counters are reset
and you cannot fall below this half-way point. You will also receive skill
points equal to half what you originally received for that level. In this
example, upon reaching level 40.5, you will receive 40 skill points instead
of the original 80 you received for level 40 itself. This brings up the
total number of skill points to 2534 + 445 = 2979 (levels 1 through 5 as
a rogue do not give x2 skill points, but rather x1).
22. Will I be able to respec my skills if I mess up or change my mind?
What about my realm abilities?
With the 1.52 patch, Mythic has allowed characters to respec their skills
and realm abilities. There are 3 methods to respec your character, but
there are limitations on all 3.
If your character was in existence before the 1.52 patch, that character
is eligible for a full respec, but only if he/she has gained 2 or less
levels since 1.52 went live. Target the Hunter trainer and type in "/respec
ALL" to trigger this. You may do this only once, and it is not reversible.
Any characters who reach level 20 or level 40 may do a single respec,
but only at level 20 or 40. Once you level beyond these 2 points, you may
not respec any skills. Target the Hunter trainer and type in "/respec _____"
to trigger this. For example, typing in "/respec spear" will reset a Hunter's
spear skill to 1, and give back the appropriate number of spec points.
Since this is only doable at level 20 and 40, a character may only reset
2 skills in his/her entire lifetime.
Lastly, characters may realm ability respec twice in their entire lifetimes.
Target the Hunter trainer and type in "/respec realm" to do so. These are
not reversible.
With the 1.56 patch, Hunters all receive a full specialization respec,
allowing them to reset all their skills at once. However, be warned that
if you already had a full respec, you will not receive an additional one.
In addition, like all full respecs, they become invalid one level after
they were received. Do not level if you wish to save your full respec.
23. Do Hunters auto-train in anything?
The answer is no. Hunters do not auto-train in any skill. While other
classes such as Armsmen and Shadowblades may confirm their auto-training,
Hunters as a class do not.
24. Is going over 50 spec in a weapon worth it? Do realm ranks stack
with items? Does this do anything?
While you can go over 50 spec in a skill, the gains are much smaller
than normal, making it a questionable use of spec pts. Going over 50 skill
with a weapon skill does improve WeapSkill. This will increase damage by
a very slight amount. Weapon spec levels over character level improve damage
by a small amount based upon the current stats of the Hunter. When fully
buffed, these amounts are small enough that they rarely go over 5%. Mythic
has changed their position, and overspeccing is totally valid.
Realm ranks give bonuses to all skills. Mythic has clarified their position,
although the realm ranks act like items do (i.e. they give no new spells
or styles), this is a totally seperate cap. The realm ranks stacking with
items has been intended all along, and is functioning correctly.
The main benefits of speccing in a weapon are improving your weapon
variance, and improving your styles. Once you overspec, the only significant
benefit is the improvement of style bonus damage.
25. Why do Hunters have spear styles that trigger off Parry? Can Hunters
use those styles?
These are mistakes on the web pages that list the style lists. The actual
values of to hit bonuses and damage bonuses have radically changed since
retail, and those web pages are incorrect. All styles listed as triggering
off parry have been confirmed to actually trigger off evade. For a complete
list of the actual benefits of each style, see the appendix below.
26. Why should I train Beastcraft? I have a buff bot, shouldn't I concentrate
on my weapon skills instead?
First of all, the only way for a Hunter to maximize damage output is
to have high weapon and some form of buffs. Hunters are a Rogue based class,
and because of this, their WeapSkill caps are fairly low compared to Warriors
for the Spear. Even though the bow WeapSkill caps for a Hunter are relatively
close to a Warrior, it is still not an exact match. A Shaman buff bot can
substitute for the DEX/QUI and AF buffs a Hunter receives, as well as the
STR/CON pet only buff. However, there are several functions a Shaman cannot
substitute for: pets and speed shouts. The new pet shouts in the 1.56 patch
are extremely powerful, even more so than charmed pets when buffed. A Shaman
cannot summon these pets, and unless the Shaman buff bot continuously travels
with you, he cannot buff them either. The entire purpose of the pet shout
was to allow Hunters access to the pet's damage without negating his stealth
by having a visible pet on follow.
Pets are useful in additional situations. They can be used to track
down casters and stealthers, give a large boost to the melee damage of
a Hunter, and cut in half the opponent's chances of parrying/evading. The
speed shout is also very useful, allowing the Hunter to chase down and
kill more classes than he normally would be able to. Escape is also possible,
and both uses of the shout are only possible if it is upgraded to the full
capacity. In addition, the benefits of raising weapon skills instead of
Beastcraft are very small, due to the increasing costs of raising a skill
into the 40's. The tradeoffs are generally more beneficial to raise Beastcraft
rather than overspec.
The actual spells given by Beastcraft are as follows:
- Nimbleness of the Lynx: self DEX/QUI buff. Increases damage multiplier
to weapon damage by as much as 20%, as well as providing a significant
reduction in weapon delay, making the Hunter swing faster and hit harder.
- Lynx's Pelt: self-AF buff. Reduces damage taken by lowering the damage
multiplier of the enemy. Benefits depend upon the enemy's WeapSkill, but
are more significant as the enemy becomes closer and closer to your character
level (i.e. your AF is appropriately scaled for the enemy's level).
- Call of Gleipnir/Dominate Insect: 2 seperate charm spells for "animal"
or "insect" flagged monsters. Functionally, they are identical, and will
charm an animal/insect for 1000 minutes minimum.
- Feral Spirit: Pet only STR/CON buff. Increases damage multplier of
pet, and reduces damage dealt to the pet. Because monsters use attributes
differently, this is effectively a WeapSkill/AF buff for your pet.
- Speed of Prey: Self speed shout, usable only every 10 minutes. Increases
speed almost as much as appropriate level skald/bard/minstrel speed song
(if you sprint combined with the shout, you will outrun a Bard/Minstrel
who does not sprint). Will drop if player/pet takes damage, attacks, gains
a superior speed song effect, or gains realm points. Used to close distance
or escape.
- Hunter's Avatar: An additional shout that summons a maximum level
pet for the Hunter, usable every 2 minutes. This pet is more powerful than
buffed charmed monsters, and can be Feral Spirit buffed on top of this.
This is generally the Hunter's most common melee dmg enhancement considering
it's utility.
In order of power, the pets are as follows:
Weakest: charmed pet
Weak: buffed charmed pet
Strong: shouted pet
Strongest: buffed shouted pet
27. Do Evade items actually do anything?
The answer is no. This has been the case ever since retail, and has
been reconfirmed with log parsing in 1.45. The most common theory is that
Evade was actually a trainable skill early on in beta, but I am unable
to confirm this. These items are being stripped from the game and actual
usable bonuses put in their place. If you find an item that gives a bonus
to Evade, please appeal it to be fixed.
28. How do you I use the "range-finder" in the game
Many players have asked for a built in range-finder to let them see
if their target is within bow range, without the risk of breaking stealth
by nocking an arrow. The ground-targetting feature in game is a close substitute,
although using it is somewhat clumsy. To enter ground-targetting mode,
you must hit the appropriate key. By default, this is F5. Once you have
held down this key, your movement keys will move the yellow crosshairs
instead of your character. In order to determine your maximum range, you
must find a stationary monster (i.e. a guard or a shopkeeper), and continually
back up until you find the maximum range. Then you can ground-target the
target and save the location of the crosshairs. The next time you want
to change range, hit the F5 key (or whatever ground-target is bound to),
and look at the crosshairs.
29. What stat gives Hunter's their power points?
Based upon examining the conditions a Hunter can receive the "Your power
has increased" message while equipping items, STR is the only stat that
gives this message. It is unclear however, how much of a benefit Hunters
will receive from having a high STR (and hence, power pool) because many
of the spells Hunters can cast are fixed percentage costs (i.e. 25% charms).
In addition, many other spells have extremely high casting costs, the last
upgrade of each spell costs approximately 68 power points, and the gains
a Hunter makes per level is 2-3 power points. The benefits of a high STR
may be limited to only a few extra power points, making the benefits negligible
in the long run (especially since buffs need only be cast every 10 minutes).
30. How exactly do styles work? Why does QUI lower my style damage?
Does overspeccing help with style damage?
The game calculates your total damage per hit from 2 sources: your base
damage, and your style bonus. The base damage is determined by the weapon's
effective DPS, and the base unmodified delay. Being hasted, debuffed, or
having a high QUI will not change your damage per hit, although it will
change the frequency of how often you hit. Because the frequency can change,
but the dmg per hit does not, hastes and debuffs can either increase or
decrease your damage per unit time. Therefore, having a high QUI will help
you do more base damage per unit time.
The second source is style damage, which is a DPS add. Because it is
a Damage per Second add, being debuffed or hasted will not alter hot much
damage you get over time, even though the per hit bonus changes with the
modified delay. Therefore, having a high QUI will not help or hurt your
style damage per unit time. Because your damage is the total of the 2 (base
damage plus style bonus), it is good overall to have a high QUI. Because
most of the damage dealt by Hunters is base damage (at least 75%, if not
more), having a low QUI to get a bigger first hit with a style is not practical.
You will sacrifice too much DPS for too little of a gain in front-loaded
damage.
The fatigue costs from a style are proportional to the effective delay
of the weapon. The faster you swing the weapon, the less endurance you
will use up. In addition, there are caps to how much bonus DPS a style
can give to a weapon attack. These caps are unique to each style, and the
descriptions of "low", "medium", and "high" bonus damage are virtually
meaningless. In addition, as your spec in a weapon line, your style damage
bonus will improve. Overspeccing continues to improve your styles as normal.
The developers deliberately seperated styles into 3 categories: anytime,
positional, and chains. Anytime styles are the opening moves of chains
or simply styles that are used alone. They have the least damage bonus
and scale the slowest as you spec. Positional styles require you to attack
from a side or behind position, and have a higher bonus and scale faster
as you spec. Styles that are the second or higher place in a style-chain
are the most damaging and scale the fastest as you spec. Sometimes styles
are entered wrong, and will be adjusted to fit their role (Doublefrost
was a good example of an anytime style that was mistakenly given positional
damage status).
Currently, there are no known Hunter styles that are entered incorrectly
into the database.
31. What are Realm Abilities? How do I buy them? What Realm Abilities
do Hunters have access to?
With the introduction of the 1.50 patch, players are now able to further
modify their characters by actively RvR'ing. As players kill enemy realm
players, they accrue realm points. Much like experience, there is a hierarchy
of realm levels that players can advance to by accumulating a certain total
of realm points. Every 10 realm levels is equal to 1 realm rank. A player
starts at realm rank 1, realm level 0 when his character achieves level
20. The player then will then gain realm levels until his 10th level gained
after will push him to realm rank 2, realm level 0 (abbreviated RR2L0).
Each level gained gives a player exactly 1 realm spec point. These are
similar to skill spec points, but they are only used to buy realm abilities.
In order to buy realm abilities, speak with any class trainer in Jordheim
or Vindsual Faste by right clicking on him/her.
Each class has access to three types of realm abilities. There are universal
realm abilities available to all classes and realms, there are type specific
abilities available to certain class types (tanks, rogues, casters, or
healers), and there are unique class specific abilities. However, due to
balancing issues, archers are unique in that they have no class type abilities,
instead they all share a common set of 3 abilities among all archers. The
list of abilities a Hunter can buy and what effects they have is available
from the Camelot Herald at http://www.camelotherald.com/realmabilities/
See the Appendix below for a full list of realm ranks and the realm
point totals needed to reach each rank.
32. What configuration of Spellcrafted gear should I get? How can I
get the most out of my crafted weapons/armor?
First of all, there is very little difference between 99% and 100% quality
weapons and armor. While you can put in "more" in a 100% quality item,
it turns out that because Mythic only lets you put in certain fixed bonus
levels (i.e. +13 stat, +19 stat, etc.) this makes the advantages of 100%
quality gear very small. Because a player tries to maximize everything
(hp, stats, skills, resists), these small extra imbue points actually tend
to do nothing.
The actual formula for calculating the cost of an item is available
at the Camelot Herald at http://www.camelotherald.com/documentation/spellcraft.html.
In summary, each gem has what we call an "imbue cost" (abbreviated in the
docs as mVal or magical value). The total power of the 1-4 gems put into
an item depends on what configuration you choose. The "item power" is defined
as:
Item power equals:
((mVal1 x 2) + mVal2 + mVal3 + mVal4) / 2 (rounded down)
Note: mVal1 is always the highest cost gem in the item. mVal2, mVal3,
and mVal4 can be zero is no gem is inserted in their slot.
This power must be equal to or less than the "item capacity" or else
you risk overcharging (and the explosion). 99% quality items have a capacity
of 28 pts. while 100% quality items have a capacity of 32 pts.
Because you are paying double for the most expensive gem in the item,
maximum efficiency is reached by ensuring the highest gem value is as low
as possible. The collary of this is that the gems should be as close to
each other in value as possible. The best way to get the most out of your
item is to look at the item's capacity (28 pts. for 99% quality, and 32
pts. for 100% quality) and divide by five (this is four gems, plus 1 more
for the doubling of the highest gem). Then round down. This number is the
absolute highest any gem should be if you want to maintain maximum efficiency.
Because you will often need odd gems to completely round out a stat or
skill, you will sometimes need to break this rule, but it is a useful guideline.
Because of this principle, it turns out 100% quality items are not very
useful above 99% quality items. The most efficient use of a 100% quality
item is to insert four gems that give +19 stats, which is hardly useful
if repeated over and over. Therefore, you must break the efficiency rule
and drop down to the level of a 99% quality item, meaning the 100% quality
items are only useful in small amounts. Anymore 100% quality items are
basically wasted capacity.
The most effective gem combinations for an item are composed out of
the following:
mVal cost - amount and type of bonus
----------------------------------------
07 - +10 attribute or +28 hp
08 - 5% resist
09 - +13 attribute or +36 hp
10 - +3 skill
11 - +16 attribute or +44 hp
12 - 7% resist
13 - +19 attribute or +52 hp
15 - +4 skill or +22 attribute or +60 hp
Avoid the use of the 15 or 13 mVal gems if possible. The general strategy
is to find combinations of gems that will allow you to maximize out one
stat or resist or skill. Some combinations include the use of 3x7% + 1x5%
to get 26% to one resist, and 3x+19 + 1x+16 for a total of +73 to one attribute.
Similar combinations occur for hit points and skills. Then sum up the gems
needed and distribute them across the armor and weapon(s) you have available.
When accessories come out, an exact configuration (which gems go into which
items) will be published demonstrating a "perfect" set of armor which can
be obtained, maximizing all hit points, attributes, skills, and resists.
Appendix: Formulas and Misc. Informatio
Arrow ranges (in /loc units):
- Flight arrows: 2000 units (~80 pace animations)
- Normal arrows: 1625 units (~65 pace animations)
- clout arrows: 1375 units (~55 pace animations)
Endurance usage of bows per bow delay:
- 4.8 delay, 18 normal shots or 9 critical shots
- 4.2 delay, 19 normal shots, or 10 critical shots
- 3.9 delay, 20 normal shots, or 10 critical shots
- 3.8 delay, 20 normal shots, or 10 critical shots
Attributes used per weapon type:
Note: 1 point of STR gives as much bonus to a sword/axe/hammer as 2
points of STR/DEX gives to spear.
- Swords, Axes, Hammers: 100% STR
- Spears: 50% STR, 50% DEX
- Bows and Staves: 100% DEX
Base Damge formula (does not include effects of weapon specialization
and damage range):
- Base Damage (per hit) = WeapDam (as a DPS) x delay x quality x condition
- Damage Multiplier = (WeapSkill / target's AF)
- Max Damage (per hit, 100% mark in damage variance equations) = WeapDam
(as a DPS) x delay x quality x condition x (WeapSkill / target's AF)
- Damage Cap (per hit) = unknown function of DPS, delay, and style
used (this is the absolute most dmg a single hit can do)
Spear style list (compiled from delve information in game, v1.44)
2 - Dazzling Spear - Use any time, high fatigue cost, high damage bonus,
no to hit bonus.
4 - Return Thrust - Use after successful evade, low fatigue cost, high
damage bonus, medium to hit bonus, causes light bleeding (6 dmg).
6 - Engage - Use any time, medium fatigue cost, high damage bonus,
medium to hit bonus, medium penalty to defense, taunts target.
8 - Extend Reach - Use after opponent evades OR sucessful Return Thrust
(4), low fatigue cost, high damage bonus, low to hit bonus, slows target.
10 - Lancer - Use any time, medium fatigue cost, high damage bonus,
medium to hit bonus, low penalty to defense.
12 - Dismissal - Use any time, medium fatigue cost, low damage bonus,
no to hit bonus, high bonus to defense, detaunts target.
15 - Wounding Thrust - Use after successful Engage (6), medium fatigue
cost, high damage bonus, low to hit bonus, hinders target.
18 - Stab - Use after successful Lancer (10), low fatigue cost, low
damage bonus, medium to hit bonus, causes medium bleeding (15 dmg).
21 - Perforate - Use from side, medium fatigue cost, high damage bonus,
no to hit bonus, medium penalty to defense, slows target.
25 - Lunging Thrust - Use after successful Lancer (10), medium fatigue
cost, high damage bonus, low to hit bonus.
29 - Raze - Use after successful Stab (18), medium fatigue cost, high
damage bonus, medium to hit bonus, causes heavy bleeding (28 dmg).
34 - Whirling Spear - Use any time, high faitgue cost, high damage
bonus, low to hit bonus, low penalty to defense.
39 - Razor Edge - Use from behind, medium fatigue cost, high damage
bonus, medium to hit bonus, low penalty to defense, stuns target
44 - Odin's Wrath - Use after successful Razor's Edge (39), low fatigue
cost, high damage bonus, low to hit bonus.
50 - Gungnir's Fury - Use after successful Perforate (21), medium fatigue
cost, high damage bonus, medium to hit bonus.
Chart of DEX/QUI buff benefits per spec level of beastcraft:
- 5 Nimbleness of the Lynx: +10 delve, +14 actual
- 12 Alacrity of the Lynx: +19 delve, +23 actual
- 21 Dexterity of the Lynx: +26 delve, +32 actual
- 30 Quickness of the Lynx: +34 delve, +42 actual
- 40 Alacrity of the Lynx: +42 delve, +52 actual
- 50 Heart of the Lynx: +50 delve, +62 actual
Chart of AF buff benefits per spec level of beastcraft:
- 2 Lynx's Pelt: +12 delve, +14 estimate
- 4 Snake's Scales: +14 delve, +18 estimate
- 8 Wolf's Hide: +18 delve, +24 estimate
- 11 Turtle's Shell: +21 delve, +28 estimate
- 14 Bear's Mantel: +24 delve, +34 estimate
- 18 Crab's Shell: +28 delve, +40 estimate
- 23 Drake's Hide: +33 delve, +49 actual
- 31 Wyvern's Scale: +41 delve, +58 actual
- 42 Arachite's Chitin: +52 delve, +77 actual
Stealth detection radius against Archer classes (using /loc units):
* See Question #8 for a full explanation of when and how these formulas
apply
Note: If the stealther's spec is higher than the observer's level,
this becomes a constant of 125 or 250 units.
- Non-detect hidden class: [(observer's level - stealther's spec) *
20] + 125
- Detect Hidden Class: [(ovserver's level - stealther's spec) * 50]
+ 250
- Class with See Hidden: 3000
Maximum charmable pet level (approximation):
- (Hunter level x 80%) + (Beastcraft spec / Hunter level)
Attribute stat caps per level:
- base/naked stat + (1.5 x lvl) [item cap] + (1.0 x lvl) [single stat
buff cap] + (1.5 x lvl) [double stat buff cap]
WeapSkill caps (unknown):
- Level 50 bow, ~1310 WeapSkill with with max bow spec
- Level 50 spear, ~920 WeapSkill with max spear spec
WeapDam cap (chart for higher levels) per level:
40 - 13.3 DPS
41 - 13.5 DPS
42 - 13.8 DPS
43 - 14.1 DPS
44 - 14.3 DPS
45 - 14.6 DPS
46 - 15.0 DPS
47 - 15.3 DPS
48 - 15.6 DPS
49 - 15.8 DPS
50 - 16.2 DPS
51 - 16.5 DPS*
* You must be level 50 with realm rank 5)
AF cap per level:
- Char. level x 10 x (100% + absorb%)
Effective AF per piece of armor (assuming all other slots filled with
equivalent armor):
- listed AF x quality% x [100% + (absorb% x quality%)]
Item skill/realm rank bonus cap per level:
- [Char. level / 5] + 1 (rounded down)
Dual wield/Celtic Dual success percentage:
- 25% + (0.5% * dual wield spec) + (0.25% * char. lvl)
Realm Rank requirements (measure in realm points):
- Realm Rank 1: --------- (+0 to all skills) [Stiltvakten]
- Realm Rank 2: ----7,125 (+1 to all skills) [Isen Vakten]
- Realm Rank 3: ---61,750 (+2 to all skills) [Flammen Vakten]
- Realm Rank 4: --213,875 (+3 to all skills) [Eldur Vakten]
- Realm Rank 5: --513,500 (+4 to all skills) [Stormur Vakten]
- Realm Rank 6: 1,010,625 (+5 to all skills) [Isen Herra]
- Realm Rank 7: 1,755,250 (+6 to all skills) [Flammen Herra]
- Realm Rank 8: 2,797,375 (+7 to all skills) [Elding Herra]
- Realm Rank 9: 4,187,000 (+8 to all skills) [Stormur Herra]
- Realm Rank 10: 5,964,125 (+9 to all skills) [Einherjar]
1.45 patch notes on stats:
- The stat "cap" has been raised from 250 to 350. Stats now give +1%
bonus per two points from 50 to 200 then +1% bonus per four points from
200 to 300 then +1% per five points from 300 to 350. The total stat bonus
cap has increased a total of 10% from the old system. This means that you
can raise your stats higher than you could before (a total of 100 points,
which reflects a bonus of an extra 10%) more. However, you will notice
that if you character currently has items/spells that buff his stats to
the 200-300 range, that stat will have slightly less bonus effect than
it did under the old system - but you can now raise stats past the old
cap for more effect. End result: more potential buff bonus, may impact
players who are currently buffed to the old (250) cap.
It gets complicated, because "overkill" on your hit percentage (more
than 100% chance to hit) increases your damage. So under some conditions,
Bonus can raise damage.
--Dave
Addendum: Misc. infobits
Sanya's Interview with OfCamelot.com
http://forums.ofcamelot.com/mbb/sm.x?c=darkageofcamelot&f=camelotmain&message=2107&archives=&st=1
Sanya's post on archer abilities
http://vnboards.ign.com/message.asp?topic=19710405&replies=3
Archon's post on max speccing
http://vnboards.ign.com/message.asp?topic=19188527&start=19194952
Dave's post on the effects of quality on armor
http://vnboards.ign.com/message.asp?topic=19431082&start=19452724
Matt Firor's post on volley/longshot
http://forums.interealms.com/camelot/showthread.php?s=3b703f7d306a72b4e831b159e60e1bb3&threadid=739
Sanya's post on respeccing
http://vnboards.ign.com/message.asp?topic=19979661&start=19980173
Camelot Herald has many dev postings on game mechanics:
http://www.camelotherald.com
Mahrin Skell on Weapon speccing
http://vnboards.ign.com/message.asp?topic=21836596&start=21910404
Mahrin Skell on the effects of QUI on weapon damage
http://vnboards.ign.com/message.asp?topic=23858589&start=23858766
Sanya on the effects of overspeccing (bottom of page)
http://www.camelotherald.com/more/259.php