Accuracy starts at the accuracy value of the weapon wielded, or 11 if hand-to-hand. Accuracy is increased by (weapon skill% / 2). Accuracy is increased by (agility). IF the weapon wielded is long range, accuracy is reduced by 15 per allied formation member in front. IF the weapon wielded is a bow: IF an enchanted quiver is used, accuracy is increased by 3. IF a dispelling quiver is used, accuracy is increased by 1. IF an explosive quiver is used, accuracy is increased by 1. IF an ice quiver is used, accuracy is increased by 1. IF an acid quiver is used, accuracy is increased by 1. IF a lightning quiver is used, accuracy is increased by 1. IF hand-to-hand is used, accuracy is increased by (agility).
You have an (Accuracy)% chance to hit your opponent.
If you hit, the bodypart that is hit is then calculated:
Accuracy restarts at 0. Accuracy is increased by (agility). IF a weapon is being wielded, accuracy is increased by (WEA%) IF hand-to-hand is being used, accuracy is increased by (COM%) Accuracy is reduced by 35. Accuracy is reduced by (weapon skill complexity). Accuracy is increased by (weapon skill%). Accuracy is reduced to 90 if it is above that. Accuracy is increased by ((all affect modifiers listed on "affects" / 2) reduced to a total of +25 if it is greater than 25) if the result is positive, or decreased by that amount if negative. Accuracy is reduced to 90 if it is above that. Accuracy is raised to 1 if it is below that. ***Further calculations are performed for NPCs' aiming abilities, but we won't go into that here.*** IF the head is being aimed for, accuracy is divided by 2. IF the torso is being aimed for, accuracy is divided by 1.1.
You have an (Accuracy)% chance to hit your opponent where you are aiming.
If you do not hit where you aim, you hit a random bodypart.
IF blinded, accuracy is divided by a blindness divisor: IF blind fighting is not present, the blindness divisor starts at 2.00. IF blind fighting is present, the blindness divisor starts at (2 - (((blind fighting% / 2) + wisdom) / 100)). IF the blindness divisor is below 1.25, it is raised to 1.25. IF the blindness divisor is above 2, it is reduced to 2. Accuracy is reduced to 98 if it is above that. Accuracy is raised to 1 if it is below that.
Enhanced damage gives you a proc chance for 10% bonus damage for your whole round of attacks.
Weapons do damage vs NPCs as advertised on "eq". NPCs can have AR which reduces that damage(unknown if it reduces it at the same rate as PC).
Weapons do half the damage vs PCs as advertised on "eq". This is also lowered by AR(up to 75%), sanctuary(15%) and others. Spells do 40% of the damage they do on NPCs vs PCs. (eg iceball does 600 vs a npc with 0 ar, and 240 vs a pc)
Negates - spell fails to land on resistance Saves - spell lands with reduced effect Always lands - spell cannot be resistedDebuffs
Spell | Affects | Duration | Resisted by | Resist types | Last Updated | Additional Info |
curse | -10 svs, -10 ar | 20 | svs | Negates | 9/10/2012 | Varies 9-11 |
leech conduit | special | 64 | N/A | Always lands | 9/10/2012 | Adds bonus damage and leeches health on proc |
fatigue | -2 agility | 18 | N/A | Always lands | 9/10/2012 | |
faerie fire | -3 ar | 49 | N/A | Always lands | 9/10/2012 | |
impede movement | -2 agility | 44 | N/A | Always lands | ||
malediction | -2 accuracy, -2 ar | 24 | svs | Negates | ||
malignancy | -10 damage | 64 | N/A | Always lands | ||
plague | -1 sanity, -2 vitality | 24 | TBC | Negates | Lowers regen | |
evil eye |