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Lance Berg

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Since: Jan 05, 2007
Posts: 66



(Msg. 1) Posted: Fri Jun 29, 2007 9:20 am
Post subject: Bard's Melody
Archived from groups: alt>games>everquest (more info?)

Right around when I returned, I saw a patch message describing some
changes to the Melody command. I was intrigued, but didn't do anything
further other than joke around a little with a guild bard about how easy
she had it, when I was a bard I had to 1 2 3 4 5 uphill, in the snow,
both ways, that sort of thing.

Something happened on the Combine server a couple days ago, though, the
top guild on the server completed the big kill that opens the next
expansion, DON. I never bought that one, nor the expansions after
except for some reason I don't recall, POR. On Combine, where we
started out with just the original three continents, and have been
slowly unlocking one expansion after another, I didn't need the new ones
anyway.

I could download DON for 9.99, but looking ahead, I'm missing 4 more at
9.99 each. Instead, I went out and bought the Anniversary Edition,
which is all expansions up to and including Buried Sea.

Well, curiousity got the better of me, so this morning I went to a
random "normal" server, and rolled up a Drakkin. For class, I
remembered the Melody changes, and went with a bard. Spent an hour in
the tutorial getting up to level 5, and then left, planning to tour
Crescent Reach a little... but also to finally try out the final
question I had about Melody. I'd already answered most of my question,
but needed an outdoor zone for the final bit.

Basics: Melody is a socials command, you need to open your action
window and click the socials page tab, then go to page 2, click on a
blank button, write a name for the button in the social name window, and
then enter your command text in one of the slots underneath. In this
case the syntax is simple, /melody followed by some numbers from 1 to 8
(well 9 but not till much later). Each number corresponds to one of
your spell gems, from the top down.

Melody then starts one song, and when it completes casting, stops that
one and starts the next, until it reaches the end of your command, then
it goes back and repeats.

In the past, Melody would stop completely if you missed a note or
otherwise became interrupted.

The big change is a simple one, now, if you miss a note, the command
repeats its attempt to play the song you missed.

I also found, in the past, that I couldn't get Melody to reliably run
more than three songs simultaneously. Song one would fade before it was
repeated.

Now, I was able to run not just 3 songs, but 4.

The reason I needed to get level 5, and outdoors, is that I wanted to
check on a 5 song twist; something I can accomplish when I'm really on
top of my game as a bard (played one for 57 levels a couple years back)

Melody will accept 5 song lists, but its not managing to keep them all
active simultaneously. Now if I recall correctly, some of that had to
do with WHICH songs were selected, in what order, I couldn't necessarily
keep any 5 random songs going, in fact even at best I could only mostly
keep 5 running, one or another would drop every now and then. So
possibly there's some fine tuning that would let some 5 song melodies
linger on as well as they would for a "real" twisting bard.

The bigger concern, for me, is that in some cases some songs are more
important than others. The current system keeps plugging away at a song
that misses, instead of skipping it and moving on to the next. Really
twisting, if I'm kiting for example, I could make sure Selos is always
running, and just keep as many DOTs going as I can manage. With Melody
now, if I'm trying to run 3 chants and selos, and I skip the beat on a
chant, I'll retry it, meaning Selos will drop before I get back to
singing it.

More amusing, trying my 5 song melody out indoors, it went 1 2 3 4 5 5 5
5 5 5 5 5 5 5 because selos can't be cast indoors, so it kept retrying!

I'm interested in this because the reason I stopped playing my bard was
that I developed wrist and elbow pain; part of that is from my real
world job as a swordsmith, but the constant repetitive clicking was a
serious contributing factor. When they introduced Melody, I thought
about going back to bard, but on reflection it looked like most of the
time I wouldn't use it, it would be too crippling what with the stops,
and the 3 song twist limit.

With a 4 song limit, and no more stopping, I think perhaps 90% of the
time I could just leave a melody running and be 90% as effective as a
real twisting bard. In fact, it looks like there would be -less-
clicking than on many of my other toons!

Just out of interest, I just made an 8 song melody, and its running
those songs in order. Of course they don't all stay up, at all, but if
there's some reason I'd want to stretch out the twist to sometimes
include a heal or some such, apparantly thats an option too. Or with
the longer lasting selos, I guess I could go 1 2 3 4 5 2 3 4 5 2 3 4 5
repeat, and keep selos up without singing it constantly. Counted it
out, I can do 7 repetitions of 2 3 4 5 after that first 1. Still
singing Selos more often than once a minute, but not bad.

Also, (and I think this was always in place) clicking on a melody social
works as a stopsong, to switch to a new social (or restart the one
you're singing) you double click the social.

I just drank a potion and didn't interrupt the melody I was singing. It
was celestial regen 1, which seems to be insta cast, probably that makes
a difference... but maybe not.

I wonder if its also possible to click on items like Singing Steel Helm
while mid melody without stopping it beforehand... perhaps it treats
these things like a missed note now. More experimentation is in order.

I'm not too excited at the moment with my Drakkin. Admittedly, its
interesting to see a new race, but so far this one looks like a human
with tattoes and a little body art. Have other stuff to do today, so I
won't get around to doing that exploring till later I guess.

Lance
Tiune, 5 bard, some server or other. (xenogy? I forget! Ah, I just
ignored a random person, because it gives me a
SOE.EQ.Povar.nameofperson, which tells me the server is Povar.)

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Richard Carpenter

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Since: Jan 01, 2006
Posts: 192



(Msg. 2) Posted: Fri Jun 29, 2007 2:49 pm
Post subject: Re: Bard's Melody [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Lance Berg <emporer.DeleteThis@NOSPAM.dejazzd.com> wrote in
news:LqmdnZCAgYa0mhjbnZ2dnUVZ_r-onZ2d@dejazzd.com:

>
> Basics: Melody is a socials command, you need to open your action
> window and click the socials page tab, then go to page 2, click on a
> blank button, write a name for the button in the social name window,
> and then enter your command text in one of the slots underneath. In
> this case the syntax is simple, /melody followed by some numbers from
> 1 to 8 (well 9 but not till much later). Each number corresponds to
> one of your spell gems, from the top down.
>
> Melody then starts one song, and when it completes casting, stops that
> one and starts the next, until it reaches the end of your command,
> then it goes back and repeats.
>
> In the past, Melody would stop completely if you missed a note or
> otherwise became interrupted.
>
> The big change is a simple one, now, if you miss a note, the command
> repeats its attempt to play the song you missed.
>
> I also found, in the past, that I couldn't get Melody to reliably run
> more than three songs simultaneously. Song one would fade before it
> was repeated.
>
> Now, I was able to run not just 3 songs, but 4.

As a retired 60 bard on Firiona Vie, I recently tried rolling up a new
bard on Stromm and checking out the /melody feature. When singing 4
songs, I am able to keep them all up for the most part, but one does
occasionally drop. The auto-restart is a godsend, though.

> The reason I needed to get level 5, and outdoors, is that I wanted to
> check on a 5 song twist; something I can accomplish when I'm really on
> top of my game as a bard (played one for 57 levels a couple years
> back)

Short of twisting in a long-term buff, I could never get more than 4 to
stay up at a time. I'm attributing this to network latency rather than
any sort of deficiency in my own skills, of course. Wink

> The bigger concern, for me, is that in some cases some songs are more
> important than others. The current system keeps plugging away at a
> song that misses, instead of skipping it and moving on to the next.
> Really twisting, if I'm kiting for example, I could make sure Selos is
> always running, and just keep as many DOTs going as I can manage.
> With Melody now, if I'm trying to run 3 chants and selos, and I skip
> the beat on a chant, I'll retry it, meaning Selos will drop before I
> get back to singing it.
>
> More amusing, trying my 5 song melody out indoors, it went 1 2 3 4 5 5
> 5 5 5 5 5 5 5 5 because selos can't be cast indoors, so it kept
> retrying!

Hmm. Hadn't considered that. One would think it simple enough for them
to tweak it so that only "You have missed a note..." type occurances
trigger a re-try. Then again, this *is* the bard class, after all, where
no class modifications - no matter how minor - can be veiwed as safe. Razz

> Just out of interest, I just made an 8 song melody, and its running
> those songs in order. Of course they don't all stay up, at all, but
> if there's some reason I'd want to stretch out the twist to sometimes
> include a heal or some such, apparantly thats an option too. Or with
> the longer lasting selos, I guess I could go 1 2 3 4 5 2 3 4 5 2 3 4 5
> repeat, and keep selos up without singing it constantly. Counted it
> out, I can do 7 repetitions of 2 3 4 5 after that first 1. Still
> singing Selos more often than once a minute, but not bad.

That's very interesting. I hadn't considered that approach. I guess I
can finally forego SoW potions and rely, instead, on good ol' Song of
Travel. Smile

> Also, (and I think this was always in place) clicking on a melody
> social works as a stopsong, to switch to a new social (or restart the
> one you're singing) you double click the social.

An old familiar mechanism with which I doubt too many bard vets would
find fault. After all this time, double-tapping to initiate another song
or twist just seems the natural action.

> I just drank a potion and didn't interrupt the melody I was singing.
> It was celestial regen 1, which seems to be insta cast, probably that
> makes a difference... but maybe not.
>
> I wonder if its also possible to click on items like Singing Steel
> Helm while mid melody without stopping it beforehand... perhaps it
> treats these things like a missed note now. More experimentation is
> in order.

Here is where my experience has been different. While /melody was
running - and in the middle of a fight - I drank a potion and noticed
that, while all spell gems were grayed out, no more songs were being
sung, and they eventually dropped from my song buffs window, though I
could not "stop" the melody or start anything else manually. I was just
stuck in a singing-but-not-really-singing state. I had to zone to
correct it. I have not tried any clickies. They could be more reliable
in that respect, as they aren't necessarily tied to normal spell/song
recast timers and such.

> I'm not too excited at the moment with my Drakkin. Admittedly, its
> interesting to see a new race, but so far this one looks like a human
> with tattoes and a little body art. Have other stuff to do today, so
> I won't get around to doing that exploring till later I guess.

I've never been a fan of the Drakkin. They just don't look like they
belong in EQ. Plus, among other things, the face spikes look glued on or
superimposed, with no protrusion marks or shading of any sort on the
skin around them, and the animations are just plain amateurish and
silly. The way they short-step when turning in place always reminds me
of the way the magician earth pet runs - waaay too many steps involved.
Lastly, are they supposed to look so emaciated and emo?

--
Richard Carpenter
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin

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Lance Berg

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Since: Jan 05, 2007
Posts: 66



(Msg. 3) Posted: Fri Jun 29, 2007 11:24 pm
Post subject: Re: Bard's Melody [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Richard Carpenter wrote:

> As a retired 60 bard on Firiona Vie, I recently tried rolling up a new
> bard on Stromm and checking out the /melody feature. When singing 4
> songs, I am able to keep them all up for the most part, but one does
> occasionally drop. The auto-restart is a godsend, though.
>
I suspect latency may be at work there, or maybe its restarts. At any
rate, four for the most part is still a very viable bard; the best can
lay down five some of the time.... but most I observed seemed to have a
hard time with three!

>> The reason I needed to get level 5, and outdoors, is that I wanted to
>> check on a 5 song twist; something I can accomplish when I'm really on
>> top of my game as a bard (played one for 57 levels a couple years
>> back)
>
> Short of twisting in a long-term buff, I could never get more than 4 to
> stay up at a time. I'm attributing this to network latency rather than
> any sort of deficiency in my own skills, of course. Wink
>
Five is a matter of very tight timing, plus picking the right songs,
some last slightly longer than others. Its been a while, I probably
couldn't do it now on a bet, but I seem to recall in particular that I
could average 4 and a half chants for a half hour straight; course
there's no juggling, just running in a circle and following the rythm

Latency destroys any chance of that, of course.

>> Just out of interest, I just made an 8 song melody, and its running
>> those songs in order. Of course they don't all stay up, at all, but
>> if there's some reason I'd want to stretch out the twist to sometimes
>> include a heal or some such, apparantly thats an option too. Or with
>> the longer lasting selos, I guess I could go 1 2 3 4 5 2 3 4 5 2 3 4 5
>> repeat, and keep selos up without singing it constantly. Counted it
>> out, I can do 7 repetitions of 2 3 4 5 after that first 1. Still
>> singing Selos more often than once a minute, but not bad.
>
> That's very interesting. I hadn't considered that approach. I guess I
> can finally forego SoW potions and rely, instead, on good ol' Song of
> Travel. Smile
>
I thought of it only because I was experimenting with twists as I
leveled up, 1, 1 2, 1 2 3, and so on... it occurred to me that although
the system wasn't successful at a 5 twist it was willing to try, and I
wondered about 6. And from there, well, the 29 twist was obvious!

>> Also, (and I think this was always in place) clicking on a melody
>> social works as a stopsong, to switch to a new social (or restart the
>> one you're singing) you double click the social.
>
> An old familiar mechanism with which I doubt too many bard vets would
> find fault. After all this time, double-tapping to initiate another song
> or twist just seems the natural action.
>
Yep, perfectly comfortable, and in fact its handy because you don't have
to build a separate stopsong button

>> I just drank a potion and didn't interrupt the melody I was singing.
>> It was celestial regen 1, which seems to be insta cast, probably that
>> makes a difference... but maybe not.
>>
>> I wonder if its also possible to click on items like Singing Steel
>> Helm while mid melody without stopping it beforehand... perhaps it
>> treats these things like a missed note now. More experimentation is
>> in order.
>
> Here is where my experience has been different. While /melody was
> running - and in the middle of a fight - I drank a potion and noticed
> that, while all spell gems were grayed out, no more songs were being
> sung, and they eventually dropped from my song buffs window, though I
> could not "stop" the melody or start anything else manually. I was just
> stuck in a singing-but-not-really-singing state. I had to zone to
> correct it. I have not tried any clickies. They could be more reliable
> in that respect, as they aren't necessarily tied to normal spell/song
> recast timers and such.
>
I only tried this once and in a secure environment, no mobs near me just
standing and singing. Was the potion you drank insta or did it have a
cast duration? More testing is in order.

Berg, 68 SK, Combine
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Richard Carpenter

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Since: Jan 01, 2006
Posts: 192



(Msg. 4) Posted: Sat Jun 30, 2007 10:01 am
Post subject: Re: Bard's Melody [Login to view extended thread Info.]
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Lance Berg <emporer RemoveThis @NOSPAM.dejazzd.com> wrote in
news:7pydnctGncByURjbnZ2dnUVZ_s-rnZ2d@dejazzd.com:

> Richard Carpenter wrote:
>
>
>>> I just drank a potion and didn't interrupt the melody I was singing.
>>> It was celestial regen 1, which seems to be insta cast, probably
>>> that makes a difference... but maybe not.
>>>
>>> I wonder if its also possible to click on items like Singing Steel
>>> Helm while mid melody without stopping it beforehand... perhaps it
>>> treats these things like a missed note now. More experimentation is
>>> in order.
>>
>> Here is where my experience has been different. While /melody was
>> running - and in the middle of a fight - I drank a potion and noticed
>> that, while all spell gems were grayed out, no more songs were being
>> sung, and they eventually dropped from my song buffs window, though I
>> could not "stop" the melody or start anything else manually. I was
>> just stuck in a singing-but-not-really-singing state. I had to zone
>> to correct it. I have not tried any clickies. They could be more
>> reliable in that respect, as they aren't necessarily tied to normal
>> spell/song recast timers and such.
>>
> I only tried this once and in a secure environment, no mobs near me
> just standing and singing. Was the potion you drank insta or did it
> have a cast duration? More testing is in order.
>

It had a 2-3 sec cast duration. It only happened once, as I was careful to
avoid the problem afterward by stopping the melody, drinking, and then
restarting.

--
Richard Carpenter
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
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Lich

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Since: Jul 02, 2007
Posts: 1



(Msg. 5) Posted: Mon Jul 02, 2007 2:03 pm
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Hmmm this gives me a great Idea for good starting bard gear to create
my bard.... Think a 75 necro can solo Stefan ?
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Lance Berg

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Since: Jan 05, 2007
Posts: 66



(Msg. 6) Posted: Mon Jul 02, 2007 11:30 pm
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Lich wrote:
> Hmmm this gives me a great Idea for good starting bard gear to create
> my bard.... Think a 75 necro can solo Stefan ?
>
A group, and not a very well constructed one for that matter, in our
60s, took him out. I suspect a 75 necro would have no trouble. Trick
is his sister is standing right next to him, both at once is tougher.
Tough enough that we wiped... she died from DOT when we were all out of
the zone so no body when we got back! But then we were able to take him
out alone, and a couple hours later took her out before he repopped.
Yeah, our Leet split strat.
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Lance Berg

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Since: Jan 05, 2007
Posts: 66



(Msg. 7) Posted: Tue Jul 03, 2007 1:00 am
Post subject: Re: Bard's Melody [Login to view extended thread Info.]
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Feeling my oats, I decided to make a run to Katta Castelum to pick up
some Combine instruments tonight before I log out. Admittedly, knowing
that A) I have to die each night I play anyway, and B) I can summon my
body to the Guild Lobby for peanuts adds to my bravery

But its a scary trip, and I'd like to succede.

Among my gear there was a potion of invisibility, reward for one of the
tutorial quests. Its insta cast like the others I've tried so far.

On a hunch, I started singing selos only, then clicked the invis potion.
Sure enough it did not interrupt my song, and since I wasn't starting
a new song, my singing didn't break the invis!

Naturally its worn off while I type this, but then again the sonic
wolves in TM see invis anyway.

Here I go.

The hills on this run are killing me, moving at bardspeed with no safe fall.

Well that was fun, actually didn't take any fall damage here, but ate a
bunch in Hollowshade and Grimling Forest

Combine instruments are all 2 points better than the basic ones sold in
GFay et al. Expensive though, up to 65pp each. Just for fun, I buy a
spare of each to sell in the bazaar, we'll see if people will pay not to
make that run, or maybe don't know where the instruments are found.

Now for the run back. Combine hand drum isn't feeling noticably faster
on selos, but it does give me a boost to my chant. I take some damage
again on hills in GF, try the strings out, bah, no change, 4 hp regen a
sec with them or with the regular lute. Back in Shadeweaver, I fire up
COD on some Nuisances... 8 damage a tic just like before. Seems like a
wasted trip perhaps, or maybe it will be a small improvement when the
numbers get bigger.

Time to go die.

Songberg, 10 bard, Combine
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Lance Berg

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Since: Jan 05, 2007
Posts: 66



(Msg. 8) Posted: Tue Jul 03, 2007 9:43 am
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Richard Carpenter wrote:
> Lance Berg <emporer.DeleteThis@NOSPAM.dejazzd.com> wrote in
> news:7pydnctGncByURjbnZ2dnUVZ_s-rnZ2d@dejazzd.com:
>
>> Richard Carpenter wrote:
>>
>>
>>>> I just drank a potion and didn't interrupt the melody I was singing.
>>>> It was celestial regen 1, which seems to be insta cast, probably
>>>> that makes a difference... but maybe not.
>>>>
>>>> I wonder if its also possible to click on items like Singing Steel
>>>> Helm while mid melody without stopping it beforehand... perhaps it
>>>> treats these things like a missed note now. More experimentation is
>>>> in order.
>>> Here is where my experience has been different. While /melody was
>>> running - and in the middle of a fight - I drank a potion and noticed
>>> that, while all spell gems were grayed out, no more songs were being
>>> sung, and they eventually dropped from my song buffs window, though I
>>> could not "stop" the melody or start anything else manually. I was
>>> just stuck in a singing-but-not-really-singing state. I had to zone
>>> to correct it. I have not tried any clickies. They could be more
>>> reliable in that respect, as they aren't necessarily tied to normal
>>> spell/song recast timers and such.
>>>
>> I only tried this once and in a secure environment, no mobs near me
>> just standing and singing. Was the potion you drank insta or did it
>> have a cast duration? More testing is in order.
>>
>
> It had a 2-3 sec cast duration. It only happened once, as I was careful to
> avoid the problem afterward by stopping the melody, drinking, and then
> restarting.
>
Got some Skinspike potions, which have a 1.5 sec cast duration.
Drinking one of these while mid melody stops the melody, and you can't
restart it or start a single song for a little while afterwards; I was
getting the same message that a normal caster will if he clicks a spell
during the 2 second greyed out period you get when you can't cast a new
spell just yet.

Insta click potions don't seem to have this effect, I tried several.
Hmm, I'll have to get my old Spyglass out of deep storage and try that.
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Lance Berg

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Since: Jan 05, 2007
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(Msg. 9) Posted: Tue Jul 03, 2007 9:53 am
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> Got some Skinspike potions, which have a 1.5 sec cast duration. Drinking
> one of these while mid melody stops the melody, and you can't restart it
> or start a single song for a little while afterwards; I was getting the
> same message that a normal caster will if he clicks a spell during the 2
> second greyed out period you get when you can't cast a new spell just yet.
>
> Insta click potions don't seem to have this effect, I tried several.
> Hmm, I'll have to get my old Spyglass out of deep storage and try that.

Tried running a single song, Hymn, and clicking 1.5 cast time Skinspike.
It stopped my song running, but immediately after casting the potion I
was able to restart and to stop that and start melody
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sanjian

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Since: Jun 30, 2007
Posts: 5



(Msg. 10) Posted: Tue Jul 03, 2007 6:20 pm
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Lance Berg wrote:


> Combine instruments are all 2 points better than the basic ones sold
> in GFay et al. Expensive though, up to 65pp each. Just for fun, I
> buy a spare of each to sell in the bazaar, we'll see if people will
> pay not to make that run, or maybe don't know where the instruments
> are found.
> Now for the run back. Combine hand drum isn't feeling noticably faster
> on selos, but it does give me a boost to my chant. I take some damage

Without a speedometer, a little bit faster is hard to judge with selo's.
You only notice the difference over many levels.
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Prelgor

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Since: Jun 21, 2007
Posts: 14



(Msg. 11) Posted: Tue Jul 03, 2007 7:05 pm
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On Jul 2, 10:00 pm, Lance Berg <empo....RemoveThis@NOSPAM.dejazzd.com> wrote:
> Feeling my oats, I decided to make a run to Katta Castelum to pick up
> some Combine instruments tonight before I log out.
>
> Now for the run back. Combine hand drum isn't feeling noticably faster
> on selos, but it does give me a boost to my chant. I take some damage
> again on hills in GF, try the strings out, bah, no change, 4 hp regen a
> sec with them or with the regular lute. Back in Shadeweaver, I fire up
> COD on some Nuisances... 8 damage a tic just like before.

The numbers listed on instruments are 10 times the multiplier on the
base power of your song. Without any instrument equipped, you
essentially have a modifier of 10 (which means, multiply by 1.0). A
regular hand drum, with "Percussion 18" means that your percussion
songs are 1.8 times as powerful. So, a hypothetical 10 damage/tick
chant would do 18 damage per tick with that drum equipped. The
Combine drum, with "Percussion 20", means percussion songs are 2.0
times as effective. That same hypothetical chant would now do 2.0*10
= 20 damage per tick, instead of the 18 you were getting with the base
model drum. So, your shiny new Combine drum is about 10% more
effective than your old one.

> or maybe it will be a small improvement when the
> numbers get bigger.

That is likely true. The improvement was probably too small to escape
EQ's rounding down of fractions.

- Prelgor
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bard pulling techniques - So, my brother in law has a high level bard that I play on occasion. Having played him a few times I find him to be about the most fun a toon can be. I am not a novice to pulling (65 monk, 65 necro) but the techniques for a bard are eluding me a bit. I...

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