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I also like to know as much as I can about my class. If not, I cannot be held responsible for the increased awareness you may obtain by reading further!

Some basic knowledge of terminology is assumed below. The power of a class to convert mana into damage is different for each spell and generally increases with player level.

MDM is the multiplier a constant that solves the equation: Low level spells usually have a MDM of less than 1 since they cost more mana than they do in damage, whereas high level spells are always above 1.

This is not really different than the ratio expressed the old way. Its value will not become apparent until a later analysis is published. The power of a class to deliver damage within a given period of time also changes as players grow in experience.

This measure is important as it scales the speed with which a caster can deliver damage. Most DD spells have a recovery time of 2.

By adding the time to cast the spell and the greater of the time to recover or time to recast, a total time invested for a spell can be obtained.

This statistic will be used later to compare spells, for now I simply describe it here. In this example, the Wizard spell delivers The power of a casting class to deliver damage is further defined by the total mana available to that caster.

All things being equal, more mana means more damage. While DPT measures the speed with which damage is delivered, FMD seeks to quantify the total damage a caster could do with a full bar of mana.

For any given spell, this calculation is: The first part of this calculation requires that the quantity of mana when full be known.

This is unfortunately, one of the mysteries of EQ. I am using the approximate formula: While this formula is likely not the exact formula used in the game, it is a close approximate.

Further, since this analysis uses the same formula for all classes compared, it does not bias any class. The druid is a priest class and uses Wisdom instead of Intelligence for mana, but the formula is the same.

For the purposes of this analysis, a constant number of for Intelligence or Wisdom is used. Therefore, total mana available is: In this example, the Wizard does 1, more damage with full mana than the Magician at level 60 when both have equal mana available to cast.

In the above example, the total damage capacity with full mana was calculated. However, the ability of a casting class to deliver this damage is dependent on the time each spell cast requires.

The formula looks like this: Casting time, recovery time and recast time. Most spells have only a recovery time.

For such spells, casting time and recovery time can be added together to calculate the total time invested in a single cast of that spell.

However, if a spell has a recast time greater than the recovery time, that time is added to casting time instead of the recovery time. In this example, the wizard not only does more damage, the wizard does it 3.

Those will all be discussed later. The current statistics used to describe and compare spells tell only a partial story.

Like most partial truths, these statistics lead us to make seemingly logical conclusions that are in fact incomplete at best, or at worst totally false.

The new statistics above make enable better comparisons within the magic system of EQ. If the level difference within a group is too great the lower level member will not get experience.

Also for spawn timers see Zone Spawn Timers. Exp modifiers are multiplied not added, so a troll sk would be 1.

Assuming the below information is correct, you can find the EXP requirements per level and the EXP gain per mob at this spreadsheet: The formula for the amount of total cumulative experience at the end of a level is as follows.

Note this is not the same as the experience needed to complete each level:. For instance, for a class mod of and race mod of 10 base values , the following table applies:.

The formula for the amount of XP earned for soloing a dark blue or higher mob is as follows:. Think of each mob that gets spawned in EQ as a pie, a very tasty pie.

When a PC kills a mob, he gets to eat the pie. When players group together and kill a mob, they have to split the pie.

The answer is that we measure all the pie that each player has ever eaten his total xp. Then we cut the slices in proportions matching those relative values.

Chris has had lbs of pie, and Diane has also eaten lbs of pie. Our sample group has just killed a mob. The classes of these characters makes no difference at all.

The only thing that determined how big each slice of the pie would be was the net total xp that each of them had earned since character creation.

They most certainly exist. The penalties change the amount of pie that a PC has to eat to gain each level. If the three characters above where to group together, they would all get equal slices of the pie.

When the tasty pie is cut into slices for the group, the levels of the various PCs are not consulted not directly anyway , only the xp totals for the PCs.

See, it was so important, I had to say it 3 times. Please note what that really means. Group with good players. So, group with good players regardless of class.

Better known is the "magic number" of charisma, This price seems to be based on 1. For instance, many gem and metal prices are clearly based on this.

And, if you notice the prices at which the vendor will buy such things back from you, although it looks like a very irregular number, for instance 95pp 2gp 3sp 8cp for a bar of platinum or a sapphire, that just happens to be pp divided by 1.

The last and highest number to shoot for is This is the charisma at which you can normally get the cheapest prices even with apprehensive faction.

Greedy Merchants pay the least for your loot and charge the most sell you stuff. Unfortunately, "better" in this context means "better for the vendor".

It seems that, with less charisma than that needed for best prices, a set amount is added to the price you would normally get, i. The actual amount can vary widely.

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