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Messages - Furro

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2146
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 28, 2012, 06:33:04 PM »
Quote
Sorry. I have only ever played this character, so am not up on other classes' spells.  I may have misunderstood what you had said one point about Cleric twin.  I thought in a tell you had mentioned that you thought our blessing did a heal as part of the spell.  It does a nuke.  I might be missing what was intended below.  Unless it also procs damage on every proc'ed heal.  In fact, I don't even know what the Cleric spell line is.

     Just as there's no reason your twin line doesn't do
     damage, and the Cleric version does.

My mistake there, you're not misunderstanding.  I misread lucy, for the Druid line your DD portion is added via a trigger effect, whereas the Cleric version is direct dmg and bonus portions for undead, summoned mob types.  I've edited my prior post appropriately to correct the misinformation.  Thanks for catching it.

As to your comment about /tell and blessing doing a heal.  I don't recall saying that.  Perhaps it was a miscommunication if it was said.  We both have almost identical twin lines, minus the bonus dmg portions. 

Our nuke/heal line is similar, but not identical.  Fairly sure your remote line is 24s recast, whereas the cleric is 30.  But all the same, aside from the Druid version being linked, it's still useful.

I listed the Cleric versions in the parallel twin post for Clerics here if you're interested.  I don't claim to know all about Druid spell lines either, and have no issue saving face admitting it either. <grin>.

Btw, greatly appreciate the discussion, I wish more of our raiders would frequent this forum and post their viewpoints as well.




2147
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 28, 2012, 04:10:58 PM »
Quote
On tough raids, I am aggressively healing too.

Yes, I did not mean a single tank.  When I mention tank, I meant my target at that second.

Likewise to your latest post, don't take this wrong. Much of your post and discussions have been trying to educate me no how this works like I don't understand and that by explaining I will all of a sudden understand.  But I do.  Give me the cleric line and my answer would likely change.  It appears that I am not successful educating others as to my reasoning.
Yeah, I was trying to articulate with some examples how it can matter, not meant to indicate you didn't understand the concept.  I believe you do, and you've even said in essence twin has a time and place (which I agree with also).  My angle is just to try and encourage the spell be taken into greater consideration is all. 


Quote
I don't worry about my heals landing for zero.  I only mention that because when my heal lands for less than full, doubling it means nothing other than I used twice the mana plus the gap that I am most concerned with.  If I could do the blessing without the extra 1.3 second gap, I would be all over it even with the extra mana cost.
I think the trade off is worth the risk, providing good judgement given the situation (that's the caveat as we both are aware I think anyway).  I've seen a twin'd heal save alot of situations.  Which isn't to say I somehow have more experience than another, just saying that's my experience. 


Quote
Some of the strategy posted included using the fast heal right after the blessing to make up for the time to cast blessing.  For me that is a non-starter.  I need the fast heals as fast heals. They refresh too slowly to use them when not needed and then need it.  I usually use the fast heals right after switching targets to patch.  I normally start heals on one of the tanks tanking mobs when target is full. I keep an eye on ETW window and group and when someone takes damage, my normal spam is not as fast as I want. Remember due to the speed of the spells I start my heals on the mob's target prior to them taking damage.  I switch targets because someone has already taken damage so unless it is minor damage, they need a heal fast.
I agree, it's a good tactic that I practice as well with regards to having heal lines in action prior to a tank visually taking damage.  Unfortunately, not everyone heals this way, and we do have some reactive healing, not anticipating the damage.  I'll bring up another point here, not related to you, but along the line of anticipating damage; in the hope others read, but layering heals is another avenue overlooked by those relying purely on reactive measures.  ie, HoT, PR (delayed direct heal lines) being placed and maintained.


Quote
Using blessing followed by a slower heal means there is a bigger than normal gap and on tough healing fights, that gap can be big.  Especially with multiple tanks taking damage.  Healers that may have been tossing heals to the target I have at the moment may have switched to patch another target. Then my extra gap that may have seemed safe, no longer is.
I think this can be argued both ways, and I have a feeling you understand that as well.  Every situation is going to differ, and as I've said previously, it's a judgement call whether to use twin at that moment, in order to reap the rewards from it.


Quote
There is a reason that CH lasted long after I had spam heals that did more than my semi-CH and were much faster.  The reason was that it was the only way to ensure that a real small gap could be ensured between heals.  With other heals, different casters had different speeds. When all the healers currently healing the target have their gaps align, it may be more than what you want.  SOE got rid of CH due to two reasons.  They let the newer HP and heal amount make the CH way too little and they had raids with mechanics that made keeping the CH going impossible.
It wasn't just ensuring the gap was minimized, but also at the time patch heals used a tremendous amount of mana.  Efficiency also played a big part, on long fights.  Nowadays, with the advent of huge modrods and regen lines, mana is not even an issue.  Going full out, I'd be lucky to use 3/4 of my mana, and most fights less than half.  I say this with no cockyness either, as my manapool is probably the smallest among all our healers.


Quote
Seriously, the situations that I have found it most useful is when the damage spikes are not that big.  Then I use it to get its nuke off on the target's target and then make up for the gap with a crit heal or two. Of course, on those, I can also use the manaflux line to get a nuke on the mob and a heal on the tank at the same time.  Yeah, no double, but shorter gap.
Funny here btw, because I find twin the most useful when damage spikes are large.

Glad you brought up your nuke/heal btw, your remote line is something I've wanted to put forth here to all our druids to encourage its' use more often as well.  Remote being a nuke; will proc RB, and that's 20k+ free heals across the group. 

Sucky part about your remote line though (unless it has changed recently?) is they're linked.  So you can't use several in conjunction for bigger impact.  Far as I'm concerned, Druids should have gotten the same versions as Clerics, without linking, including the bonus dmg for mob type.



2148
Raider Essentials / Re: Druid Twinheal, Impress your Raid Leader
« on: May 28, 2012, 06:47:59 AM »
 
Thanks for posting Nuttann! 

Btw, I'm probably going to cut/quote up your post here.  It's nothing personal either, we're just discussing more effective ways of healing.  So that's my disclaimer, and I'm sticking to it! <em runs>


Quote
To be fair, I usually have max AAs a couple months into expansion.  This may make a difference as my heals do a fair amount on their own and crit as frequently as they can.  I have used the blessing method above and found it being less effective for me in many cases.

If the tank lives and heals always hit for full amount, then the math definitely works out to blessing being huge. There would be no reason not to use it unless some critical cure or debuff would have to go. Yes, I understand the math.

However, there are two factors depending on the situation that do lower that. 

If normal heals are maxing out the tank or the tank is returning to 100% based on all the heals hitting him, then a twin heal doesn't heal anymore than the normal.

You appear to be describing a singular tank situation; whereas I assume you mean plural.  Because it's not just about a single tank.  Utilizing a twin at an opportune moment; doubling your next two heals has a huge impact depending where you choose to direct them.  That's the key thing here, it's not about whether your heal has landed on that single tank, but what you do immediately after with the twin power at your disposal.  You may quickly look at ETW and find two other tanks in trouble, and decide to drop a heal on each before going back to your initial focus.  Now, given your twin was up, your heals just had a potentially big impact on their survival, perhaps even enough time for someone else to cover them or finish casting their heal. 

Following the above example though, maybe everything is fine in ETW, but your current tank focus is getting ripped a new one, and getting a twin in there may pose too great a risk.  Obviously it's a judgement call.  I'm not saying twin or bust, but I'm saying a high priority should be given to making it in your casts if possible, unless you feel at the moment the risk of losing your tank is too great.  A judgement call, like we all make as healers.  Players die based on our calls.

I admit, I'm a very aggressive healer.  My mindset is, keep the twin up, always, period.  If I'm losing ground on a tank, between blowing every safety I have, I'll still maintain priority on getting the next twin up to regain ground on the tank that's having trouble.  Because RNG is not our friend (it's definately not mine, if you've ever seen me /random), we shouldn't be relying on it to save someone elses life in the virtual sense.  Twin removes the RNG factor; supplanting it with the power of heals that we know will crit, guaranteed.  Demi-god status is what it does.. Like after you eat pie.. Mm.mm, Hrmph, wha?  Oh yeah sorry.  moving on..


Quote
The other factor is time between heals.  I find this is important to me.  The one sec cast of blessing plus recast is sometimes huge.  Yeah, I can follow up with invigoration, but that just turned my 0.5 sec heal that I try and keep up for real emergencies into a 1.8 sec heal.

With the above in mind and twin up, your 0.5 sec heal will always crit if/when you choose to use it.  This is what I'm trying to get across here.  It's not about 0.5 sec turning into 1.8 sec.  But the fact is, if you're using your fast 0.5, I suspect your target is in deep shit, and having the heal do double is all that more important then doing half the heal and then having a fart in the wind chance of possibly gaining ground with what after that? A slow 2 second heal?  Sure we're talking hypotheticals here, but just saying.  Think about it.  Double heal, 1.8 sec, or that normal heal, pray it crits at 0.5 sec.  I'll take the double heal, any day, and I'd wager the tank would appreciate it as well.

The moment you start losing ground, you've already lost with conventional heal methods (ie, a patch and banking on RNG).  You need the twin there, always, so whether the tank needs that double heal or not, when the shit hits the fan, it's there, guaranteed.

Pardon my langauge btw, but it's late, and please don't construe the above as being sarcastic.

Quote
Maybe it was just a different healing team, but I have found that I lost more tanks with the gap in healing to get the 2x twin cast proc than keeping heals going even though not doubled. This time between heals is crucial thing for me and why I use blessing less that others.  Especially times when I am constantly switching targets.

I've saved more tanks with twin healing than lost.  But of course, we're going to lose tanks simply due to some situations not even we can pull a heal out of our ass in an epic scene of Halfling pie eating glory.  Ass, pie and glory all in one sentence.  I'll wait for Huevos to come in here with a funny retort.

I agree that the time between heals is crucial, but it's the judgement that matters.  Obviously misjudging a twin can potentially result in not landing a subsequent heal in time.  Whoopi do, the fact is, it takes practice to learn to make good judgement calls, and as healers, we both know this.  This type of healing goes against conventional form, but it's necessary to keep pace with the game by adopting and adapting to our environment; both group and raid.  I've been using twin for a long time now.  Coupled with the nuke/heal and heal/nuke lines; it's by far the most powerful method for healing in game.

Quote
Yes, those twin casts give more chances to crit a heal which show up in the spam, but looking at my logs has shown a lot of them doing 0 actual heal or less than a full single heal total to target for me. And many of those time, ducking was not an options since the tanks health showed damage until after the heal, but someone else's hit first.

Lots of your heals are going to land for zero.  I wouldn't stress over it.  What's important is, when it matters, the crit is there and there's no requirement to pray to your god to make it happen.

Quote
Are there times when it has benefitted me, yes.  But, not as much as it has for others apparently.
I'm glad it has benefited you at times, I hope in the future it does more frequently. :)





2149
Raider Essentials / Twinheal and Impress Your Friends!
« on: May 10, 2012, 12:06:39 AM »
 
Cross posting this from The Classroom thread.  An important topic that deserves attention.


Quote
So the other night you were trying to get the healers to be more aggressive about healing with a nice long talk in channel about ways to improve.  One of the things you mentioned was twinhealing, and you seemed to think that there was a way to do twinheals basically on command if you're anticipating a big hit on the tank.

Is there a place I can learn how to do twinheals with Persephonae?  I haven't gotten the chance to raid with her a lot since I am still getting back up to speed after an absence, but I have raided with her a many times with freelance in the past, and if I'm to do it again I want to know the new tricks.

Okay, early AM here and I'm tired (this is Halfling abuse btw!).  This is going to be quick and dirty.  Specific to Cleric class, but Shaman/Druids get similar lines to certain degrees.

Twincast and Impress Your Friends


Target's Target

Two types of Target's Target (ToT) lines were introduced starting back in Underfoot.

In-game spell menu
  • Heals
    • Misc
Contravention Line: Cast against Mob -> Damages mob, and a heal portion is channeled to the mobs current target.
    95 - Elysian Contravention
    90 - Celestial Contravention
    85 - Holy Contravention
Intervention Line: Cast on Player -> Heals player, and damage portion directed to players target
    93 - Elysian Intervention
    88 - Celestial Intervention
    83 - Holy Intervention
Twinheal / Twincast

In-game spell menu
  • Direct Damage
    • Twincast
The Glorious series is our Twinheal line consisting of a nuke with a chance to twinheal buff with counters.  You nuke a mob, a Twinheal buff icon will appear in your short-term buff window, and the next TWO heal type spells you cast will crit heal (double).
    94 - Glorious Admonition
    89 - Glorious Censure (use this one if you have it, least mana usage)
    84 - Glorious Denunciation
Twinheal Technique

The concept is simple.  Use a Glorious line to twinheal proc; follow up with an Intervention 2x, and/or whatever as the situation demands.  Rinse, repeat.
    Any direct cast heal will work with the twinheal.  This includes our target Splash line.

    All these lines are fast cast times 1.0 - 1.5 seconds.

    They don't share the same spell line refresh timer.
Be Aware: Careful using Intervention on players with mezzed mobs on their target (it'll break mez, as the nuke portion hits the mob).

* Warning: Contravention line does not crit heal with the twinheal running.  Because it is a nuke/heal, not a heal/nuke.


Comments & Suggestions

I use a mix in my lineup.  But it always includes minimum:  1 Glorious, 2-3 Interventions.

Glorious refreshes fast enough that one is all that's needed.

Contravention is slotted in event specific.


If you're used to conventional dated heal methods, then you'll find this hard at first.  But with practice, you can pick it up fast imo.  Biggest thing is, don't give up on it right away.  Stick with it.  More healers need to adopt this technique.

Work with the setup in your daily group sessions as well as raid.  It's easier to manage in group obviously, as you have a more controlled environment to stop/go.  But in a raid setting the pressure is on so you'll learn it faster imo!  Use it in all situations though really.

You'll mistarget often as well at first, and end up nuking a player.  Funny, but not so much when it eats your spell timer on that gem.

It'll take more focus, but you'll notice the gains in your burst heal ability right away.

Oh, and I use a GTT trigger with a sound tie in for the twinheal proc.  I find it useful to time splashes with twin running etc, if I have a twin up having just heard the sound, I know I can drop a 1.5 rq, and then splash for the 2nd proc to crit the raid with 20k+ heals etc.  Stuff like that.

GTT Pattern: Your healing power temporarily forks in two.



PS:  I asked Dimbly to write up the related Druid method.  Eristie no doubt has insight as well as possibly others who could contribute.


2150
Raider Essentials / Filtering Unwanted Messages in EQ
« on: April 17, 2012, 02:10:16 AM »
   
Filtering Unwanted Messages in EQ

EQ doesn't have options to filter all types of messages from the 'Main Chat' window.

My workaround is to turn the 'Main Chat' window into a SPAM window.

Steps:
  • Move your main chat window somewhere out of the way, resize it smaller if you wish.
  • Right-click with your mouse pointer on the border or title of the window and a pull-down selection menu will appear.  Select 'New Chat Window'.
  • Left-click and hold your mouse pointer to drag/position the new chat window where your main chat used to be.
  • Right-click with your mouse pointer on the border of the new chat window and select Always Chat Here, if you so wish.
  • Within the same menu, select options for chat you wish to appear in your new window (perhaps FLRaids channel).

2151
Freelance Ramblings / Re: Furro gets nerfed! RB changed
« on: September 25, 2012, 11:35:07 PM »
Quote
Maybe his heal parses will come back down to normal like everyone else's, since he ALWAYS seems to have RB on...

:)
 
</em looks around innocently!>


2152
Freelance Ramblings / Re: Rain of Fear Features
« on: September 13, 2012, 11:54:55 AM »
 
/em runs!


2153
Freelance Ramblings / Re: I'm moving for new job
« on: August 06, 2012, 03:35:37 AM »
 
Have a safe move Flazor.  Hope to see you back at raids soon!


2154
Freelance Ramblings / Re: Freelance DKP & Random
« on: August 01, 2012, 02:51:27 AM »
 
Minor Process Changes
[/size][/u]

For efficiency and fairness, minor adjustments to our distribution processes are in order.


OPEN Category

Change: OPEN items to be processed LAST.

Reason: One or more players may be interested in an OPEN item, but the item they really want is further down the process list.  They're effectively shut out of opting in on an OPEN item of interest merely due to process.


Identical Items

Change: Identical items subject to Random 1000 Ruleset, will be processed in a single pass.

Reason: Efficiency.

Note: We've always done AUG/RUNE/NA items in a single pass process.  There's no issue doing LOOT items the same way.



Raid Attendance Start Checks


Change: 1 DKP Start Check taken +/- 5 minutes from official start time.

Reason: Efficiency and fairness to others who show up on time.




2155
Freelance Ramblings / Re: Freelance DKP & Random
« on: June 29, 2012, 02:57:58 AM »
Quote
The best tank agro focus mask we have available currently is in HoT t3, with the next one we will have access to is in HoT t4.  After that will be Rubak raid.  Also the most usable charm items are still in HoT t3-t4.  Can these items be put to bid instead of open?  thse items are atleast as important as overhaste clickers and arent available elsewhere.
 
No on anything like this.  We're just not going to get into select lists beyond CoP3/OH and specific Quest drops (ie, Shawl 2.0 head). 

Fortunately, the aggro mask is at least available via Vendor for 60 Diamond Coins.  That's probably the best route to go currently to pick one up.


2156
Freelance Ramblings / Re: Freelance DKP & Random
« on: June 14, 2012, 04:44:28 PM »
Quote
I dont know if this is a discussion thread, but i like the idea of /random 1000 for old content.. however...

Certain clicky items (even though retro), may want to be on the bidding block rather then random.

Circle of items
Ancestrial memories

They are just so rare.

 
The exception clause covers those.  It should really read: Quest items, etc.

For prior Retro content, we've done DKP+RA (ie, Solteris etc), so there's precedence.   I'll adjust the category tables in the schedule posts and add "etc" to the dkp document.

CoP3 is rare, although obtainable 2-3 groups via Solteris for example.  But of course, that comes with its own challenges.

Ancestrial Memories (OH) is rare, but at least there are some avenues to pick one up to a degree (like 12% etc). 

Anyway, both are great clickies as you know and I agree!




2157
Freelance Ramblings / Re: Freelance DKP & Random
« on: June 03, 2012, 05:54:27 PM »
 
Loot System Changes

* EFFECTIVE DATE: Wednesday, June 6, 2012


Changes:

Current designated expansion LOOT items require 20% Raid Attendance in order to BID on them.

Retro designated expansion items are processed on demand via /random 1000 Ruleset, with normal associated base costs.  With the exception of special earmarked items (quest drops).

Note:

Current/Retro designations are included as part of the Event Items tables, within each weekly raid schedule post located in the Upcoming Events & Strategy area.

Updated the Freelance Loot System post to reflect these changes.

2158
Freelance Ramblings / Re: Freelance DKP & Random
« on: May 22, 2012, 01:28:45 AM »
 
Loot System Changes

* EFFECTIVE DATE: Thursday, May 24, 2012

We need to tweak this just a bit further to expedite the escalation of bids and facilitate faster loot distribution.

Adjustment:

Minimum bid increments of 10 DKP at a time.  Exception to this rule is if your MAX TOTAL DKP does not fall within 10 DKP; in which case you are allow to go all in.



2159
Freelance Ramblings / Re: Freelance DKP & Random
« on: March 27, 2012, 03:04:19 AM »
 
Loot System Changes

* EFFECTIVE DATE: Thursday, March 29, 2012

In order to expedite our item distribution process, several changes/adjustments to the system are necessary.


Overview

Brief overview here.  Reasoning for each detailed further below.

  • Minimum bid increments of 5 DKP at a time.  Exception to this rule is if your MAX TOTAL DKP does not fall within 5 DKP; in which case you are allow to go all in.
     
  • ALL RUNE and NA items will be processed FIRST via their normal associated ruleset(s).

 
  • Any content deemed 'Retro' (old), we will process ONLY items in which players wish to opt in on.

Minimum Bid Increments:

The +1 bids slow us down.  Not much explanation needed here really.  Nothing against low bids btw, just a little tweak here would expedite the bidding process for the better and we'll reach the average item cost more quickly.


RUNE & NA Items First

Many are waiting around for these items to be processed.  Many would like to move on to the next target during the loot process, but wish to opt in on these other items.  By processing these items right away, those players can get a move on.


Retro Content

We track loot closely.  We know what goes OPEN and for what content.  We've done the retro style process before (Solteris for example), and it'll work no differently.

What I didn't realize was I never put an official clause in place (as officially, we're not deviating from our rulesets).  But for clarity, it's always best to cover even a minor process change.

Here's the process how we've done it in the past:

  • Loot Bounty is linked in /raidsay (as normal)

 
  • Players interested in one or more items LINK the item in FLRaids:raids channel.

 
  • Items linked are processed as per their associated ruleset.
So basically, as you see the only difference is, the opt in part.  This speeds up the entire distribution process considerably.  Often times, on older content we have to go through the motions for loot as per the rules.  This workaround allows us not to change our rules and only process item(s) players are interested in.

Edit:

Apparently I did put a clause in the retro event posts regarding the process after all (yeah I'm getting old, memory fading!).  Anyway, I'll add it to the official loot system post, but here it is for reference:

Quote
Retro Content - Item Distribution by Player Request:

At the time of item distribution, the chest contents will be linked in /raidsay, and players interested are asked to link in the FLRaids channel the items they want processed.  The purpose of this procedure is to expedite the distribution process of low demand items.

2160
Freelance Ramblings / Re: Freelance DKP & Random
« on: April 18, 2011, 06:00:20 PM »
 
Updated the related Freelance document to reflect the quoted modifications:


Quote
 
Loot System Changes

* EFFECTIVE DATE: Tuesday, April 19, 2011

In order to aid in our progression efforts and strengthen us as a team, several changes/adjustments to the Freelance Loot System are necessary.


Overview

This is a brief overview, with details covered further below.

  • Item Distribution State discontinued.

 
  • LOOT category items distributed via the DKP Ruleset.

 
  • LOOT OPEN items distributed via the Random 1000 Ruleset.

Quote
 
CHANGELOG for EFFECTIVE DATE: 04/19/2011

- Removed 'Item Distribution State Procedure' section.
- Renamed 'Item Distribution States' to 'Item Distribution'.
- Section 'Item Categories' changed to sub-section and included under 'Item Distribution' section.
- Added "OPEN" Category to table in 'Item Categories' sub-section for clarity as to purpose.
- Changed 'Random 1000 Ruleset', sub-sections: Overview, Stipulations.
- Corrected missing category 'RUNE', under 'Random 1000 Ruleset' section, sub-section 'Stipulations'.
- Changed 'DKP Ruleset', sub-sections: Overview, No Bidders on an Item.

CHANGELOG once in effect for FL Site & Forum Loot Pages:

- Updated Loot sections on main FL site
- Updated Forum Loot System sticky posts
- Scheduled events posts updated (tables/etc).



Reformatted terms section for cleaner presentation.


Quote
   

Terminology

This section will define terms and abbreviations used within this system and/or during item distribution.

Loot - Items considered of value that drop during raids.  Usually from main events, but sometimes from other sources.

Loot Bounty - A collection of items considered of value that drop at an event.  Normally found after successful completion of an event.

Bounty Total - A value derived from total spent DKP on a per target basis.  Used in calculating DKP earnings.

/random - In-game random dice rolling, it can be any range between 0 to 32000.  Freelance uses 0 to 1000 (example: /random 1000).

Real Life Person - This applies to a single person in the real world playing single or multiple characters in-game.  All their characters are considered the same person, even if the person is boxing someone elses character.

FFA - This means "free for all".  In the context of this section, an item called as FFA is open to anyone who wants it without a /random or item cost.

OPEN - Items tied to a category, that have gone through a first pass for distribution, where no player interest was declared.  These items are still subject to the DKP cost attached.

Last Call - This is done as a last warning call before /randoms are closed for the particular item.

Regular Loot  - Items tied to the "LOOT" category, are items that count towards your loot for the night.

DKP - "Dragon Kill Points".  In general this is our system used to quantify item distribution based on raid participation.  These points are awarded for time spent on our raids, and used as currency to purchase items of value.

Current DKP - An individuals total point pool or holdings.

Mains, Alternates, Bots, Non-Mains - Different forms of character classification.  For the purpose of DKP tracking, these are all considered one and the same, in that they're equal individual entities and tracked as such.

Raid Attendance - An individuals participation count, that is tracked.

Item Cost - A numerical value, attached to an item.



Changed above to:


       spacer        spacer    spacer        spacer        spacer    spacer        spacer    spacer        spacer    spacer        spacer    spacer        spacer        spacer        spacer    spacer        spacer            spacer        spacer       
TERM     DEFINITION
LootItems considered of value that drop during raids.  Usually from main events, but sometimes from other sources.
   
Loot BountyA collection of items considered of value that drop at an event.  Normally found after successful completion
  of an event.
   
Bounty TotalA value derived from total spent DKP on a per target basis.  Used in calculating DKP earnings.
   
/randomIn-game random dice rolling, it can be any range between 0 to 32000.  Freelance uses 0 to 1000
  (example: /random 1000).
   
Real Life PersonThis applies to a single person in the real world playing single or multiple characters in-game.
  All their characters are considered the same person, even if the person is boxing someone elses character.
   
FFAThis means "free for all".  In the context of this section, an item called as FFA is open to anyone who wants it
  without a /random or cost attached.
   
OPENItems tied to a category, that have gone through a first pass for distribution, where no player interest was
  declared.  These items are still subject to the DKP cost attached.
   
Last CallThis is done as a last warning call before /randoms are closed for the particular item.
   
Regular LootItems tied to the "LOOT" category, are items that count towards your loot for the night.
   
DKP"Dragon Kill Points".  In general this is our system used to quantify loot distribution based on raid participation.
  These points are awarded for time spent on our raids, and used as currency to purchase items of value.
   
Current DKPAn individuals total point pool or holdings.
   
Mains, Alternates,Different forms of character classification.  For the purpose of DKP tracking, these are all considered
Bots, Non-Mainsone and the same, in that they're equal individual entities and tracked as such.
   
Raid AttendanceAn individuals participiation count, that is tracked.
   
Item CostA numerical value attached to an item.


CHANGELOG:

- Reformatted terms section for cleaner presentation.  No new terms added.



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