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Old 08-23-2010, 10:49 AM
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Quote:
Originally Posted by Swindle [You must be logged in to view images. Log in or Register.]
What do the numeric ratings on instruments do? A vendor bought lute is a 20 while some MM drop is a 21. Does this add to your instrument skill? Is the difference between 20 and 21 significant?
If memory serves, (and if this server functions like the live servers did) an instrument mod of 10 would be equivalent to having no instrument equiped at all (100% of a song's effectiveness, or +0% over the base effectiveness). An instrument mod of 20 would be equivalent to 200% of a song's effectiveness, or +100% over the base effectiveness. Basic formula is: ([Instrument Mod] - 10) * 10 = X% modifier.

Example: MM Lute is Stringed: 21. ([21] - 10) * 10 = +110% modifier.
Example: This suggests that if you found an instrument with a modifier less than 10 (let's say 8) that your modifier would be: ([8] -10) * 10 = -20%. A penalty of 20%. Since I've never heard of such an instrument this begs the question of why the devs didn't start the scale at 0 instead of 10.

If, for instance, a Stringed song's base effect was to heal your party by 10 hit points per tick, then with the MM lute equiped the same song would instead heal for 21 hit points per tick (keep in mind that the instrument only needs to be equiped at the instant you finish casting the song; once the song buff is up you may remove the instrument and keep the bonus until you sing the song again).



So to answer your question, the difference between 20 and 21 is +10%.

As someone already pointed out, not all songs can be modified. Some songs have certain parts that will be modified and some parts that are constant (haste songs are a good example; haste is NEVER changed). Some songs cannot be modified at all. Some songs (like selo's) have a hard cap on how far they can be modified. I can't remember but I want to say Selo's caps at 26 or 28. It's been too many years and too many beers ago, sorry.