As far as how much stamina melee swings should drain....
I believe that having acumen should keep you topped off even if VoG'd with a heavy weapon.
So if we're tuning it, I'd say aim for a target where a VoG + acumen buffed warrior swinging a heavy weapon stays at full stam. This is my 2cp and needs more info.
Swimming drain, hard to approximate but you should not regain stam in water ever unless a spell heals your stam meter. This would be one of those "get it close" situations.
Here is a good approximation, I think and should be very easy to replicate/get close:
Jun 12 2001
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I am pretty sure that one of the NPCs in the oasis was a merchant type. All 3 NPCs there were indifferent to me. I take the Bloated Belly to chessboard Isle where I stop to regain some stamina, then I swim the rest of the way. When you're done it's not that far the the firepots room if you've had enough with TD.
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More discussing endurance:
http://everquest.allakhazam.com/db/item.html?item=4500
Monkly business thread talking about stamina:
http://www.monkly-business.net/forum...ead.php?t=8666
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Stamina (sta)- This stat affects a few things. First of all it has a direct relationship to how many hit points you have. In addition to this it affects the yellow bar below your health. If you have under 100 stamina and this bar runs out (which can happen with heavy weapons, lack of food, being overweight, etc) you will lose other stats and be slowed (ie. Swing your weapon less times per second). Seeing as how this is true I would definitely try to get this stat over 100, if not put all your points into stamina.
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Bindsight spells should last as long as you have stamina:
http://xornn.tripod.com/Spells/spell.htm
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Remote Viewing
Bind Sight (8), Shifting Sight (20), Cast Sight (34)
Parlor tricks mostly, and a chance for some nifty screeshots. This spell allows you to see through the eyes of your target, and you can also "hop scotch" to other targets you pick up during their travels. Duration is until your stamina runs out, though the farther way the target gets the more jumpy the "transmission" gets. Nice way to pass time when you're bored, and actually had use once when a rogue was trying to find my corpse and I was using his eyes to tell him if I saw anything familiar. Note that any spells you cast while using these spells will still come from you, with normal range restrictions. You can renew your stamina with stamina regen spells during the effects. Bind Sight is just the borrowed sight, 20th is with infravision, and 34th uses ultravision.
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Running slower / being over 100 cap:
http://www.elitegamerslounge.com/hom...?f=175&t=68427
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Once your stamina was over 100, you didnt see any detrimental effects to having your sta bar run out (aside from running slower).
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Necessary for swimming / more on attack speed slow
More on melee
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I agree the Augmentation line of spells aren't the best but they save me a spell spot and most of my Melee's are BEGGING me to pull this spell out cause if you are using Swift like the wind or WR your STA goes down down down very fast, with this spell, Quickness does not override it either does Alacrity (20% if i remember) i think it is about 25 or 30 % haste but also this spell gives me time to do more important things then the 10 second cast time on the haste spells, these last LOTS longer so dont go saying a line of spell sux unless you've acually used it.
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More still on melee
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This spell is useful for 1 thing: After the fight, the tank is down some fatigue and everyone has good mana. Instead of waiting for his fatigue to come back, you invig him and he's ready to go.
If you are wondering what fatigue does, it affects your stamina, running speed, agility, and one other stat I can't remember... It also slows down your attacks a LOT, and if you are out and hungry your mana does not come back, and your HPs regen at 1/2 speed.
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Approximate swimming drain rate (being a tank and melee'ing / moving around in kedge shouldn't be > aug regen)
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For stamina, I prefer the uber-buff Augmentation. It gives Agility, attack speed, and stamina regen. I was in kedge keep for 6 hours and my stamina bar never dipped while augmented. Tanks with me reported the same. It is in the 29 spells, so it arrives well before a need to go to kedge. I have never had a need for this spell that augment didn't handle and work better. I never had an issue with mobs outlasting stamina 24-29. If you find an application for it, more power to your creativity. This is just my experience. Leirra Wayfarrer
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