EQ had a strange design philosophy. Most items weren't made to be 'good' for a class, even if they were class specific. Plenty of +int gear for priests as an example.
I think itemisation played to the imagery of the class more than to the game mechanics. Like "good monks should be super agile and be able to avoid anything" so they gave agi to the gear for 'good monks'. The person that made these items either didn't know or didn't care about the limits to avoidance gains form agi.
Either that or they thought NPCs would cast far more AGI debuffs than they did!
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