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Tier 5 |
| August 27, 2007 |
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Welcome (submitted by woodlum at 09:56am MST)![]() ALL LAIRS CLEARED!! WORLD BOSSES CLEARED!! 6/6 SSC!! (pre-2.4) 4/4 TKE!! (post-2.4) 6/6 ZA!! Bosses Killed: High King Maulgar (08/12) Gruul (08/19) Doomwalker (10/04) Lurker (10/21) Hydross (11/04) Magtheridon (11/15) Void Reaver (11/18) Leotheras (01/06) Fathom-Lord Karathress (01/20) Doom Lord Kazzak (01/24) Morogrim Tidewalker (01/27) Lady Vashj (03/02) High Astromancer Solarian (03/02) Hex Lord Malacrass (03/18) Zul'jin (03/18) Al'ar (03/20) Kael'thas (06/08) PROVE IT! Let me know if you find any issues or comments regarding this DKP site. Thanks! -Woodlum wow_woodlum@hotmail.com |
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Item Prices and DKP Notes (submitted by woodlum at 09:52am MST) Some running notes of our system: We are going to a new DKP database for our T4/T5 25 player runs. Everyone starts at ground zero here and we will use this database for all 25 player content (tier 4 and tier 5). DKP will function in all ways that it does now, so pretty much what you are all familiar with. Standby gets 100% DKP. Come to the raid ready to kick ass, have your mods, pots, food, regeants and A-game armed and ready,.. we will have a Prep point of DKP as well as a point for finishing the raid (finishing point is new). First kill is double DKP! Attempt points for bosses not killed will be awarded. 2 attempts will generally be 1 point but per 2 rounded down. Attempt points are grounded for bosses having been killed before and are flexible depending on importance, effort, and availabilty (i.e. big dkp is made on new stuff and new kills). Everything is subject to change but is highly unlikely it will change much! Here is a forum link to our item prices: Forum Version (Members/Logged In) And here is a link to a universal, small flat file with the information: Prices File (Hosted for download or viewable in your browser) Nether Vortex Bank Benevolent is hosting information on Nether Vortexs we have sitting around on crafters with associated patterns! The resulting items of Vortex combines will cost a small amount of DKP for the Vortexs. Vortexs may also be consumed by the Guild Bank for sales. Interested parties should contact Woodlum. Information listed below is the crafter, their number of banked Vortexes, and craftable patterns available. Aleura - 0 : Tailor Belt of Blasting - Cloth (DPS) Belt of the Long Road - Cloth (Healer) Ikelbunk - 0 : Blacksmith Belt of the Guardian - Plate (Protection Paladin) Red Belt of Battle - Plate (Arms/Fury Warrior, Retribution Paladin) Sneakypepe - 0 : Leatherworker Belt of Deep Shadow - Leather (Melee DPS) Belt of Natural Power - Leather (Melee DPS) Monsoon Belt - Mail (Elemental Shaman) Belt of the Black Eagle - Mail (Hunter) |
| August 26, 2007 |
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DKP Basics (submitted by Dooder at 05:06pm MST) DKP Works like this: While fighting Leotheras in Serpentshrine cavern, the Gloves of the Vanquished Defender drop. The Master Looter links the item. All parties interested in the item having a valid NEED (must equip) roll on the item. A Priest, Druid, and 2 Warriors are interested. Priest has 5 DKP Druid has 10 DKP Warrior A has 15 DKP Warrior B has 20 DKP Our DKP system gives players +5 on their random 100 roll, for each point of DKP they have more then the roller with the lowest DKP. That being said: Priest rolls random 100 Druid roll random 100 and adds the value of (10-5)x5=25... +25 to the roll. Warrior A rolls random 100 and adds the value of (15-5)x5=50... +50 to the roll. Warrior B rolls random 100 and adds the value of (20-5)x5=75... +75 to the roll. Priest rolls 82 +0 =82 Druid rolls 54 +25 =79 Warrior A rolls 91 +50 =141 Warrior B rolls 12 +75 =87 thus Warrior A wins the item. The winner of the roll+DKP gets the item, and gets charged the items static DKP value. In this case, the item is worth 10 DKP. Thus the winner receives the item and loses 10 DKP from their total DKP value. He now has only 5 DKP for the next roll off. So some facts about this: - The average 3 hour Karazhan run nets you 4-8 DKP if the Curator is cleared. - Item costs are adjusted where one item is worth about 1-3 runs worth of DKP. - Players having higher DKP have had higher attendance and thus would have better chances at items of their choice to roll on. - DKP is designed to "share wealth" with our less lucky rollers... and reward the players who come to the raid more frequently. - After time spent in zone, new loot becomes old loot, and it becomes very possible that old loot is something that will rot and no one will want. Advantage being, if Steelhawk Crossbow drops off Attumen and all the Hunters have it accept a new one, then the new Hunter will likely default on the loot barring any other issues. Or it may go to a rogue or warrior who may have otherwise not normally gotten it. - DKP only determines a priority on who gets what loot first based on the players own spending vs goals. If we continue to run 10-25 man zones as a guild and make the team strong, we will progress into SSC and beyond. About the rolls: Whats it take for the low man with DKP to tie the other players in the scenario above? Priest has 5 dkp Druid has 10 dkp Warrior has 15 dkp If Priest rolls a 100 Druid rolls a 75 (+25 dkp) Warrior rolls a 50 (+50 dkp) then all players tie for the item. If Warrior rolls better then a 50, and Druid rolls less then a 75, and Priest rolled a 100.... the Warrior would win. Note: Warrior having 10 more DKP then the lowest bidder means they have been through at least 1-2 more raid runs or has recieved less gear previously runs then Priest. Priest still has a chance to win the loot though! Priest just has to roll high while Warrior would have to roll low. If a 100 roll from Priest beats Warrior with a 49... then Priest gets the loot and is docked the DKP value. Having 20 DKP more than another person means that you are guaranteed a win. SPENDING Spending DKP is at the players discretion on all-guild runs. When we have non-members, by all means compete. All SPENDING can only be based on NEED. That being said, within guild and non-guild runs rollers need to use discretion on what they roll on. Roll on items that you will use frequently. Filling a pack with more epics then you can utilize hurts the guild in long term growth/progression into SSC! None of the officers want to manage loot. Roll with integrity. Know who you are rolling against, and know what class the items best compliment. Not every item screams Warrior but if it has +Defense, that should be a good clue as to which class will utilize it best. To further narrow this down within guild... should a +Def Plate item drop, what class spec will utilize this best? Answer is, Protection Spec Warrior. Other spec warriors shouldn't count themselves out of wanting to have a +Def tanking item, but they should extend the courtesy of priority to the class and spec that will use it best. This is a two way street! Don't screw each other on loot! It only makes common sense that a Wolf wears Wolf's fur, and a Sheep wears Wool by preference. If you are a Sheep, don't try and beat the Wolf out on his own skins... unless no wolfs want them. If you don't understand this concept then you may have made a mistake in either spec or class. I recommend rerolling a new main or funding a respec. Also bear in mind the saying "DKP earned, DKP spent". Some items can be quite trivial, some are more obvious. Bear this saying in mind and remember the effort each player put into getting the dice to land more favorably for them. SAVING SAVE DKP WISELY! Remember, if you pass good epixs and are in blue gear holding out for that one tier 4 drop or something else, chances are your repairs are going to be high and many of us normal rollers will have to drag your blue rear through future content. Not cool! Best advised that you roll on an item you can use rather then pass to see it become a Nexus Crystal! |