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Specialization Guide

written by: Wendeego LaMort
date: Nov '03 current patch: 1.66

In DAoC, as your characters gain experience and rise in levels or “seasons” they are given specialization points to spend training those skills available to their class. The number of specialization points gained at each level is dependent on both the character class and the character level. For instance, the scout class receives 2 spec points/level for spending on training in the various skill lines available to that class. However, at levels 1 through 5, before the character becomes a Scout, the character is a Rogue and only receives 1 skill point/level. This is true of all the beginning classes, elementalist, fighter, disciple, rogue, mage, and acolyte. Upon joining an advanced “guild” or class, the character may start gaining more than 1 skill point/level. Therefore, our example Scout gains 2 skill points/level and at level 6, is granted 12 skill points, at level 7, 14 skill points and so forth.

Wait, how come I don’t get 10 skill points for my level 5 Scout?

In order to become a Scout, you must first be a level 5 Rogue. Since points are awarded the instant your character’s level changes, upon reaching level 5, your character is still a Rogue and thus receives points as if it were still on the beginning class schedule (rogue, fighter, disciple, mage, elementalist, or mage). Until you go and speak to the Scout trainer and join their ranks, you are a Rogue. Also, it should be noted that your character will not be allowed to advance to level 6 without choosing a so-called “advanced guild”. Thus, if you are out adventuring and get enough experience to become level 6, you will not actually have your level increased to 6 nor receive your skill points, nor receive the additional hit points or increases to your base abilities (strength, dexterity, etc.) until you go to an advanced trainer and choose a class. You may continue to get experience even though you have not leveled, but it will not show up until after you’ve trained and become whatever advanced class you wan to.

Right! I get it, so how should I spend my skill points?

This is the primary question for all classes! How indeed? First it is a good idea to understand what spending skill points does for you. Let’s look at combat skills first and discuss this from that perspective:

The effect of specializing your weapon is primarily one of reducing the variance in your damage output. This damage variance is a factor of your character’s level compared to your actual specialization in a particular weapon. Thus, at level 50, with 50 levels of training in thrust style for instance, you would be said to have 100% thrust, or “thrust specced at level”.

Some characters can use a weapon, but cannot train or specialize in it (clerics and cloth casters for instance). Essentially these characters use their weapons “unspecced” or at 0% of level. The variance in their damage output is 25% to 125% of their standard damage. Thus, if they would normally do 20 points of damage with their weapon, they could do as little as 5 to as much as 25 points of damage, for an average damage output of 15.

The lower end of the damage output variance increases as your weapon spec/character level ratio increases. Thus, the closer your weapon specialization level is to your character level, the higher minimum damage you will do.

When your weapon spec is at 2/3 of your level, your damage output variance is 75 to 125% of your maximum. The upper range of your damage potential does not increase from unspecced up to this point. Thus, the same character whose base damage output is 20 points but is now swinging with 2/3 weapon specialization will be generating from 15 to 25 points of damage or an average of 20 pts of damage or 100% of base damage.

If weapon specialization increases beyond 2/3 of your level, your upper limit starts to also increase along with your lower limit of damage variance, until at weapon specialization of 100% of your level, your damage output is between 100% and 150% of your base damage. Using our 20 point damage model, a character with 100% spec in that weapon would do from 20 to 30 points of damage for an average of 25 pts of damage or 125% average damage output.

This progression of damage variance is relatively linear in that there are no large jumps in the variance at any particular level, except at that 2/3 level point at which your upper limit of damage variance starts to increase where it had previously not.

Note also that your base damage is determined by many factors including your character level, your weapon, your weapon quality, weapon condition and the ability scores your character has (strength, dexterity, and quickness).

For slash and crush melee specialization, strength plays a role in determining base damage output, for thrust, it is a combination of dexterity and strength that help to determine base damage output.

OK I think I get all that… what about spell casters?

For spell casters, specialization in the various schools or types of magic works in the same way as specializing in your weapon does for melee damage output. Thus, at 2/3 of your level magic spec, your spell damage output will be 75 to 125% of the spell’s base damage and at 100% of level magic spec; your spell damage output will be 100-150% of the spell’s base damage. So a wizard with a spell that is listed as doing 100 points of damage, if they had their skill specced at 2/3 of their level for that type of spell, would do from 75 to 125 points of damage for an average of 100, and if they were specced at 100% of their level, would do from 100 to 150 pts of damage with that spell for an average of 125.

Cool! Now my 8th level character has a thrust spec of 8 and it has a little +2 next to it, does that mean my effective thrust spec is 10?

Yes it does, however the way it is currently understood, melee damage spec ABOVE your level does not provide as much of an increase in damage output as it does as your modified melee spec APPROACHES your level. Same goes for spell casting. There are diminishing returns to be had for specializing above your level.

Let’s address the concept of that little +2 though. That is a bonus provided by some piece or pieces of equipment on your character, a weapon, piece of armor, or a cloak, ring, necklace, bracelet, jewelry, belt, etc.

The maximum bonus you can get from all “items” is equal to (your character level divided by 5) +1, rounded down. This translates to +2 at 5th level, +3 at 10th level, all the way up to +11 at 50th level. It should be repeated that this rounds down, so at 49th level, the maximum bonus from items is only +10 (49/5 = 9.8) +1=10.8, rounded = 10)

Also of note is the fact that when attempting to achieve a weapon specialization as close to or above your level, these bonus points are factored into the equation, thus having 39 thrust +11 (from items at level 50) would be treated as a level 50 thrust specialization for the purposes of determining damage output. Having an 11+5 thrust at level 24, would be treated as a 2/3 spec and thus would result in a damage variance of 75 to 125% of base damage output.

By the way, there is another way you can get bonus points to your skills, and that is by increasing your realm rank through killing enemy realms’ players in RvR combat. At each successive realm rank above 1 your character gets an additional +1 to ALL your skills. Thus, at Realm Rank 2, you would get +1 to all skills. The Realm Rank bonus to your skills stacks with item bonuses based on your level, so it is possible to have actually +20 to all your skills (+11 from items and being level 50 and +9 more from being realm rank 10)!!!

For the sake of discussion, your spec plus any bonuses from items is known as your modified spec. So, at 35 spec in a given skill with +11 from items, and +4 from being realm rank 5, your modified spec would be 50.

Most people when planning their eventual level 50 spec template only count on being realm rank 2 or at most 3 when they reach 50. Bear this in mind as you create your own templates.

COOL! So if I spec my thrust to level 39 and get all item bonuses maxed out, I will have Dragonfang, the level 50 thrust style right?

Well, not exactly. Skill bonus points from items do not grant the special combat style, ability, or spell associated with having actually trained to that level. However, that modified spec is used, as stated above, to calculate your damage variance. There is one exception to that rule, with respect to assassin classes. They get to use their modified spec in the Envenom skill to determine how high level a poison they can use. Thus, a 50th level assassin (Infiltrator, Nightshade, Shadowblade) with a 39 +11 envenom spec could use level 50 poisons.

So, OK want to start planning how to spec my character now… how the heck do I do that… the math is CRIPPLING!

Well, there are a few character builders available out there that you can use to figure this stuff out. There are even ones that allow you to put points into your template based on autotraining. The one I use most of the time is http://daoc.catacombs.com

WOOT! I’m off and running... cya at 50!

Oh, one more thing I forgot to mention – when your character reaches level 40, and from there until your character reaches level 50, you will get specialization points at each halfway point between whole levels. So at level 40, if you get half the experience you need to get to level 41, you will get what is known as a “mini-ding”. For your mini-dings, you get half the number of spec points you got at the previous level, rounded down. So if your character gets 2 spec points per level, at level 40.5, you would get 40 spec points to spend. At 41.5, your character would get 41 points and so forth. Also, upon achieving a mini-ding, your experience losses from dying will never drop you below that mini-ding point. Further, for the purposes of figuring out how many points of constitution you lose per death, your character’s “number of deaths this level” is reset at each mini-ding as it is when you hit a full level.

COOL!!!

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