Combat Rules

Canonical engine-controlled combat mechanics. This page distinguishes displayed EQL behavior from inherited EverQuest models whose exact constants have not been confirmed for Legends.

Combat Sequence

This sequence documents the current high-level order for a submitted physical attack. Exact server-side random-roll constants remain unpublished.T2

  1. Confirm Encounter Eligibility

    The target must be valid, attackable, in the appropriate encounter, and legal for the submitted physical action.

  2. Check Active Defenses

    Applicable Block, Dodge, Parry, and Riposte gates are evaluated before the ordinary contact check.

  3. Resolve Contact

    Attacker Accuracy is opposed by defender Evasion to determine whether the swing lands.

  4. Roll Physical Damage

    A landed hit is placed within its legal damage interval using attacker Offense and defender Mitigation.

  5. Apply Critical & Post-Roll Modifiers

    Critical-hit rules and other eligible modifiers alter the landed result in their applicable order.

  6. Resolve Triggered Effects

    Eligible procs and other event-driven effects receive their own trigger and target checks.

  7. Update Threat & Combat State

    The engine records threat, damage, deaths, debuffs, counters, and other state changes produced by the event.

Formula boundary: the EQL client exposes Accuracy, Evasion, Offense, and Mitigation as meaningful components, but the server's exact random-roll constants are not published. Formula sections below therefore separate confirmed/displayed inputs from provisional mathematical models.

Attack Resolution

A melee swing is best understood as two independent contests built from four component values:T2

ContestAttacker valueDefender valueQuestion answered
ContactAccuracyEvasionDoes the swing land after active defenses?
Damage distributionOffenseMitigationWhere does the landed hit fall between its minimum and maximum endpoints?

The Inventory window combines these values for display: ATK = Offense + Accuracy and AC = Mitigation + Evasion.T2

Level and class identity affect resolution indirectly by determining available skills, skill caps, attributes, and mitigation soft caps. They should not be treated as a separate undocumented “level roll” unless testing demonstrates one.

Accuracy & Hit Chance

Accuracy
The attacker's contact value. It determines hit probability against the defender's Evasion; it does not determine how hard a successful hit lands.
Evasion
The defender's ordinary miss-avoidance value used after any applicable block, dodge, parry, or riposte gate.
Displayed ATK
A combined summary of Accuracy and Offense. Two characters with the same ATK can theoretically have different contact and damage distributions if the components differ.

Offensive Stance visibly modifies Accuracy by its stated percentage, allowing the modified value to be inspected in the stat window.T2

Unresolved: no reviewed Tier 1 source publishes the exact Accuracy-versus-Evasion probability formula, floors, ceilings, or level adjustments. Do not present classic EQ hit-chance constants as confirmed EQL values.

Avoidance

Active defense skills are separate gates that can terminate a swing before the ordinary Accuracy-versus-Evasion check. The currently documented gate family is Block, Dodge, Parry, and Riposte.T2

An EQL loadout receives the skills supplied by its active classes. The table below lists the current class access level and reference maximum for each avoidance skill. Where several active classes grant the same skill, verify the effective cap in the current client; the table records the individual class entries rather than asserting an unpublished multiclass cap-selection formula.T2

SkillClasses granting access (level; listed maximum)Directional rule
BlockMonk 10 (200); Warrior 15 (175); Berserker 20 (150); Beastlord 20 (150)Current reference data states that Block can defend from behind as well as the front.
DodgeMonk 1 (230); Rogue 4 (210); Beastlord 5 (230); Warrior 6 (175); Ranger 8 (170); Paladin 10 (155); Bard 10 (155); Shadow Knight 10 (155); Shaman 15 (75); Cleric 15 (75); Druid 15 (75); Enchanter 22 (75); Magician 22 (75); Necromancer 22 (75); Wizard 22 (75). Berserker is not listed.Negates a swing; exact positional behavior remains class/client dependent.
ParryWarrior 5 (225); Rogue 10 (200); Ranger 10 (200); Paladin 15 (175); Shadow Knight 15 (175); Bard 25 (125)Frontal defense.
RiposteWarrior 15 (175); Paladin 20 (150); Monk 20 (150); Ranger 20 (150); Shadow Knight 20 (150); Rogue 25 (125); Bard 30 (100); Beastlord 30 (100)Frontal defense plus counterattack.

Block

Block negates an incoming physical attack when its skill check succeeds. EQL reference data indicates that Block is a body/hand-blocking skill and does not require a shield; a shield contributes defensive AC rather than granting Block by itself. The current skill reference also distinguishes Block from the other active defenses by allowing it to defend against attacks from behind.T2

Dodge

Dodge negates the incoming swing without returning an attack. It is the broadest class-access avoidance skill in the current reference data, extending to every listed class except Berserker, but caps and acquisition levels vary substantially. Its exact chance curve is not developer-published.T2

Parry

Parry negates an incoming frontal attack when the check succeeds. Current access is limited to Warrior, Rogue, Ranger, Paladin, Shadow Knight, and Bard. It is mechanically distinct from Evasion because it resolves as an active gate rather than part of the ordinary miss roll.T2

Riposte

Riposte negates an incoming frontal attack and returns a counterattack. Current access is granted by Warrior, Rogue, Paladin, Monk, Ranger, Shadow Knight, Bard, and Beastlord. Alternate Advancement can add a chance to perform a second riposte after a successful one.T2

Chance Formulas

Classic-derived models approximate each gate from its skill value and a skill-specific divisor. Those divisors are not published for EQL and should be treated as theorycraft rather than canonical constants.T4

Critical Hits

Critical capability is not assumed for every attack by default. It is granted or improved by class passives, Alternate Advancement, stances, effects, or ability-specific rules.

The inherited physical-crit model applies its multiplier after the ordinary damage roll and before the final main-hand damage bonus. This sequencing is useful for modeling but is not yet Tier 1-confirmed for EQL.T4

Damage Calculation

A landed weapon hit has two conceptually separate parts:

  1. Variable weapon result. Weapon damage establishes the base scale; attacker Offense and defender Mitigation weight a multi-step distribution between minimum and maximum outcomes.
  2. Flat or multiplicative modifiers. Main-hand damage bonus, critical rules, stance effects, skill-ability multipliers, and target-specific modifiers are applied according to their own sequencing.

The current reputable reference model describes a twenty-slot damage distribution. Offense shifts results toward the high slots and Mitigation shifts them toward the low slots; neither value alone changes the nominal endpoints.T2

Reference Damage Model

T4 model: this is a diagnostic model inherited from classic-EQ reverse engineering and adapted by reference sites. It is not an official EQL formula and should not be used as proof of exact server constants.

Offense model ≈ Weapon Skill + STR contribution + worn ATK + spell ATK

Mitigation model ≈ worn AC + spell AC + Defense contribution + AGI contribution

Variable damage ≈ Weapon Damage × weighted damage interval × class/level multiplier

Final physical damage ≈ modified variable damage + eligible main-hand damage bonus

T4

Main-Hand Damage Bonus

The flat damage bonus is associated with the primary hand and is shown on weapon/stat references. It is modeled as being added after the variable mitigation-weighted roll, making it proportionally more important against high-mitigation targets.T2

Strength

Strength is best treated as an Offense input rather than a direct increase to the weapon's printed damage. It improves the frequency of high damage-interval outcomes instead of changing the item tooltip's damage value.T2

Damage Types

FamilyExamplesPrimary resolution page
Weapon / physicalMelee, archery, throwing, bash, kick, backstabThis page for engine resolution; Melee for player optimization
Direct spell damageNukes, lifetaps, direct bard damageSpells
Damage over timePoison, disease, magic, fire, cold, void, and unresistable periodic effectsSpells → DoTs
Triggered damageWeapon procs, buff procs, reactive effects, Spellblade castsProcs and Appendix → Procs

“Damage family” and “resist type” are not interchangeable. A DoT is a delivery pattern, while Magic, Fire, Cold, Poison, Disease, Void, or unresistable status describes how the spell is checked or categorized.

Procs

A proc is a triggered effect evaluated from an eligible combat event. EQL has several proc families—including standard weapon combat effects, buff or reactive procs, and Spellblade—and their rate and trigger boundaries are not necessarily identical.

Standard Weapon Procs

The current EQL combat reference model estimates main-hand proc frequency as PPM ≈ 0.5 + DEX / 170. Under that model, every 10 DEX adds about 0.059 expected procs per minute. This is a reference-site model, not a published developer formula.T2

Spellblade Procs

Developers confirmed that Spellblade frequency also depends on the first-gem spell's mana cost relative to maximum mana: a cheaper spell or larger mana pool produces more procs. Current reference data also treats DEX as an input, but the combined formula is unpublished.T1

Dexterity and Estimated Proc Rate

DEXEstimated main-hand PPMInterpretation
750.94Low-to-moderate proc investment
1001.09Approximately one proc per minute
1501.38Meaningful proc-focused gearing
2001.68High DEX investment
2552.00Hard-cap estimate under the current model

T2Table values are calculated from the EQL Tools reference model DEX / 170 + 0.5 PPM, not from a published developer formula.

DEX affects how often magical weapon effects proc and is currently modeled as influencing Spellblade as well. It does not increase PvE hit chance in the reviewed EQL combat model. Shaman DEX buffs therefore have direct value to proc-oriented melee and hybrid builds.T2

Rate and Trigger Boundaries

Documented Rules

Open verification: exact standard-weapon base PPM, DEX coefficient, offhand rate, delay/haste normalization, attack-round eligibility, and proc-modifying bonuses should be validated with controlled logs before being promoted above T2/T4.

Combat Formulas & Hidden Mechanics

QuestionCurrent statusRequired evidence
Exact Accuracy vs. Evasion probabilityT4 / unresolvedDeveloper formula, client/server code confirmation, or controlled parse testing
Exact Block, Dodge, Parry, Riposte divisorsT4 / unresolvedLarge controlled samples by skill value and facing
Exact damage-interval weighting constantsT4 inherited modelEQL-specific parse validation across level, class, Offense, and Mitigation ranges
Multiclass selection of every skill cap and AC soft capT2Developer blanket statement or reproducible client comparisons for all classes
Proc-rate and trigger formulasT2 model / T4 unresolved constantsControlled main-hand/offhand logs across DEX, delay, haste, misses, and extra attacks
Haste cap curve and delay roundingT2/T4Displayed cap records by level plus swing-timestamp testing