LyreAB’s DotD Raids Guide
So, now you have access to Raids. Here is some information that you ought to know about raids. To make things clear, I’ll define the terms that will be used in this guide to describe raids.
First, there is the Type of raid. This describes what kind of bar (Energy, Stamina, Honor) is used to hit the raid.
Second, there is the Size of raid. This describes what kind of summoning rune is needed to summon the raid, as well as the maximum number of people that can participate in the raid. The size of the raid also determines the number of magic slots that a raid has.
Third, there is the Difficulty of the raid. This determines the amount of health the raid has as well as the specific loot drops that the raid can give.
Fourth, there is the Classification of raid. This describes what special kinds of damage the raid is subject to.
Fifth, there is the Loot Type of the raid. This describes what kind of damage you need to do to get certain amounts of loot from the raid.
There are also a number of terms associated with raids that are also helpful to know.
AP: Short for Achievement Points. For raids, this refers to the amount of damage that you need to do to a Nightmare Difficulty raid in order for it to count towards earning Achievement Points.
FS: Short for Fair Share. This is the amount of damage that each person is expected to be able to hit in order for the raid to not fail (ie. die). This is determined by taking the maximum health of the raid and dividing by the maximum number of participants. The assumption is that if the raid completely fills, each person will have to do that much damage in order to kill the raid.
1E: Short for 1 Epic or 1 Epic loot drop. This is the amount of damage for a non-tiered raid (see Loot Type) that is needed to get at 1 item from among the Epic rarity loot that the raid can drop. This damage is based on recorded loot drop data collected by the LEON guild over a 6 month period, and represents the damage level that (aside from a few outlying data points) resulted in 1 Epic loot drop.
2E: Short for 2 Epic or 2 Epic loot drop. Like 1E, this is the damage level that is needed to get 2 items from among the Epic rarity loot that the raid can drop.
3E: Short for 3 Epic or 3 Epic loot drop. Like 1E and 2E, this is the damage level that is needed to get 3 items from among the Epic rarity loot that the raid can drop.
OS: Short for Optimal Share. This is the amount of damage past which getting the next amount of loot requires so much additional damage that it is more efficient to hit another raid of the same type rather than trying to get more loot from the current raid. For non-tiered raids, this is generally the 2E damage level.
MS: Short for Maximum Share. This is the amount of damage past which you will not get extra loot no matter how much more damage you do. This is generally above the 3E level for non-tiered raids, as hitting MS generally awards additional lower rarity loot above that of the 3E level.
Hitter: A hitter is a person who has contributed damage to the raid.
Tagger: A tagger is a person who has hit a raid, but for far below FS. This practice is discouraged on many raids, as there are a large number of raids which can and often do fail because of taggers. These raids are generally small raids (see Raid Sizes) and tiered raids (see Loot Types).
Failed Raid: A failed raid is a raid whose timer has expired without the health of the raid being depleted. A failed raid results in none of the hitters getting any loot drops, regardless of the amount of damage they had done to the raid. This is a reason taggers are discouraged on most raids.
Failing Raid: A raid which has more health remaining than time remaining, and which is under half it’s time remaining, is generally called a failing raid. The exceptions to this are small raids and farm raids, which tend to be killed regardless as long as they are shared, due to high demand or low maximum health.
Farm Raid: These are raids which are heavily in demand, usually because of low 2E/OS damage levels or because of the high SP return, such as from Glyph Raids.
Glyph Raid: Maraak, Erakka-Sak, Wexxa, Guilbert, and Bellarius are referred to as the Glyph raids. This is because they drop Glyphs, which are crafting components for the Burning Rain magic, and which results in 5 SP after the magic has been crafted. Because this is the highest SP return for commonly available craftables, these raids are highly sought after.
SP: Short for Stat Points, which are used to increase your character’s stats.
There are four types of raids, General raids, Guild raids, PvP raids, and Special raids. The type of raid determines what resource bar is used to hit the raid, as well as how you can get access to them.
The first type of raid is the General raid. This is also sometimes called the Boss raid. General raids use the Stamina bar to hit. They are called Boss raids because they are almost all gained by defeating the respective Boss in questing on Normal difficulty (not the randomly encountered mini-bosses). The exceptions to this are Magma Horror, which is a rare drop from any of the quest Bosses in Zone 7; Misako and Mestr Rekkr, both of which are crafted under the Legends crafting tab; Tainted Erebus and Jack’s Revenge, which are dropped by defeating Erebus and Jack on Nightmare quest difficulty respectively; and Dragon’s Lair, which is dropped by Valanazes on Normal quest difficulty, or as an epic loot drop from Normal or Hard difficulty Dragon’s Lair raids. General raids can be summoned with the use of a summoning stone of the appropriate type (see Raid Sizes) and are summoned on the raids tab using the selections in the lower right.
General raids can be shared and hit by anyone who is given the link to the raid, with the exception of Personal size raids (see Raid Sizes).
The picture below shows an example of the Raid tab, showing active raids. Not the section with the title Spell Ingredients on the right side. This is where the raids you can summon are listed. The first raid shown in that list is an example of a Personal Raid, Simulacrum of Dahrizon, followed by a list of Small Raids, starting with Chieftain Horgrak.
The second type of raid is the Guild raid. Guild raids use the Honor bar to hit. Guild raids are summoned from the War Room in the Guild tab by someone (usually an officer) who the Guild leader has given the authorization to summon guild raids to. Guild raids can be shared, but can only be hit by people who are in that guild, so sharing with anyone outside of the guild is pointless. This is why those posting Guild raids in chat are told not to.
The third type of raid is the PvP raid. PvP raids are also called Energy raids, because they use the Energy bar to hit. PvP raids are gained by reaching rank 35 in Duel, which rewards the Countess Serpina raid, and rank 35 in Colosseum, which rewards the Tisiphone raid. Like General raids, these can be shared and hit by anyone who is given the link to the raid, and uses summoning stones of the appropriate type to summon.
The fourth type of raid is the Special raid. These are raids summoned by the developers. Special raids use all three bars, Energy, Honor, and Stamina, to hit. Special raids are also characterized by the fact that they have no health or health bar. Instead they automatically “die” at the expiration of their timer, rather than failing.
There are two basic kinds of Special raids. The first is the World Raid. These are multi-day long raids, and the date that it is summoned is always posted in the forums ahead of time. The second is the Event Raid. This is a 24-hour raid, and there is no advance notice of the date that one will be summoned. At most, there will be a post that one is imminent that month, with a possible twitter post the day that it gets summoned.
Special raids can only be summoned by the developers, there is no way for a player to summon one. Special raids can be shared and hit by anyone who is given the link to the raid, and the link to a Special raid is put on the Home tab by the developers when it is summoned, along with a link to the loot table for the raid (see Loot Types). As an example, the Home tab shown below has a link to the World Raid Lyrpan at the top, with a second link next to it for the loot table for the raid.
There are five sizes of raid, which determines the maximum number of participants and number of magic slots. The raid size also corresponds to the type of summoning stone needed to summon it, for General and PvP raids. Guild raids do not need summoning stones to be summoned, only the appropriate authority as determined by the guild leader and guild setup.
Personal raids are the smallest of raids, having a maximum of one participant, the raid summoner. These raids use the green Personal Summoning Rune. The personal raids are Magma Horror, Misako, Mestr Rekkr, Dahrizon’s General, Guardian Golem, Animated Armor, and Simulacrum of Dahrizon. Personal raids have one magic slot.
Small raids are the smallest of joinable raids, having usually a maximum of 10 participants. The exceptions to this are Dragon’s Lair, which has a maximum of 13 participants, and Krugnug, which has a maximum of 25 participants. These use the grey/white Small Summoning Runes, and have two magic slots. Because of the low number of participants and low health, these raids tend to die very quickly, and it is difficult to get significant damage on these raids. The exceptions to this are the Dragon’s Lair and Krugnug raids, both of which have high health. Because these raids have a low number of maximum participants, taggers are actively discouraged, as even one or two taggers could cause the raid to fail and all of the hitters to not receive any loot.
Medium raids have a maximum of 50 participants. These use the yellow Medium Summoning Runes, and have three magic slots.
Large raids have a maximum of 100 participants, us the orange Large Summoning Runes, and have four magic slots.
Next is the Epic raid, which has a maximum of 250 participants. Epic raids use the red Epic Summoning Runes, and have five magic slots.
Last is the Colossal raid, which has a maximum of 500 participants. Colossal raids use the blue Colossal summoning runes, and have six magic slots.
Raid size can also be used as a Classification (see Raid Classifications)
There are four raid difficulties, Normal, Hard, Legendary, and Nightmare. When a raid is summoned, the difficulty is set by the summoner. This determines the maximum health of the raid, as well as the items that it can drop as loot. Most raids have additional loot items that drop at higher difficulties, and some raids even have items that are only available at lower difficulties.
Raid difficulties on summoned raids are shown by the color that the raid name is in. Normal raids have green text. Hard raids have their name in yellow text. Legendary raids use red text. Nightmare raids are in purple.
Raid Classifications determine whether or not a special ability of a unique troop, general, or piece of equipment will be in effect or not. The classification of a raid is found under the name of the raid once you have engaged it.
An example of a raid classification is Dragon. The Wyrm Slayers series of Legions receive a legion power bonus against any raid with the Dragon Classification, such as Bellarius or Rhalmarius.
The different raid classifications are Dragon, Siege, Underground, Undead, Beastman, Colosseum, Ryndor, Bludheim, and Demon.
Classifications which are not listed under the raid name inside the raid are the raid difficulty (which is indicated by the color of the raid name and is used for equipment like the Echidnan gear, which gets a bonus vs Nightmare raids) and Guild (used for Kalevra’s special ability). Raid size is also not listed (used for Matriarch’s bonus, which is vs Colossal raids).
For example, the picture below shows an example of a Raid screen, in this case for the World Raid Lyrpan. Note the name of the raid shows up in Green, denoting a Normal difficulty raid, and below that is its classification of Demon.
There are three basic raid Loot Types and one special.
The first Loot Type is the non-tiered raid. The majority of General, PvP, and Guild raids fall into this group. These raids have damage levels which can give 1, 2, or 3 epic loot drops. Doing damage above these levels does not increase the number of epic loot drops you receive. These damage levels are referred to as the 1E, 2E and 3E damage levels. For many raids, the 1E and 2E levels are below the FS level, meaning that if everyone tries to get the optimal loot by hitting the 2E level, the raid will fail, since everyone is hitting below FS. For heavily farmed raids, such as glyph raids, this is not a problem, as there are many people who either overhit trying to get the 3E level, or get massive damage procs and do well over FS. These raids are also heavily monitored to ensure that they die. There are additional damage levels besides the 1E, 2E, and 3E levels which have to do with the total number of loot drops, split among the loot rarities of Common, Uncommon, and Rare loot drops (and on very rare occasions additional epics). These are usually ignored as most people are interested more in the epic loot drops from a raid.
The second Loot Type is the tiered raid. The Zone 9.5, 10, and 11 General raids, as well as Tisiphone, Dragon’s Lair, and the Malchar, Xessus, Krasgore, and N’rlux Guild raids, all fall into this group. Tiered raids are characterized by having distinct damage levels that result in a fixed number of epic loot drops. Below the first damage tier, there is no chance of getting an epic loot drop, and doing damage above the highest damage tier does not result in more epic loot drops. The number of epics for each tier vary from raid to raid, as does the damage level for those tiers. OS for tiered raids varies heavily depending on the tiers, and most times you will have to determine it yourself. It’s generally the point at which the division between tiers starts to increase, though.
Tagging of these raids is heavily discouraged, for several reasons. First, these raids all have high health values, and taggers can easily cause the raid to fail. Second, tagging of these raids will not yield epic loot, and in many cases will not yield any loot at all.
The third Loot Type is the fixed table raid. World Raids and Event Raids are the only raids that use fixed loot tables. These are like tiered raids, in that there are distinct damage levels that give different loot. The difference between a fixed table raid and a tiered raid, is that in a fixed table raid, all the loot is a fixed amount for a given tier, and there are many more groupings of loot. Tiered raids use the standard loot rarity of Common, Uncommon, Rare, and Epic loot drops. Fixed Table raids typically have columned groups of loot drops, such as Brown and Grey craftables, or Volatile Potions. Fixed Table raids also are unique in that they typically will have damage levels at which there are guaranteed loot drops, such as familiars for many World Raids.
The picture below shows an example of a World Raid loot table. As you can see, doing at least 1 point of damage gets you loot from the raid, 10 Stat Points, 2 Brown/Grey Demon Shards, 2 Green/Blue Demon Shards, 2 Purple/Orange Demon Shards, and 2 Angel troops. Doing at least 1 million damage, however, increases the number of shards of the types from 2 to 12, and the number of troops to 4. In addition, as you can see under the Given column, you also get 5 Rune Bags and a Yellow Imp Familiar. Note that the number of Shards in each column represents the total number of those shards, not the number of each shard, so for 1 million damage you would get a total of 12 shards split between Brown and Grey shards. Also note the third and fourth columns, with the Sword and Shield icons. These are direct stat point increases to Attack and Defense, and are awarded starting at 500m damage. These are highly valued loot rewards by higher level players as they are added directly to the stat and ignore the SP cost of the stat, so can be worth several times their number in SP equivalent. For instance, someone doing 1b damage would get 6 Attack and 6 Defense points, even if their cost for attack was 4 SP, giving them the equivalent of 24 SP worth of attack.
The fourth loot type is the special case raid, the Guild raid Rhalmarius. From all testing done so far, the amount of loot is not affected by the amount of damage done. Whether you do 1 point of damage or you solo kill Rhalmarius, you get 12 Common, 6 Uncommon, 6 Rare, and 6 Epic loot drops. Testing done by the LEON guild and their associates is still ongoing to determine whether or not the amount of time that it takes to kill Rhal has any bearing on the quality of the loot drops.
So, where do these numbers all come from? The LEON guild and their associates compiled a database of raid loot drops for over 6 months. Based on those drops, they were able to find patterns of loot drops, which resulted in the values for 1E, 2E, 3E and MS for non-tiered raids. Those levels represent the damage levels which reliably resulted in that many epic loot drops. That is not to say that you couldn’t get results that don’t agree with those levels, there are statistically insignificant outliers in their data, which could be from erroneous entries or because the non-epic loot drops can sometimes result in an epic loot drop. That is, for the 1E/5 total damage level, the 4 non-epic drops are normally split among Common, Uncommon, and Rare loot, but it is possible that one or more could be Epic instead. Unfortunately, without access to the actual code, the root cause of these outliers cannot be determined, only guessed at. The reason these outliers are statistically insignificant and thus not included in the damage levels is that the number of outliers is too low to have a real impact on the reliability of the damage levels.
Likewise, for tiered raids, damage levels representing reliable epic drop amounts were determined from the gathered data. Fixed Table raid damage levels are based on the published loot tables, and the gathered data for Rhalmarius has shown no instances of quantity being based on damage done.
This is along the lines of a FAQ type section, to address the commonly asked questions, how much damage should I do to a raid, and when should I be hitting X raid.
For the first question, how much damage should you do to a raid, you need to determine what your goal for that raid will be. Typical raid goals are getting AP, farming, or looking for a particular item.
For getting AP, you will need to be targeting Nightmare difficulty raids (as you only get AP from Nightmare difficulty, not any other difficulty), and you should be aiming for the AP damage level, which is ½ Fair Share. Keep in mind that for some raids, getting AP is more difficult than simply hitting the AP damage level. In particular, tiered raids can fail if you only hit for AP. This is because most tiered raids have such a high maximum health in relation to their size that hitting AP can put the raid well behind, and too many people hitting for AP will cause the raid to fail. Non-tiered raids generally have a diverse enough hitter base that hitting for AP will not usually cause them to fail, but those should still be monitored, particularly Epic and Colossal raids, since they have such a high health and maximum number of participants. Those raids don’t always fill, so hitting well above FS can sometimes be required to keep it on track. The drawback to hitting for AP only is that you don’t get much loot. For many raids, the AP damage level is below the 1E damage level, so if you’re only doing AP, you won’t be getting much in the way of loot.
For farming of raids, typically people will look at doing OS or 2E damage to a raid. This is because it allows you to hit the most raids for the least amount of bars, and get the most loot. For most farm raids, the OS or 2E level is close enough to FS that procs will generally be sufficient to compensate for the people hitting below FS, especially on dragon farms.
If you are looking for a particular item, then you should look at what rarity the item is, whether or not it’s epic loot. Again, aiming for OS or 2E is a good choice, although some people try for MS instead because of the additional total loot drops. If you hit for OS or 2E, keep in mind that you may need to monitor the raid to make sure it dies, though.
One of the things that a lot of people don’t think about when hitting raids, is making sure that the raid dies. This is because many people are too focused on getting their goal, which is the maximum amount of loot or AP as they can get. What they don’t realize is that by doing this, they can actually be lowering the amount of loot or AP they get because of failed raids. A failed raid results in no loot and no AP, which means all that stamina/energy/honor has been wasted. Granted, this may be only a small fraction of the raids that you hit, but that is because of other people making sure that the raid dies. In order to be fair to others, you should keep that in mind as well, and check the raids you have hit in order to see if they need help. This help can take the form of spreading the raid in chat for others to help on, or hitting it yourself above your goal. Hitting it yourself often has the benefit of getting additional loot, rather than getting no loot at all, so even though it isn’t as efficient, at least you are less likely to have wasted resources.
Now, to address the question of what raids you ought to be hitting. There are two general reasons to hit a particular raid. The first is generally done by newbies (those below a level of about 200 who are looking for quick equipment upgrades), and that is the tagging of raids for Common and Uncommon loot drops. The second is looking to get loot or AP from a raid, which is where a lot of people start asking this question.
In the first case, newbie tagging of raids is commonly done and even encouraged. At least for specific raids. These recommended raids are the Zone 9 Dragon raids, since they drop Cyan equipment, which is a good set of newbie equipment. These raids, Mesyra, Phaedra, Nimrod, Tenebra, and Valanazes, are recommended for tagging, as there are generally enough higher level people hitting those raids that they don’t fail often, even with taggers. Tagging other raids is generally discouraged, as the Common and Uncommon loot drops don’t usually represent useful equipment upgrades for newbies, and in many cases can cause the raid to fail.
For the second case, which is the more important one as you develop your character, you need to know a lot of things.
First of all, you should know what your average damage is to a raid. The average damage that you do to a raid is determined by three things, your total attack, your total defense, and your legion damage. Your total attack and total defense are shown on your Profile tab. The number in parenthesis is your base attack/defense, the other number being your total. Your legion damage is shown on your Legion tab.
The average damage that you do on a 1-hit is equal to 4*total attack + 1*total defense + legion damage. A hidden value that also adds to your total attack and total defense is your bonuses from PvP rank. For some reason, these are not added in to your totals as shown on the Profile page, so make sure to add those as well. Reports have been coming in that Commanders now contribute their stats to the legion damage as well, but that the legion damage displayed on the Legion tab still does not include that contribution. That means that you will have to manually add those in as well. The formula for Commander’s contribution is 2*attack + 0.4*defense.
Now, this is the average base damage that you will do on a 1-hit. It does not include procs, whether they are from magic, equipment, troops, or generals. Also, it does not mean that this is the damage you will do with every hit. There is a +/- 12% variance in the amount of damage that you do with each hit. Also, this is based on a 1-hit. A 5-hit does 5.1x damage, and a 20-hit does 20.5x damage. Proc damage is based on this multiplied damage and is referred to as your base damage.
So, to answer the question of when should I be hitting X raid, determine your average damage per 1, 5, or 20-hit. Determine the number of these hits you would take to hit the target damage level on that particular raid based on the average damage. If you can hit your target damage level within the timer for that particular raid, then it’s a valid target for you. A lot of people have said that you need to be able to do this in one level. That is not true. As long as you can do it within the timer for the raid, it doesn’t matter how many levels it takes you. However, you should not count on being able to level while trying to hit your goal, since you’re essentially relying on getting good xp returns from each hit. If you base your judgement on your average damage, then any procs you get will just let you get to your goal with less bars needed, which is to your benefit.
So, let’s take an example. Say you have 2000 total attack, 1000 total defense, and a legion damage of 1000. That gives you an average raid damage of 10,000 (4*2000 + 1000 + 1000) on a 1-hit. A 20-hit would give you an average raid damage of 20,500. Say you have 100 total stamina. That means that a full stamina bar will get you 5 20-hits, for a total average damage of 102,500. This means that on a single level with a full bar, you could hit NM Mazalu for AP damage, since AP for NM Mazalu is 100k. It would take you 11 levels to get to the 2E level on a N Bellarius of 1.17m, so that’s not a good choice for a raid. However, if you had an average raid damage of 200k, and 500 stamina, you could hit raids of up to 5m damage level targets.