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Requiem DKP System - TBC
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<Requiem> DKP System - TBC

This document outlines the details of the system and explains our thought process across some of the details.

Getting Started

Earning DKP

Spending DKP

Non-DKP Items

Losing DKP

Special / Legendary Items

Other Information

Our Thought Process

Earning DKP - Character-Based Balance (back to section)

This was done to encourage consistent attendance on a character. As a character raids and obtains more gear, it is valuable to have their continued attendance.

Earning DKP - DKP Scaling (back to section)

The DKP scaling for TBC is set at 3x (it was set at 10x in Classic). This is done to act as a soft-reset on DKP as new raids are added while retaining more value from DKP that was previously earned.

Earning DKP - On-Time and End-of-Raid Bonuses (back to section)

We introduced this to incentivize being on-time for main roster raid invites as well as remaining in the raid (or available to raid in the case of bench) for the full duration of the raid.

Spending DKP - Going Negative on Minimum Bid (back to section)

This is to prevent gear upgrades going to disenchant in the case of a given item only being needed by an individual who doesn’t have the point balance to minimum bid.

Spending DKP - Minimum Bid System (back to section)

We selected a minimum bid system to put more decisions on the raider population. A fixed point system involves more effort and decisions on the part of the officers - more decisions are more opportunities to make the wrong decision and need changes down the road.

Spending DKP - Free Spending (back to section)

Given that raiders are earning DKP from their contributions to the guild, we wanted to minimize intervention in determining how they can spend it. There may be times where you disagree with someone spending their points on a given item, but keep in mind that the raider has earned these points and it is also going to prevent them from winning other items (raiders will naturally want to prioritize the most important items first).

Spending DKP - Patterns (back to section)

Patterns are /rolled since they generally benefit the guild vs the individual.

Losing DKP - Decay (back to section)

We wanted a decay system to encourage spending of points and minimize point hoarding. With a 10% decay, the effective cap for this tier is 363 points.