1. About this document ---------------------- This is a proposed set of rules for the Default Raid Point System. 2. Overview of the system ------------------------- The system is a pure integer system; any fractions generated are rounded to the closest whole. The system consists two parts: Raid Points (RP) and Attendance Points (AP). (RP / 50) + AP -- where / is the (integer) division operator -- is used as deciding factor in distribution of loot; the player with the higher amount of points gets the item. In case of a tie, the one with higher amount of AP gets the item. If they still tie, the one with higher RP gets the item. If they still tie and cannot decide (common sense ftw) which gets the item, /random is used. Example: Protection Warrior XYZ has RP=700, AP=5 Protection Warrior ABC has RP=240, AP=15 Raid leader: "Next item: [Shoulders of Might]" XYZ has (RP / 50) + AP = 14+5=19 ABC has (RP / 50) + AP = 5+15=20 ==> ABC wins, he pays the item price and gets the shoulders. Thus items are never bidded on. Class internal deals are encouraged to ensure people get the items they need (for example; protection warriors should have a "soft" priority to tanking items such as Might pieces items arms/fury ones to DPS items such as Onslaught Girdle). Each item has a preset price that the items are bought at. Points earned during a raid are only usable after the raid, that is in the next raid that the player participates in. 3. Raid Points (RP) ------------------- Raid points are used to pay for items "bought" via the raid point system. Every player enters the system with 0 points. Players earn raid points as per the following: Zul'Gurub: * 2 / hour * 5 / kill of Hakkar Onyxia: * 5 / hour * 7 / kill Molten Core: * 5 / hour * 10 / kill of Ragnaros BWL: * 10 / hour * 10 / kill of Nefarian Outdoor bosses (so far Kazzak, Azuregos; in future the emerald dragons etc): * 5 / for participating (and everyone online SHOULD) * 5 / hour * 10 / kill "Per hour" is calculated by dividing the person's raid attendance minutes and rounding. 0..29 minutes round to the lower hour, 30..59 minutes round the next full hour. Raid points might be granted in small amounts for players for contributing to raids, ie. providing the raid with potion reagents and so on. The raid point count does not have lower cap; it can go below zero. This is to accommodate the start of the new system where no one has much points. The RP count has an upper cap of 750. The RP system also implements diminishing returns; after exceeding 500 points, a player will start receiving only 50% of RP. Example: player XYZ has 480 points. The guild raids MC for 7 hours and kills Ragnaros. Everyone in raid is awarded 7*10 + 10 = 80 points. Player XYZ hits the diminishing returns limit of 500, thus receiving 20 + (60*0.5) = 50 points, bringing his grand total up to 530 points. 4. Attendance Points (AP) ------------------------- Attendance points are used to favor the more active raiders. This is to prevent farming RP points in early Molten Core runs and then going inactive while waiting for the guild to improve to the farming stage at BWL and then buying all the loot that he/she really does not even deserve. Players earn/lose attendance points as follows: * Raids with signups: every time a raid ends, the whole guild is deducted 1 AP. every participant in the raid are granted 3 points. "participants" should include everyone who signed up and are online + willing to go when raid starts, even though there's not room in the raid for all. The meaning of the AP system is not to force people to stay awake 24/7 to wait for raid signups to come online and then race for a spot in the raid, rather than to motivate people for active raiding behaviour. It is the raid leaders responsibility to grant APs to ppl online yet not in the raid; the RaidTracker cannot handle that. * Raids with no signups (followups, ex tempore) A limited AP schema is implemented; no one is deducted points, and the raid attendees+possible reserve gain 1 point. The AP scale is capped between 0 and 15. 20 man raids (such as Zul'Gurub) do not grant AP. 5. Item prices -------------- Item prices are given as RP + AP; meaning each item costs both raid points and attendance points. Since APs cant go below zero, players AP count might not get adjusted every time (but players with AP=0 rarely would win an item anyway). * blues/greens = offered for free or for 25 RP to a raid member who who needs the item; in case of no one needing the item, it goes to the guild bank * tier 1 epic = 75 RP + 3 AP * tier 2 epic + tier 1 weapons = 150 RP + 5 AP * tier 2 weapons + legendary = 200 RP + 8 AP Items that don't get sold/handed out go to guild bank for financing the guild's raid resource fund. 6. Class-specific / restricted items ------------------------------------ Some items such as Dark Iron Ring etc. must be restricted to a class that makes best use of them (in this case, Warriors). This is always raid leader's call. 7. Resources acquired from raids -------------------------------- Items such as BoE blues/epics, Dark Iron / Lava, fiery cores etc from MC are delivered to the guild bank by raid leader's disgression.