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GM Fright
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re: DKP System

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The goal of this system is to reward and encourage attendance, eliminate the problems arising from inflation, keep things fair and balanced, prevent gaming the system, and be easy/quick to handle during the raids. Here's the rundown:


Earning DKP
Points will be awarded based on attendance, not based on boss kills. Raid members will earn a base amount for being there, plus an incremental amount for time spent in the raid. Anyone wait-listed will earn the same amount, plus a small bonus for being on the wait list (since we are all here to raid, and being on the wait list is generally a sacrifice which you should be compensated for, so long as you remained available throughout the raid).

The amounts earned may vary slightly from raid to raid, as I will play the role of federal reserve of sorts in order to keep numbers reasonable (both high and low). This is as much to make my life easier as it is to maintain the integrity of the system.



Spending DKP to Purchase Gear
We will be doing a sort of hybrid between silent bidding, fixed cost, and suicide kings. Tread carefully, there will be MATH involved (don't worry, I'll do it all for you!).

Each item category will have a cost associated with it in relation to the average DKP of the top 20 guild members.
-Minor slots (neck, cloak, bracers, gloves, belts, boots, rings, off-hands, shields) will be 35% of the average.
-Major slots (helm, shoulders, chest, pants, trinkets, one-hand weapons) will be 50% of the average.
-Two hand weapons will be 80% of the average.

For each drop we will do rounds of "bidding," where anyone interested in the item will whisper me their current DKP total.
-First round is main spec. Full cost. The person with the highest total DKP will win the item.
-Second round is off spec, side-grade, and minor upgrade. Half cost. Person with the highest DKP wins.
-Third round is simply to avoid dis-enchant, given to whoever wants it on an open roll for 1/4 of the minor slot cost.



Important Notes
-New members will be given an initial DKP amount equal to 1/4 of the average to curb the effects of inflation on them.
-Tanks and healers will be given a 10% discount on all main spec gear.
-Each member's Total DKP (not Earned) will decay by 5% after each raid, which will, among other things, effectively create a points cap while still rewarding the attendance of those at the cap.
-BoE's will be handled the same way, and must be equipped immediately if won by a member. Any BoE's not purchased with DKP will be sold on the AH by and for the guild.
-Any special drops (crafting items, quest items, etc.) will be given specific pricing and/or loot rules as needed.




Further changes may be implemented as the system, our guild, and the game grow and change. As always, guild members' opinions on this and any other topic are always welcome. If you have questions or concerns, please feel free to whisper me, I will always take the time to answer questions and explain any policy currently in effect in the guild.


-Fright



Last edited by GM Fright on 10/17/2016 2:00 am; edited 11 times in total


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GM Fright
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re: DKP System

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Average and Prices


Current Average: 52

Minor slots (neck, cloak, bracers, gloves, belts, boots, rings, off-hands, shields, relics): 18 DKP
Major slots (helm, shoulders, chest, pants, trinkets, one-hand weapons): 26 DKP


Second Round
Minor 9; Major 13

Third Round
All 5




Your personal DKP can be found here under the Total column:  
http://artofruin.guildlaunch.com/rapid_raid/members.php?gid=144239&raidId=1422967&raid_pool=457140&ts=1:2



Last edited by GM Fright on 01/25/2018 7:52 pm; edited 104 times in total


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GM Fright
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re: DKP System

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Ignore this.


Line modification for raid import:


Add

<version>GL-1.0</version><mod_version>v3.0.9</mod_version>

after <RaidInfo>



Last edited by GM Fright on 01/22/2015 1:55 am; edited 1 time in total


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GM Fright
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re: DKP System

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Updated.

Added Note about Decay feature to replace Note about potential for points cap.



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GM Fright
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re: DKP System

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Updated.  

Changed Tank/Healer discount to 10%, down from 33%.  Dey gotz 2 many DKPz, son.



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GM Fright
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Updated. 

Minor change to second round bidding: two handers will be considered Major Slot in the second round and go for the same price (half of 1st round major slot price).
Larger change to third round: all items will cost 1/4 of first round minor slot prices (effectively 1/10th of the average) and will be awarded on a /roll basis.



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re: DKP System

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Updated the two-hander prices in first and second rounds.  Moved off-hands/shields to minor slot.  



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DKP has been reduced by a set percentage across the board, as usual for the beginning of an expansion/tier.  I'll be adjusting the prices of items based on the new DKP amounts before the first raid.

As a preemptive answer to a question I'm sure to get: we are NOT switching to Personal Loot for our raids, despite the new changes to the system.  We will continue to use Master Looter with our DKP system.  The short explanation is this: you do not get more drops on personal loot, and you end up having to trade items around to get them to the right players.  May as well just put the items in the right players bags from the start.  More importantly, the DKP system is primarily an incentive system to help ensure consistent attendance, and to award the players that contribute to the guild the most through raiding.  

If you'd like a more detailed explanation, or just want to discuss it further, please let me know.  



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Updated.  Reduced first round cost of minor slot items to 35% (from 40%) of average DKP.  Second round minor slot is still half of that, and third round all slots is still half of that again.



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