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    DPS

    Death Knight (DPS) - No Druid (DPS) - Yes Hunter (DPS) - Yes Mage (DPS) - Yes Paladin (DPS) - Yes
    Priest (DPS) - Yes Rogue (DPS) - No Shaman (DPS) - Yes Warlock (DPS) - Yes Warrior (DPS) - No

    Healers

    Druid (Healer) - Yes Paladin (Healer) - Yes Priest (Healer) - Yes Shaman (Healer) - Yes

    Tanks

    Death Knight (Tank) - No Druid (Tank) - No Paladin (Tank) - No Warrior (Tank) - No
    Naxxramas
    10-man: 15 / 15
    25-man: 15 / 15
    The Obsidian Sanctum
    10-man: 1 / 1
    25-man: 1 / 1
    Vault of Archavon
    10-man: 3 / 3
    25-man: 3 / 3
    The Eye of Eternity
    10-man: 1 / 1
    25-man: 1 / 1
    Ulduar
    10-man: 12 / 14
    25-man: 12 / 14
    Call of the Crusade (10-man)
    Normal: 5 / 5
    Heroic: 2 / 5
    Call of the Crusade (25-man)
    Normal: 5 / 5
    Heroic: 0 / 5
    Icecrown Citadel
    10-man: 7 / 12
    25-man: 3 / 12

    Total 10-Man Boss Progress: 46 / 56 (82 %)
    Total 25-Man Boss Progress: 40 / 56 (71 %)

    Total Boss Progress: 86 / 112 (77 %)

    Rotface (10)
    2010-03-10
    Festergut (10)
    2010-02-12
    Lord Marrowgar (25)
    2010-02-01
    Death Knights T.B.A.
    Druids T.B.A.
    Hunters T.B.A.
    Mages T.B.A
    Paladins T.B.A.
    Priests T.B.A
    Rogues T.B.A.
    Shamans T.B.A.
    Warlocks T.B.A.
    Warriors T.B.A.
EPGP System

Ten Thousand Days uses an EPGP system to determine loot distribution. It is our hope that this will help streamline loot distribution while keeping loot fair and equitable.

The goal of this page is to explain and familiarize everyone with this system. We encourage you to read all the information below. We know it can seem confusing at first, and that is why we have included examples and a FAQ at the end. Hopefully, if you do not fully grasp the system by simply reading about the system, the examples and FAQ will help you wrap your head around it.

EPGP Defined

EPGP stands for Effort Points/Gear Points.

Effort Points (EP) quantify the effort each member puts toward the common raids goals. Gear Points (GP) quantify what loot each member got back in return. From both of these numbers, Loot Priority (PR) is determined.

PR = EP/GP

The individual with the highest PR (Loot Priority) gets first say on loot. As a result, the more effort you put in the more gear you receive. There are more complexities to the system which will be explained below, but as a general definition, the gear you receive is proportional to the effort you put forth.

Decay

In order to award recent effort more than past effort, which in effect avoids PR hoarding for veterans and enables new coming and dedicated members to be awarded properly, EPGP has a decay mechanism. Decay simply removes a chunk of EP and GP from the totals, effectively leaving PR unchanged. Our EPGP system will have a 15% decay applied each week. More information on how decay affects the system can be seen in the examples listed further down this page.

Base GP

Base GP adds a certain GP to each member. This means the final GP of each member is: GP = BaseGP + RealGP. All PR computations happen on GP not BaseGP or RealGP. Decay also applies to GP as a whole but it only diminishes RealGP. As such GP can never be lower than BaseGP.

For example, say we have BaseGP = 100 and RealGP = 10. Applying a 10% decay will result in RealGP = 0 for a total of 100 GP.

Base GP prevents new members or long time inactive members from trumping the dedicated members just because their GP is 0 and thus their PR infinite.

The Base GP amount that we use is 100.

Effort Points (EP) - How do I earn/lose them?

Effort points (EP) are given out to members of the raid for multiple activities.

These are:

  • 1000 EP --- On Time
  • 2000 EP --- 30 minutes in raid
  • -4000 EP --- Not having necessary food, flasks and/or reagents

EP is earned based upon the raid they are earned in. The highest tier raid will always reward the highest amount of effort. Below is a chart showing how much EP you receive per raid based upon the chart above.

Raid Percentage
Icecrown Citadel 10 89 %
Icecrown Citadel 25 100 %
Trial of the Cruader 25 85 %
Trial of the Crusader 10 79 %

Gear Points (GP) - How are these determined?

Each item in World of Warcraft has a certain power. It's power is determined by it's slot, it's rarity and it's ilvl (item level). The slot and rarity of each item are visible in the game. The ilvl is something that is not shown but it represents how powerful that item is in the specific slot and rarity. For example, not all epics are equal. An epic from heroic raid dungeons is 13 item levels higher than epics from normal raid dungeons and as such it is quite a bit more powerful.

GP = 0.483 x 2ilvl/26 + (rarity - 4) x slot mod

Rarity is defined by this table:

Rarity Value
Uncommon (Green) 2
Rare (Blue) 3
Epic (Purple) 4
Legendary (Orange) 5

Slot modifiers depend on the slot each item can be equipped. In addition to that, the differences between the use of certain weapons/offhands are taken into consideration. This means some items have two possible GP values which depending on who uses them and how they are used, can be more beneficial.

The basic values for slot modifiers for each slot are:

Slot mod
Primordial Saronite 98*
Crusader Orb 60**
Runed Orb 33***
2H Weapon 2
Tier Piece: Head, Chest, Legs 2
Tier Piece: Shoulders, Hands 1.5
1H Weapon 1.5
Head, Chest, Legs 1
Shoulder, Hands, Waist, Feet, Trinket 0.75
Wrist, Neck, Back, Finger, Off-hand, Shield, Wand, Ranged Weapon 0.5

* = Due to the item level and rarity of the primordial saronite, the total GP value equals 200 per primordial saronite.

** = Due to the item level and rarity of the crusader orb, the total GP value equals 122 per crusader orb.

*** = Due to the item level and rarity of the runed orb, the total GP value equals 67 per runed orb.

Under certain circumstances a different modifier is used. These are:

  • 2H Weapon:
    • If it is going to be used as an offhand (TG warriors for example) the modifier becomes 1 (down from 2)
    • If it is going to be used by a hunter the modifier becomes 1 (down from 2)
  • 1H Weapon:
    • If it is going to be used by a hunter the modifier becomes 0.5 (down from 1.5)
    • If it is going to be used by a tank for tanking purposes the modifier becomes 1 (down from 1.5)
    • If it is going to be used as an off-hand the modifier becomes 0.5 (down from 1.5)
  • Shield:
    • If it is going to be used by a tank for tanking purposes the modifier becomes 1 (up from 0.5)
  • Ranged:
    • If it is going to be used by a hunter the modifier becomes 1.5 (up from 0.5)

This gives more or less equal GP value for MH + OH + Ranged slots for all classes:

Class/Spec MH OH/Shield Ranged Total
Tank with Shield 1 1 0.5 2.5
2H Melee 2 - 0.5 2.5
Hunter 2H 1 - 1.5 2.5
Hunter MH+OH 0.5 0.5 1.5 2.5
Dual-wield 2H 2 1 0.5 3.5
Caster with Off-Hand 1.5 0.5 0.5 2.5

As shown by the table most classes end up with the same totals, with the exception of TG warriors that are charged a little bit extra.

What about offspec and sidegrade gear?

Items are split into two categories:

  • 100% GP Items: Items that benefit your pre-agreed and assigned Main Role.
  • 50% GP Items:
    • Sidegrade: Same ilvl items that benefit your pre-agreed and assigned Main Role.
    • Off Role: Items that do not benefit your Main Role.
    • Alt Gear: Items that benefit any of the specs of your Alt.

Given the different categories and subcategories above, priority will be considered in each of these in this order:

  1. Main Role
  2. Off Role
  3. Sidegrade
  4. Alt Gear

There are some interesting results from the above rules. For example, if you have higher PR than some other member but you need for a sidegrade, the other member will receive the item. Similarly for all other combinations. You reserve the right to call a piece of sidegear as Main Role and be charged the 100% GP price for it, irrespective of your currently equipped item, however doing this will subject you to the "Gq effect" (see below).

The Loot Master has final say in determining what items fit in what categories for people. If there is a dispute, the Loot Master's word is final.

The "Gq Effect"

Doing a dick move results in you being a douchebag, also known as the "Gq Effect". The "Gq Effect" will cause you to immediately begin to picture drum solos from "In the Air of the Night" by Phil Collins, but more importantly, if you are deemed a douchebag by calling for an off roll/sidegear as Main Role over someone who would actually use the item as their Main Role, you will have Effort Points deducted from your EP determined by the Raid Leaders anywhere from 1/2 the EP you earned at the raid you pulled said douchebag move to a maximum of 2 raids worth of EP. You will still win the item, however.

EXAMPLES --- Item Cost (GP)

Twisted Visage

Druid Feral Tank Hunter
ILvl 232 232
Rarity 4 (Purple) 4 (Purple)
Slot Mod 2 1
Item Cost 469 234

This item is more expensive for the feral druid because the feral druid will be using all the stats from the weapon (white and green), while the hunter really only cares about the green stats. Either way, if the feral druid had more PR they would get first choice on this weapon, they would just be charged more.


Stonerender

Rogue Hunter
ILvl 232 232
Rarity 4 (Purple) 4 (Purple)
Slot Mod 1.5 0.5
Item Cost 351 117

Similar to the above example, this item is more expensive for the rogue than the hunter. Again, this has to do with the stats that each respective class would use. Again, whoever has the highest PR would get first choice on this item regardless of how much it will end up costing them.


A ranged item (Mage Wand vs. Hunter Bow -- each with the same item level and rarity)

Mage (Wand) Hunter (Bow)
ILvl 226 226
Rarity 4 (Purple) 4 (Purple)
Slot Mod 0.5 1.5
Item Cost 99 299

As you can see in this example, the ranged item is much more expensive for the hunter. This is because a bow is a much more significant upgrade to a hunter than a wand is to a mage.


Heart of Iron

Druid Tank Paladin Tank
ILvl 226 226
Rarity 4 (Purple) 4 (Purple)
Slot Mod 0.75 0.75
Item Cost 149 149

As you can see in this example, this trinket has the same costs for the druid tank as the paladin tank. That is because the trinket is equally useful for both. Again, whoever had the highest PR at the time this item was dropped would get first choice on it.

EXAMPLES --- PR (Loot Priority)

Example 1: Raider A (Druid Tank) and Raider B (Hunter) have been at every raid, and both have accumulated 10,000 EP as a result. Raider A received Heart of Iron, for which he was charged 149 Gear Points. Raider B has received no loot so far, and Twisted Visage just dropped.

PR = EP + GP and GP = BaseGP + RealGP ... so...

Raider A (Druid Tank) Raider B (Hunter)
Effort Points (EP) 10,000 10,000
Gear Points (GP) 249 (BaseGP+RealGP or 100+149) 100 (BaseGP+RealGP or 100+0)
Loot Priority (PR) 40.16064 (10,000 / 249) 100 (10,000 / 100)

As you can see in the above example, Raider B has the higher loot priority (PR), and would therefore get first choice on the item drop. This makes sense because Raider A has already received an item.

Now, let's take a look at what happens after Raider B receives this item, for which they would pay 234 GP (since they are a hunter).

Raider A (Druid Tank) Raider B (Hunter)
Effort Points (EP) 10,000 10,000
Gear Points (GP) 249 (BaseGP+RealGP or 100+149) 334 (BaseGP+RealGP or 100+234)
Loot Priority (PR) 40.16064 (10,000 / 249) 29.94011 (10,000 / 334)

Notice that Raider A now has a higher loot priority (PR) than Raider B. This is because Raider A received a trinket and Raider B received a 2H Weapon, and thus, Raider B received a more valuable item.


Example 2: Raider A (Mage) has been at every raid and has accumulated 10,000 EP. Raider B (also a Mage) has been to a few raids, but has accumulated 2,000 EP. Neither of them has received a piece of loot yet.

Raider A (Mage) Raider B (Mage)
Effort Points (EP) 10,000 1,000
Gear Points (GP) 100 (BaseGP+RealGP or 100+0) 100 (BaseGP+RealGP or 100+0)
Loot Priority (PR) 100 (10,000 / 100) 10 (1,000 / 100)

Notice that Raider A has a higher loot priority (PR) than Raider B. This makes sense because they have been at more raids. Let's say a 2H weapon drops for Raider A and they pay 469 GP for it. Let's see how the loot priority looks after this.

Raider A (Mage) Raider B (Mage)
Effort Points (EP) 10,000 1,000
Gear Points (GP) 569 (BaseGP+RealGP or 100+469) 100 (BaseGP+RealGP or 100+0)
Loot Priority (PR) 17.57469 (10,000 / 569) 10 (1,000 / 100)

Notice that Raider B still has a higher loot priority (PR) than Raider B (although it is by a much slimer margin now). This still makes sense, because based on their EP, we can deduce that Raider A has been at approximately 6 times more raids than Raider B.


Example 3: Raider A has attended 1 more raid than Raider B. As such, Raider A has accumulated 10,000 EP while Raider B has accumulated 8,000 EP. Neither of them has received a drop yet.

Raider A Raider B
Effort Points (EP) 10,000 8,000
Gear Points (GP) 100 (BaseGP+RealGP or 100+0) 100 (BaseGP+RealGP or 100+0)
Loot Priority (PR) 100 (10,000 / 100) 80 (8,000 / 100)

As one would expect, Raider A has higher loot priority (PR) than Raider B, simply because they have been at more raids. Let's say a 2H weapon drops and Raider A takes it, paying 469 GP for it. Let's see the what the loot priority would look like after this.

Raider A Raider B
Effort Points (EP) 10,000 8,000
Gear Points (GP) 569 (BaseGP+RealGP or 100+469) 100 (BaseGP+RealGP or 100+0)
Loot Priority (PR) 17.57469 (10,000 / 569) 80 (8,000 / 100)

Notice that Raider B now has a higher loot priority (PR) than Raider A. This illustrates the advantages of using an EPGP system. It rewards players for being at more raids, but not at the cost of newer players not being able to get gear (or players who aren't able to attend EVERY raid).

Let's take this example one step further. Let's say a neck drops for Raider B. As far as EPGP is concerned, necks are relatively low on the totem pole as far as their worth. Let's say Raider B pays 99 GP for the neck.

Raider A Raider B
Effort Points (EP) 10,000 8,000
Gear Points (GP) 569 (BaseGP+RealGP or 100+469) 199 (BaseGP+RealGP or 100+99)
Loot Priority (PR) 17.57469 (10,000 / 569) 40.20101 (8,000 / 199)

Notice that Raider B still has a higher loot priority (PR) than Raider A. Again, this is because Raider A received a 2H Weapon (major item) while Raider B received a neck (minor item).

FAQ - Frequently Asked Questions

So, why are we using this system?

Simply put, loot causes drama. Our goal is to try to make loot distribution as transparant as possible. This system has been chosen by the leadership of the guild to help eliminate some of the drama associated with loot distribution.

What about the patterns (enchanting, tailoring, leatheworking, etc) that drop?

Pattern drops will still utilize the EPGP system. For crafting items, the Item Level of the item will be determined by the item it creates. So if, for example, the item it creates is 226 Item Level and epic quality, whoever "purchases" the item will be charged for an item level 226 epic quality item. The slot mod will also be based upon the item it creates. (For more information about slot mods, please read the information provided above).

Enchanting recipe drops are a little different because they do not have an item level. These will be considered epic drops at the minimum item level of the rest of the epics in the raid (in the case of Ulduar, that is 226) and will be considered as a slot mod of 0.75.

It is expected that whoever wins these patterns/recipes will freely craft/enchant these items for any member of Ten Thousand Days so long as the person requesting the craft/enchant provides the mats.

When are my effort points (EP) updated?

Every 30 minutes while in a raid.

When are my gear points (GP) updated?

Immediately when you receive loot.

When does the decay happen?

6 a.m. server time on Tuesdays.

What if two (or more) people have the exact same loot priority (PR)?

In the case that two (or more) people have the same exact loot priority, the tie will be broken by who has the highest effort points (EP). If a tie still remains, the tie will be broken by who has the lowest (GP). If a tie still remains, the loot master will /rand based upon the number of people involved, and that number will determine who is considered as having loot priority. At no time should anyone but the Loot Master be aware of all the parties that are interested in an item.

What about the fragments for the legendary mace?

The first piece has already gone out (to Neowulfe), and each subsequent piece will continue to go to them until they have the 30 pieces they need. Once they have their 30 pieces, the next piece will go to Dontdie (who already has a few of the pieces) and then will go to the person of choice of the guild leadership. The person who receives these pieces will not receive a "penalty" on their Gear Points until they have actually completed their mace.

Who can I contact if I have additional questions?

Dutawldthing or any officer.