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April 25, 2007
DKP Ruleset (submitted by Koosha at 05:18pm MDT)

Basic info:
The max DKP gained caps at 100.
We use bidding, with the smallest bid being in incriments of 0.25.
Set gear starts at 5 DKP, random drops start at 1 DKP.
You are awarded .25 DKP per hour of attempts on a new boss. You are no longer awarded this once we already have downed the boss once.
You have until lower than 80% to be marked as inactive and unable to bid because of how the attendance fluctuates over the last 30 days. If you go below 80%, you have to get above 85% to be active and able to bid again.
If you are a recruit you pay double DKP.
Every single first downing of a boss is worth double DKP.
If two members are bidding on the same item, and both go to maximum DKP, which they both have the same maximum DKP, the winner will be the member with the highest lifetime earned DKP. If they are tied in lifetime earned, they will roll.

Special info:
The guilds current main tank will get every single piece of set gear he needs defaulted to him for 10 DKP, no matter what his current DKP standing is.

Logic behind the system:
This is in my(Koosha) experience to be the most absolute fair DKP system I have ever came across. We cap at 100 DKP because that way, say if a new instance, or expansion comes out, the person with multiple hundred DKP can't just take every single item that drops first. You may think, well, its only fair to this said person to be able to do so. Koosha loves cock. While it is, it is not fair to the guild, or best for progression, to gear up one person, and not the guild as a whole. We have special main tank rules because flat out, you will only get as far as your main tank will take you in raids. We also use bidding rather than set item prices, because this way you decide how much the item is worth to you, not the officers decide how much they think the item should be worth.
 

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