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LOOT RULES

1. Introduction:

The loot system employed by the Thistle Company will be "Zero-sum DKP" with class preferencing. The item point values and additional rules applied will be similar to those developed by the Infamy Guild. In this system the points are a method of keeping track of loot distribution so that it can be done more fairly.

Very importantly, players are encouraged to understand the needs of the Group when rolling for or passing on items; discuss upgrades with eachother, consider what the Group needs. The system isn't perfect (no system is), so be tolerant and understanding; we aren't doing this for the loot, we are doing this to defeat Raid Bosses.

2. Zero Sum DKP:

When an item drops, the classes that are Primary users of that item may roll for it. The player with the highest number of DKP points, and then the highest roll, will win the item. That number of points will be deducted from the total, and everyone in the Raid will gain points equal to the point cost of that item / number of raiders present. Points will not decay, and there are no point given or taken away for anything other than loot drops.

Thistle Company will maintain a separate point pool for each Raid dungeon (although, at Group Leaders discretion, Raid instances of similar difficulty and reward may be grouped together, depending on how they are tackled). This is a key part of the Infamy system, as it enable a simpler point cost assignment to items, as well as helping to reduce the problem of newer members always playing catch up (and therefore being less well equipped) to the longer serving members.

3. Primary Users:

Who are the Primary users of an item? For each type of item, the Primary users are defined from the primary role they will be performing in the Group (i.e., Tank, Healer, Melee DPS, Ranged DPS, Caster DPS) and their Class (which restricts Armour types and may define Spell Schools).

Some examples:

Cloth Armour that has a +Spell Damage component will be a preference for Caster DPS classes that can only wear Cloth (Mages, Warlocks, and any Shadow Priests, if there are any in the Group who have a Primary DPS role). The Ranged DPS group (i.e Hunters) will have preference for the Ranged Attack Weapons.

Important in this is the definition of the role of the hybrid classes (Druids, Paladins, Shaman - and to a lesser extent Priests and Warriors). Each member of the Group who is one of these classes will have a defined Primary and a Secondary role (e.g. a Feral Druid may have a primary role of Tanking, with Healing as a Secondary Role, or a Priest might have DPS as their Primary role and healing as a Secondary role).

4. Item DKP Values:

Items will have values from 25 points up to 150. Broadly speaking, for each instance, the points will be assigned as follows (based on character slot):

25 points: Nothing by default - reserved for inferior items.
50 points: Neck, Back, Wrists, Fingers, Off-Hand, Relics, Totems, Idols, Wands, Ranged Melee, Hunter Two-Hands, Hunter One-Hands, Shields
75 points: Shoulder, Hands, Waist, Feet, Trinkets
100 points: Heads, Legs, Chest, One-hand weapons
125 points: Two-handed weapons, Hunter Ranged
150 points: Nothing by default - reserved for exceptional items.

This system approximately follows Blizzard's own system of overall statistic allocation on an item (i.e. Heads, Legs and Chestpieces are generally better than Shoulders, Hands, Feet, which are better than Bracers, etc). Having a separate point pool by instance enables this system to work without needing massive discussion to evaluate the approximate value of an item.

Items will normally be assigned their 'default' point value. Exceptional or highly sought-after items that are noticeably better than others of a similar type in their bracket may be assigned the next higher point value. Inferior items that are noticeably worse than others of a similar type in their bracket may be assigned the next lower point value.

5. Passed Items

If a (normally) Primary item is passed on by all relevant classes, then it will be considered for distribution to a class with a secondary role. For instance, if a Druid's primary role is healer and secondary role is tank, then gear suitable for their tanking role that is passed on will be availvable free, without change of DKP points. Distribution in this method will be decided by the Group Leaders, based on attendance and previous Secondary Items received. There is no Tertiary role distribution.

Group Leaders reserve the right to assign passed items specifically if in the interests of the Group progression (e.g. to gear up a specific Paladin as a viable off-tank).

6. Resistance Items

Items that are not of 'wear this as default' quality, but have significant Resistance statistics will be assigned to users by the Group Leaders, without change to the DKP Point totals.

7. Get out of Jail Free (Group Objective comes first!)

Group Leaders reserve the right to make specific loot distributions that 'violate' this system, if believed to be in the interests of Group progression. A reason will always be provided if this is the case. This may need to occur if there is a an item that requires multiple pieces, or if we need to get an individual or two better geared up for a specific encounter, etc.