Contents
DKP Overview
FAQ
Terms
Raid Alternates
Earning DKP
Spending DKP
Spell / Healer Offspec
Non-DKP Items
Tempest uses a system known as 'DKP' for determining winners of loot in scheduled raids. DKP is an acronym for 'Dragon Kill Points,' but the nomenclature is now archaic. 'DKP' is often used to describe any point system used to determine loot and is not hinged upon killing dragons. In short, we use a DKP system to ensure that loot is first received by players who put forth the most time and effort.
While we recognize that no system is perfect, we use one which is the least unfair or just as equally unfair to all parties: the 'zero sum' system. Zero sum means that the total points earned in a raid will always be equal to the total points spent in a raid. The net dkp for any run will be zero. When a newcomer joins a Tempest raid, they will begin with zero dkp, however this should not discourage them from rolling on gear, as there will be some people who are above zero, others who are below. Regardless of how negative an individual's dkp may be, they should always roll on a piece of gear if they need it. If a piece of gear is sharded, no one earns dkp, thus hoarding points is useless.
/roll is for interest on an item only. The DKP points shall decide the distribution of loot.
Common questions about our DKP System
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Why can't alts have their own DKP points?
This one is tricky. I would absolutely love to keep points based upon the character name which would eliminate the need to have a main versus alt priority on rolls and would make entering DKP far simpler, what this unfortunately does is promote a player to change characters as soon as he/she has enough gear on the first one. Separate points actually rewards the person by giving them 0 points on the new character while the old one would likely be very negative.
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Why must we have declared mains?
Channeling gear into the fewest characters possible will yield a fully kitted raid in the shortest amount of time. Granted, you have fewer options as to which combinations of classes you can bring but since the game has been dumbed down into four general classes of tank, healer, ranged, and melee, as well as the ability to dual spec this is far less of an issue.
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Why does the cost of gear get so expensive?
Gear costs are designed to grow exponentially so that an item in a new tier of content will cost 3x more than the previous. This was designed to be a compromise between having separate points for each tier of content and having everything together with nearly unnoticeable differences in cost.
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Why couldn't we just have separate points for each tier of content or zero them out when we start a new dungeon?
If there is any intention of continuing to run the previous tier of content to gear out new recruits, alts, and some mains that still need a few items, there has to be some incentive for people who no longer need gear from those places. By sharing the same DKP for all tiers of content, it rewards the fully kitted out main that supports the older runs as opposed to the one that does not.
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I've read about systems where the points decay over time to prevent people from hoarding points. Wouldn't this be a better approach?
While the decay system will prevent a person from hoarding points, it will encourage people who are in the negative to take extended breaks so that their points wipe out at zero. Using a standard zero-sum, non-decaying system will prevent the latter while gear cost inflation between tiers will discourage the prior. It wouldn't be possible to prevent both unless only the positive scores were to decay which would become very complex and would no longer be zero-sum.
DKP: The points raid members earn by attending raids and spend by obtaining loot in raids.
DKP Balance: The total DKP a player has available to him or her to spend on loot.
DKP Maximum: The maximum DKP Balance a player may have at any time.
We will typically have the raid set on 'Master Looter'. This serves a a sort of group loot. Every raider is able to loot gray/green items as the loot RNG allows and will belong to that looter.
Any and all 'Bind on Pickup' will be collected by the Master Looter and given to the raider with the qualifying DKP. Should any mistake or accident occur, Blizzard has afforded the means to trade the item over to the correct winner. In the event it has been decided that there is refusal to correct the mistake, the player at fault will have the item's value charged to their DKP, regardless of whether they can use the item at the time or not. They may be removed from the raid and, if applicable, the guild.
There is to be no public bitching about the loot another player wins. We feel that players have a right to spend their DKP how they wish and we do not intend to interfere with how they spend the points that they have earned. Common sense and courtesy is expected when rolling.
As this reward is for those that are eligible for the instance, the officers may withhold DKP for those who are not eligible. This may be for lack of gear, low DPS, slow reaction time for heals, or low effective life for tanking. This may also be for connection issues or other technical reasons that would prevent the player from providing what is required for the raid.
1. At the end of a raid, all raid members will earn DKP equal to the total number of DKP spent on items divided by the number of people in the raid. The divider will not be greater than the total number of player allowed into the instance, however. (Exmaple: Ten people attend a raid where 320 points is spent on loot, each raid member will receive 32 points.)
2. Each player will receive DKP for the specific loot that is purchased while s/he is present. Thus, if a player is replaced, they still earn dkp for the fights at which they were present.
3. Unguilded players do accrue DKP for attending Tempest raids and are given all the same rights and access to loot as Guild mains.
4. Alt characters do not have separate DKP pools from their Main. Any points earned by an Alt in Tempest runs are given to the player's Main character's DKP Balance.
5. We have initiated a new policy of awarding DKP to Raiders who have signed up for a scheduled raid but have been benched due to the mechanics of our rotation system. To be awarded DKP when you are not actually in the raid, you must be:
1) Signed up for the raid. Unsigned and Not-Sure are not eligible for this.
2) Online on a guilded character at the time of the boss kill.
When a boss is killed, a guild announcement will be made for alternates to whisper their main character's name to the raid leader so that they may receive credit. This will encourage alternates to be online and available in the event that they are needed in the raid.
We encourage you to bring your alternates into the guild so you can play them during raid time and still receive credit if you are signed up. We will not be responsible to hunt down people who are not in guild or for those who were afk during the boss kill announcement. There is a 2 minute window to whisper in order to receive credit. You may find that having Ventrilo running may help you to know when a boss drops in the event that you are not looking at the screen at the time and I would certainly suggest this as it will help familiarize yourself with the boss fights. All that is required of you (the signed up raider who has been 'benched/rotated out') is to follow instruction and whisper your 'Mains' name to the Raid Leader in order to receive your DKP credit for a Boss Kill.
1. When an item is found, the raid's loot master will link the item in Raid Chat and instruct anyone who is interested to 'Roll.' All raid members who are interested in obtaining the item should know the DKP value of the item ahead of time and need to show their interest with /roll. The /roll is for interest only as the DKP will be the deciding factor.
2. If a player can equip an item, s/he is permitted to spend full points on and purchase the item, even if it is 'better suited' to a different class. Clarification to this rule listed below.
a. Mains will have priority over Alts for raid attendance as well as priority over Alts for loot. Loot will go to a Main or to a Main “Spec” before an Alt and/or “Off-Spec”, regardless of who has more DKP.
b. 'Off-Spec' means that the character is able to use the item, but it is not beneficial to their established guild role (DPS, Tank, Healer). This does not apply to things such as Fire Damage items for a Frost Specced mage. (See “Who May Pay Half for What” listed below)
c. If rolls have closed on an item and no Main and/or Main “Spec” has shown interest, Mains that are 'Off-Spec' and then Alts for the loot will be permitted to roll and to purchase the items for half cost dkp or 60 (sixty) gold, to be put into the guild bank with one exception:
*All weapons are purchased at full cost DKP Value, regardless if it is for “Off-Spec”.
d. Characters will not be permitted to buy 'On-Spec' items at half cost.
As always, we expect our raiders to use good and sound judgment along with common sense regarding loot.
Know your loot table/loot drops ahead of time for the raid bosses being done that evening.
**note: Rules have been amended per GM approval 6/28/08
**note: Rules have been amended per GM approval 02/11/2010
Who May Pay Half for What:
* Tanking Warrior: Any gear that does not provide tanking stats (defense, dodge, shield value and parry).
* Melee DPS Warrior: Any gear that does not provide melee damage stats (attack power, critical strike, haste, and armor penetration).
* Healing Paladin: Any gear that does not provide healing stats (spell power and mana per 5)
* Tanking Paladin: Any gear that does not provide tanking stats (defense, dodge, shield value and parry).
* Melee DPS Paladin: Any gear that does not provide melee damage stats (attack power, critical strike, haste, and armor penetration).
* Healing Shaman: Because of the merging of healing and damage, healing shaman fall under our special healer/Spell DPS offspec rule listed below.
* Melee DPS Shaman: Any gear that does not provide melee damage stats (attack power, critical strike, haste, and armor penetration).
* Spell DPS Shaman: Because of the merging of healing and damage, Spell DPS shaman fall under our special healer/Spell DPS offspec rule listed below.
* Healing Druid: Because of the merging of healing and damage, healing druids fall under our special healer/Spell dps offspec rule listed below.
* Feral Druid: Any gear that does not provide melee damage stats (attack power, critical strike, haste, and armor penetration).
* Spell DPS Druid: Because of the merging of healing and damage, spell DPS druids fall under our special healer/Spell dps offspec rule listed below.
* Hunter: None
* Rogue: None
* Warlock: None
* Mage: None
* Healing Priest: Because of the merging of healing and damage, healing priest fall under our hybrid healer/Spell DPS off-spec rule listed below.
* Spell DPS Priest: Because of the merging of healing and damage, spell DPS priest fall under our hybrid healer/Spell DPS off-spec rule listed below.
*Tanking Death Knight: Any gear that does not provide tanking stats (defense, dodge, shield value and parry).
*Melee DPS Death Knight: Any gear that does not provide melee damage stats (attack power, critical strike, haste, and armor penetration).
**Hybrid Spell DPS/Healer offspec clarification
Since Blizzard has combined Damage and Healing into Spell Power, we have changed our off-spec rules for the few classes that this merger will effect as far as half priced loot goes. Before a player can declare that they are rolling on is for off-spec they must first have an item equipped and in use in that item slot that has an item level of equal or greater value. If the player does not have an item that is of equal or greater item level the item they are rolling for will be at full price. The item level of an item will be determined by an officer in the raid. The player should link their current item in raid chat so it can be evaluated by an item level mod.
Recipes: For certain recipes, particularly those benefitial to the guild, the first one that drops will be assigned by the raid leader to a member of the guild.
Mounts: Mains may roll. High roll wins.
Miscellaneous Items: These items may be determined on a case-by-case basis, but most likely will be a mains first, high-roll wins situation.
New end game content "Special Rules"
BoP Patterns (Craft BoE Items)
BoE Patterns (Craft BoP Items)
Patterns that craft BoE items will be awarded to highest roll but only guild members are eligible to roll for them. This is to ensure that the patterns are available for other guild members that can use them.
BoP Patterns: will be considered as any other item. You will spend dkp to get the item. The dkp is 3/4 of the total dkp of the crafted item, to compensate for mats involved in its crafting. You will have approximately one week to craft these items and have them on your person. If it is found that you no longer posess that pattern you will be investigated for Guild Fraud, which is immediate grounds for being removed from the guild.
BoP/BoE Patterns: Are at no cost, as it will be available to other guild members through the crafter. Tempest will reserve the right to choose who will get the first drop of a pattern as stated above. All other subsequent drops thereafter of self same pattern will be offered as open roll/highest roll wins.
Profession Gathering: Enemy corpses that can be "gathered" by a specific profession can be looted at a first come first serve basis. Nodes such as ore, herbs, gas clouds, etc are off limits during raid time and are not to be gathered unless instructed to do so by raid lead. Players are more than welcome to return to the instance after hours to farm these items.