Rapid Raid
FAQ: DKP/Rapid Raid Introduction
Basic DKP
Guild Launch supports any form of basic dkp: Earned - Spent = Current
We also support EPGP: Effort / Gear = Priority
With those two systems in place nearly any form of DKP can be supported and in any game.
Earned - Spent = Current
Where the current value is the amount you have to spend. The earned value is the amount you have earned from any actions, and the spent is the amount you have spent on items. This style of calculation supports almost all of the standard DKP styles which are outlined here.
Basic DKP of this type is pretty much the mainstay of DKP systems. The equation above is at the heart of almost all the systems. THen people layer things like rolling, bidding and item value rules on top of the system.
http://en.wikipedia.org/wiki/DKP
EGPG
EGPG is caculated as:
Effort Points / Gear Points = Priority
A more complete explanation is available here:
http://code.google.com/p/epgp/wiki/WhatIsEPGP_v2?gid=3204
Our Overarching Goals With DKP
This gets wordy and hard to explain, but I'm going to try anyway.
We want our DKP system, as much as we can, to not dictate how you decide who gets what items, how you decide how much a boss is worth, or an item is worth. We want to provide a user friendly place to track those decisions, and use the rest of our content management system to track the rules and such.
Our goal is to provide a system that supports the most common formulations of DKP that rely on some form of a number of "earned" modifed by a number of "spent" resulting in some other number. That is a wordy way of saying that we can tweak what those columns mean but in the end there are 3 values. Value 1, Value 2 and some resultant value from an operation performed on value 1 and 2 called value 3.
If you kow of another type of DKP that will fit this model, let us know and we'll see about adding it.
Guild Launch supports any form of basic dkp: Earned - Spent = Current
We also support EPGP: Effort / Gear = Priority
With those two systems in place nearly any form of DKP can be supported and in any game.
Earned - Spent = Current
Where the current value is the amount you have to spend. The earned value is the amount you have earned from any actions, and the spent is the amount you have spent on items. This style of calculation supports almost all of the standard DKP styles which are outlined here.
Basic DKP of this type is pretty much the mainstay of DKP systems. The equation above is at the heart of almost all the systems. THen people layer things like rolling, bidding and item value rules on top of the system.
http://en.wikipedia.org/wiki/DKP
EGPG
EGPG is caculated as:
Effort Points / Gear Points = Priority
A more complete explanation is available here:
http://code.google.com/p/epgp/wiki/WhatIsEPGP_v2?gid=3204
Our Overarching Goals With DKP
This gets wordy and hard to explain, but I'm going to try anyway.
We want our DKP system, as much as we can, to not dictate how you decide who gets what items, how you decide how much a boss is worth, or an item is worth. We want to provide a user friendly place to track those decisions, and use the rest of our content management system to track the rules and such.
Our goal is to provide a system that supports the most common formulations of DKP that rely on some form of a number of "earned" modifed by a number of "spent" resulting in some other number. That is a wordy way of saying that we can tweak what those columns mean but in the end there are 3 values. Value 1, Value 2 and some resultant value from an operation performed on value 1 and 2 called value 3.
If you kow of another type of DKP that will fit this model, let us know and we'll see about adding it.