| falkun |
12-30-2014 11:13 AM |
Quote:
Originally Posted by zanderklocke
(Post 1726462)
I'm confused on how you make the jump from that guide to how a mob's DPS is spread out on a fungi tunic. Aren't there are differences in mob DPS based on the AC of an item equipped?
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The general consensus is that AC is not as important on this server as it was on Live (Loraen states as much in his guide):
Quote:
(yes Virginia, AC is indeed broken)
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Quote:
Originally Posted by zanderklocke
(Post 1726462)
How would the AC on the paladin and warrior's breastplate affect the 6 DPS vs a Fungus Covered Scale Tunic though?
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See above, but also realize that at that gear level, you've already hit the AC soft cap (assuming it exists/works), so trading AC for raw HPs (or regen) is the best gearing strategy.
Quote:
Originally Posted by zanderklocke
(Post 1726462)
Sakuragi is a bad example for being an iksar, but I'm guessing Pint is wearing a Deepwater Breastplate which is 40 AC versus a 21 AC Fungus Covered Scale Tunic. Wouldn't hits be statistically less damage on Pint when he is wearing the Deepwater Breastplate?
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Saku is the perfect example because Fungi is BIS for all situations since iksars cannot wear cobalt. In the magelo's linked by Loraen, Saku is in Trooper Scale (20AC) vs. Pint's DW BP (40AC) vs. a Fungi at 21AC (assuming the -AGI mod does not drop you below 75AGI and the resulting -AC modification). Also, as a warrior Saku should be taking less damage than Pint whenever he's tanking due to warrior skill caps (defense, dodge, parry, riposte) being higher than that of paladins. Also, I think warriors classically had a higher AC soft cap than their fellow knight tanks (which should be replicated on P99 if true).
Quote:
Originally Posted by zanderklocke
(Post 1726462)
I mean I could be wrong, but I've always interpreted AC damage mitigation as meaning you are taking less total damage per hit.
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Higher AC is supposed to decrease the median/mean Damage Interval selected by the random number generator when hits are calculated by the game, so that, on average, a player with higher AC will take less damage than a player with lower AC, assuming AC works as it should on this server. The damage mitigation is not on a per-hit basis, the Damage Bonus and Damage Intervals do not change, but the average/median (not sure which) DI selected is shifted inversly to AC (higher AC = lower average DI).
Quote:
Originally Posted by zanderklocke
(Post 1726462)
P.S. Why you try to make me look dumb or wrong on your last 3 of 4 forums posts!?
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This is not personal, you just apparently respond to threads faster than I, so I have to respond to you and OP.
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