Pre-softcap ac + (post-softcap ac * post-softcap return rate) + shield ac
Pre softcap ac:
(defense skill level + player level)*1.88*(1+combatstability modifier)
combat stability modifer = ACLimitMod value from combat stability +2 from Physical Enhancement
1.88 = modifier, this was from pre-SoF
Warrior: 34.48%
Paladin/Shadowknight: 32.25%
Ranger/Cleric/Bard/Monk: 30.30%
Rogue/Shaman/Beastlord/Berserker: 25%
Druid/Necromancer/Enchanter/Wizard/Magician: 20%
This is from live, I have no idea if it's the same here. AC always has higher returns for war/pal/sk > ranger.
Rangers also don't get block, which is huge if you're aware (and I assume this server is the same) of how evasion is calculated per round.
every mob has 20 possible values it can hit you for - every single mob in the game has a 20 point damage spread, without exception.
this spread is determined by this formula: DB+DI*(1-20)
DB = damage bonus. a static number assigned to every mob. this number is reduced by the Shielding stat on gear.
DI = damage interval. a static number assigned to every mob. this is multiplied by (1-20) based on the mob's atk vs. your AC.
so, if we pretend that a mob has a DB of 10 and a DI of 10, you get the following:
10+10*(1-20)
min hit: 10+10*1 = 20
max hit: 10+10+20 = 210
if you assume 35% shielding you get:
min hit: 7.5+10*1 = 17.5
max hit: 7.5+10*20 = 207.5
warriors get a 5% reduction to DI inherent to the class (with higher innate reduction possible via AA, though the AA bonus reduction does not stack with Defensive) from whatever the final number (which basically translates to -1 DI, but not to drop under DI*1), and Defensive Disc and its variants give a 45% reduction to DI from whatever the final number is - meaning that a warrior in defensive is reducing the DI by half.
now, in EQ when you take all these factors, your AC vs. the mob's atk creates what's called your DI distribution - this is basically what percent of hits are where in the possible range of DI.
more AC = more hits will be lower in the DI spread.
AC number values - in-game display, rAC, and the softcap.
first and foremost, the thing most people don't seem to realize about AC is that the number listed in-game is 100% absolutely meaningless.
i'll say that again: your AC value in EQ is rubbish and is not in any way related to any actual calculation.
in in-game display of AC does not calculate the softcap on items/buffs/AAs, does not stop adding AC from agility past the hard cap, and adds AC to the display number based on your Avoidance mod2.
the more AC you have the higher that number will be in game, true, but that value in EQ is nothing but a "MOAR!!" number that doesn't translate into any kind of useful information.
your 'real AC' (or rAC) is derived thusly:
take your total 'true' AC (which is the AC on all your slots added together - or, if using magelo, the AC tab under Modifiers), subtract the amount of pre-softcap AC for your character, multiply the remainder by your softcap returns, then add that to you pre-softcap AC.
let's use my toon as an example. in magelo, my AC tab is 4000 AC.
assume that at level 90 the shadowknight AC softcap is probably somewhere around 750 (not positive on this, if anyone has the numbers let me know and i'll update this), and my shield has 281 AC - and if you didn't know, the AC from your shield is always 'pre softcap', so that gives us 750+281 = 1031 AC that 'pre' softcap.
with max AAs giving 55% bonus softcap (see below) that makes my softcap about 1598.
4000 - 1598 = 2402. so, i have 2402 AC subject to the softcap.
SK softcap is now about 40% (again, correct my numbers and i'll update this post). 40% of 2402 is 1442.
so, 1598+1442 = 3040ac. so, 3040 is my rAC just from gear.
(if you add up all the AC from all your buffs and then take 40% of that number and add it on top, that's your rAC with buffs)
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