Quote:
Originally Posted by Vivitron
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The only attempt I've seen to parse it was Meathookk's. His whole document is interesting; his agi summary is:
https://www.project1999.com/forums/s...d.php?t=389704
But he does find that pvp hit rate involves checking the attacker's dex vs the defender's agi. There's a part of me that thinks "it seems unlikely that the emulator would use different combat systems between pvp and pve; I should look carefully for an alternate explanation." For example, while his parse shows no difference between 180 and 230 agi against a cliff golem, maybe it is relevant against stronger or weaker npcs. That said, I haven't been chasing agi on any of my characters.
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Ok I can actually legitimately step in here on this one. Null was a developer from the VZTZ PVP Server that came here during Red 99's heyday. I talked to him occasionally as I used to test spell resists and melee dmg with him from time to time prior to red. At some point when I wasnt even playing EQ I do recall him saying they wanted AGI to have a purpose in PVP and that it would translate to avoidance, so this fits perfectly.