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  #22  
Old 11-03-2011, 06:52 AM
Treats Treats is offline
Fire Giant


Join Date: Feb 2010
Posts: 981
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Skill checks should be done prior to hit/miss. Dodge/Parry/Block/Riposte has no bearing on AC.

Quote:
AC has no bearing on hit chance.
Avoidance AC should be the only factor in determining hit or miss.

How it should work (Leaving out Attacker, Just AC):

Attacker attacks
Server calculates if Defender Dodge/Parry/Block/Riposte
IF no Dodge/Parry/Block/Riposte
Server calculates Avoidance AC (Agility Table + (Defense * 16/9) but never less than 0
This value * 1000 / 847
Server calculates Hit or Miss
If Hit Server calculates Mitigation AC
Caster Mitigation = (Buffs/3) + (Defense/2) + (Equipment + 1)
Melee Mitigation = (Buffs/4) + (Defense/3) + (Equipment * 4/3)
This value * 1000 / 847

Quote:
Yeah but I'm not counting the dodge/parry/riposte. But the fact that I get hit almost 100% in pvp while on a warrior you get loads of "miss" that isn't a dodge/parry or riposte just a plain miss. But I assume it's all about the defense skill on that then and not AC.
You should be getting hit a lot more than a warrior. It looks like Avoidance is for the most part working correctly by his parses. From non geared to geared he gained 33 agility. This is equal to an increase of about 6 on (T from table). Defense did not change.

Ungeared: 26% Miss
Geared: 31% Miss

Here is an example of what Avoidance AC on a Wizard vs Warrior's should look like. This would be a good test to make sure the Wizard is in fact getting hit more:

50 Warrior
210 Defense
100 Agility
493 Avoidance AC

50 Wizard
145 Defense (Not sure if this is correct for 50)
100 Agility
356 Avoidance AC

Once again there is NO softcap until Velious. Raw AC should be Hardcapped and determined by level. Total AC should be Hardcapped again and based on Class.