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Old 11-19-2009, 09:55 PM
Haynar Haynar is offline
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Join Date: Oct 2009
Location: West of the Mississippi
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I have been looking at the AC interval tables for mitigation. The tables do not seem all that unreasonable. I tweaked on a few things, and found it takes very few changes to make huge swings in the effect of AC at different levels.

I am looking into the mitigation range, as that looks like where some changes could be made. I have to do some calculations and see how best to make changes and run a few more parses after. This really only covers melee mitigation what I have been testing. If there are issues with avoidance, the first place I would check are in the rules set for the server. The melee attack rate was increased previously on the server. My big question was how this was done, so I can see if this affected other things.

It looks like the easy answer to increase melee hit rates is to increase Combat:BaseHitChance. The default setting is 69. The NPC's get Combat:NPCBonusHitChance at 26. 69 + 26 = 95, so I assume that is why they normally have a 95% chance of hitting. I havent tested results of raising one, without properly offsetting other, but I imaging it will make avoidance be a rare occurance. So this needs looked at more.

I will do some tweaks on the rates of mitigation, with how changes to the interval tables for AC and post what I find when I get finished. I do not imagine any major tweaks are necessary here, but I want to see if the interval is a fixed differential or if it varies with level. But that is where I am currently investigating mitigation.

Will post more as I figure more out.

Haynar