View Single Post
  #50  
Old 11-24-2009, 03:37 PM
Halladar Halladar is offline
Aviak


Join Date: Nov 2009
Posts: 95
Default

Quote:
Originally Posted by Tenudil [You must be logged in to view images. Log in or Register.]
You are correct, the dodge rate going down is due to how avoidance checks are calculated after the check for an actual hit or miss. On live the skill avoidance checks are calculated first and then if they fail another check is made to see if it is a hit or miss.

Dodge % does go up as the skill improves.


AC is comprised of both a mitigation and avoidance component.

Avoidance = (AGI T from table) + trunc(Defense * 16/9), never less than 0
Caster Mitigation = trunc(Buffs/3) + trunc(Defense/2) + (Equipment + 1)
Anyone else's Mitigation = trunc(Buffs/4) + trunc(Defense/3) + trunc(Equipment * 4/3)
Displayed AC = trunc( (Avoidance + Mitigation) * 1000 / 847 )

I think monks get a bonus of lvl+5 added to their equipment ac value

So a non caster gets roughly 2.5 of displayed AC from each point of defense.


As to the War vs Pal/Shd vs Rng debate, you also have to rememeber how many people were still running around in stat gear at the time. The plate classes that maximized AC in combination with higher avoidance skills and Defense caps tended to tank significantly better then the chain classes and even other plate classes that went the STR/DEX/AGI route.
I find this very interesting. But what is the definition of the trunc function?