Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #11  
Old 02-03-2011, 04:55 AM
captainspauldin captainspauldin is offline
Kobold


Join Date: Jan 2011
Posts: 189
Default

after playing on many different servers as a warrior, i have noticed AC to be freaking amazing stat, way under estimated. imo screw everything else, ac is king!. and agility can help ac some too so its very nice to have both.

now alot of the servers i played on where somewhat custom, so i not saying i know the best, im just giving my input which has a good chance of being correct. and im thinking just cuz the ac is lower here, doesnt mean that it wont still be like the same results.

for a tank i will ALWAYS go AC then AGI then whatever....cuz shit dont matter when u got tons of ac and agility to benefit it..dex dont even matter so much if u chose the right proc weapon ( the good agro proc weapons)

damage proc dont matter, ur dps dont matter, holding agro and having so high ac that a mob never hits u = win game.

i noticed on one server where people had between 1-10k ac, going from 2400-3100 ac made me 3x stronger, then about every 1k ac after that made me another 2-3x stronger of a tank. so i figgure if u got 600 ac here and u go to 800ac, ur probly gunna be about 2x the tank, go to 1k ac and be 4x the tank, 1200 and be 8x the tank.

i mean, i could be off on just how much stronger it makes u, but i dont think that really matters. point is, every good 10% extra ac makes u a hell of alot stronger.

higher max hps just means the healers have to heal you more, waste more mana. now on the other hand, say u have 30% less hps but a mob miss's you WAY more, now ur talkin. so screw str, screw dex, screw ur dps, all that bullcrap. wear the proper resist gear (bag gear) for the fights where that will be needed over ac, and ur going to be the strongest tank u can possibly be. oh and use the proper weapon, doesnt have to be a good one, just has to have a proc that gives crazy agro, yes they exist.

have a different set of gear for when ur soloing n stuff, and no hps are not worthless, and yes u should go for that as a secondary stat over str n dps and all that. say a piece of gear cant add worthwhile ac or agi, yet there is a really good sta or hp item, use that there.

but, alas all ive said relys on one thing, dunno much about the ac cap on this server so.....would supose get that then go hps lol, less ac actually does still help after the cap then i say aACACACAC lolol
Last edited by captainspauldin; 02-03-2011 at 05:02 AM..
  #12  
Old 02-03-2011, 09:32 AM
Akame Akame is offline
Sarnak

Akame's Avatar

Join Date: May 2010
Location: Atlanta, GA
Posts: 358
Default

I was a huge HP buff until I started pretty much living on the steel warrior forums a few years into playing EQ, and the math just doesn't lie; until you're above the softcap for every expansion, AC will always be king.

I would say the same holds true here unless the ac/atk mechanics are fubard server side.
__________________
The taller you would build the tower, the stronger you must build the foundation." - Chris Thomas

Donate a water filter in Haiti. Click Here
  #13  
Old 02-03-2011, 11:44 AM
Duma Duma is offline
Aviak


Join Date: Dec 2010
Posts: 65
Default

DI = Damage interval.
DB = Damage bonus.

Mob Damage range (DB + (DI*d20))

What interval is rolled is modified by player AC vs mobs ATK
  #14  
Old 02-03-2011, 11:50 AM
Tumdumm Tumdumm is offline
Banned


Join Date: Sep 2010
Location: gukward bound
Posts: 606
Default

ac all day brah
  #15  
Old 02-03-2011, 01:01 PM
Haynar Haynar is offline
Developer

Haynar's Avatar

Join Date: Oct 2009
Location: West of the Mississippi
Posts: 2,955
Default

A alot of effort was made to get AC to behave similar to how classic was.

Is it correct? No.

Is it close? Maybe. It is a guess.

It should have a similar feel.

Is AC king? It sure makes a difference. Depends on the mob and the situation. Just like classic.

Did we get all the situations the same? Nope. But we try the best we can, with what is available.

H
  #16  
Old 02-03-2011, 03:59 PM
Dantes Dantes is offline
Fire Giant

Dantes's Avatar

Join Date: Apr 2010
Location: Portland, OR
Posts: 808
Default

AC is nice, but don't forget that spells usually do maximum damage. AC doesn't stop a mob from nuking you to shit. In that case, it's nice to have HPs. Try not to sacrifice AC in a major slot if you have to. In some cases you can have the best of both worlds. Like 5 AC 55 HP rings.
__________________
Dantes Infernus
57th Level Champion of Rallos Zek

"Life's short and hard like a body building elf."
  #17  
Old 02-03-2011, 05:54 PM
captainspauldin captainspauldin is offline
Kobold


Join Date: Jan 2011
Posts: 189
Default

resists are used for spells
  #18  
Old 02-03-2011, 05:55 PM
Erasong Erasong is offline
Sarnak


Join Date: Jan 2010
Location: Staten Island, New York
Posts: 399
Default

AC is fine and dandy but when tanking mobs in say, Sky, that are all super high con, that AC feels like nothing at all. Nearly every single hit felt like it was unmitigated and I used to sac AC gear for strait HP items all the time. This is for later islands and island bosses. Not even and to a lesser extent yellow cons.
  #19  
Old 02-03-2011, 06:12 PM
Shaggy Shaggy is offline
Skeleton


Join Date: Jan 2011
Posts: 17
Default

Soft caps are 300 raw AC right now on EQLive , for plate class's without CS AA's.

Agi effecting AC caps at 305, anything after that only ups your displayed AC, not your effective AC.... Not that the cap matters on p99.

Displayed AC means nothing. Effective AC is what matters and changes based on class and if your over the softcap or not. After the soft cap only a % of the displayed AC becomes effective AC.

Soft Caps
Cloth..........= ~75 worn AC
Leather......= ~100 worn AC
Monk..........= ~120 worn AC
Chain.........= ~200 worn AC
Plate .........= ~300 worn AC

That's all worn AC caps btw, meaning look at the raw AC number on your gear and add it up. Not the number shown on your inventory tab, that's displayed AC.

AC returns after the soft cap has been reached
45%: Warrior
33%: Knight, Monk
23%: Cleric, Bard, BZR
17%: BST, Ranger
6%: Druid, Enc, Mag, Nec, Wiz
Rogue, Shaman.. Unsure.

The softcap and returns over the cap where given by EQLive Dev's just before SoD was released.


AC only effects the DI of a mob, it will not change a mobs max or min dmg or its hit rate.

Mob Damage range (DB + (DI*1-20)). Witch number of the 1-20 is determined by the mobs atk, your ac, your def skill and most likely other crap that's hard to parse.

Lets say the mobs DI is 100, and DB is 200.. This means the mob can hit you for min 300 (DI 1) and a max of 2200 (DI 20).

Ac is nice, and so are HPs.... CH chains will be coming, and its all about living till they land, rather its the AC making the mobs dmg go down, or the Raw Hps giving you more time before death.

AC does nothing for spells.

I would try to get a good balance going on myself once the softcap is reached.
Last edited by Shaggy; 02-03-2011 at 06:15 PM..
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 07:32 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.