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#1
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I think it is more the case that after a while adding more AC doesn't really accomplish much. On a recent thread someone mentioned their nToV geared warrior they delevelled still struggled to mitigate against high cons.
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#2
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For all that, I'm pretty sure a dev mentioned they use the eqemu system (i.e. with shield bonus, returns after cap, etc), because all the mobs in this sim had already been balanced around that system and it would be a lot of effort to overhaul...
Basically /shrug, dunno. Probably not. Maybe search old threads and pm a dev that took an interest in the topic and see if they will disclose juicy deets? | ||
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#3
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AC beyond the soft cap (if one exists) still yields returns well enough that, for routine play, it is still worth prioritizing. There are obvious cases of when to drop AC for resists. At the bleeding edge where mitigation rates are poor enough and complete heals require a chain, hp could be argued to be preferable. At that level of play the good hp items are also generally the good AC items ... so it's a moot point.
For the group game, more AC means less healing required. Complete heal is more efficient with higher hp pools but even in the low 50s tank classes with buffs have more than enough to get the job done with an aggressive AC focus. Damage intake relative to hp pools of tanks still make healing a "once in a while" thing to do for the tank with complete heal. For situations without a cleric - mitigation wins undeniably. If there is no soft cap and only a hard cap (doubtful on p99) ... AC to the cap followed by hp focus beyond.
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Last edited by Troxx; 08-24-2017 at 06:04 AM..
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#4
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Are there different damage mitigation tables for different classes, besides differences in gained AC?
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#6
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I dont know anything about EQEMU/P99. I played a lot on original EQ as a Eru SK. SKs can make GREAT tanks on raids, I often was on lineup before many of our warriors for two reasons: 1. superior aggro holding abilities, 2. superior AC. If as a SK you focus your gear selection based on "AC is King" then you lower the DI (damage interval) of mobs and, therefore, the less chance for a damage spike that would insta-kill a tank between C-Heals. Shroud of Death + Leechcurse also added lifetap proccing that further migitaged damage (although this was not a super significant impact, just more insurance). Our snap aggro would allow me to FD while tanking the raid mob if I did happen to catch a high spike and then stand up an instant later and taunt + snap aggro to get the boss back on me, usually with another toon only taking a couple hits at best while the heal chain caught up on me.
Alternatively, as a SK on raids a support role of grabbing adds with snap aggro and then kiting them around while the rest of the raid focused on the boss on multi-mob encounters. I'm not trying to propose that SKs were/are superior to warriors in raids, just that they held their own and if the raid went in with adjusted tactics it could be as effective. All of that said, Avatar of War was a different beast all together and no way in hell I think anything other than a pure warrior had a chance to stand up to his DB and flurry combo [You must be logged in to view images. Log in or Register.] | ||
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#7
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Quote:
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