What does Agi do for AC? Here you go.
Origianlly posted by Sylphan to various places.
Re: On determining AC
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Ok I finished the agility table.
Here's the full formula for AC:
Avoidance = (T from table) + trunc(Defense * 16/9), but 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 )
Caster means Enchanter, Magician, Necromancer, Wizard.
Defense is the character's Defense skill.
Equipment is just the sum total of the raw AC from everything worn. Don't forget the range slot.
Buffs is the sum of the bonuses from all buffs. You'd have to check your spdat file to see those numbers, but for reference Skin Like Wood adds 15 and Skin Like Nature adds 55.
T comes from the agility table below, use the column corresponding to the character's level.
trunc means truncate, to remove the fraction; keep only the integer part of the value.
Some qualifications: Iksars get a bonus, I'm not sure how much but I suspect it might be adding (Level - 1) to Mitigation. The formula hasn't actually been tested on Beastlords or Vah Shir yet. The formula doesn't work for monks because of the weight limit thing, but it should work if they keep their weight under the limit. There is a 'never less than 0' issue with Mitigation too, but it only matters if you get hit with an AC debuff while wearing little or no equipment... it won't affect most people. The formula doesn't work right if your character has been drinking but it works in every other situation, including illusions, hunger, thirst, drowning, encumbered, low health, low stamina, stacked buffs and debuffs, and resurrection sickness. I have no proof that these are the actual Avoidance and Mitigation values, there isn't even any proof that Avoidance and Mitigation are ever used seperately in actual combat calculations... I just know that the first few factors are rounded up to 0 and are the same for all classes, so it seemed like a sensible division.
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(Korak)My own personal observations:
Agility does not add to the "mitigation" portion of AC. So, in theory, it should allow you to avoid more hits. The mitigation portion being factored into an equation to determin n=1to20 in the DB+(1-20)DI, and the avoidance being factored into an equation to determine if you are hit. I believe the special skill checks (block/parry/dodge/riposte) are done sepatately and distinct from either of the other two computations. I can't link anything, but iirc testing has shown that riposte rates were constant regardless of mob. I really wish the two numbers were still displayed separately as that would allow for easier analysis. With carefully controlled and recorded tests (and a bit of math) it could be determined what effect agility has on hit rate. I suspect it is rather small, on the order of 1% in significance, since you are only talking about a 25pt increase in avoidance AC for going from 75agi to 240+ (unknown to me how it scales after 255). Therefore, situations might dictate that there are better uses for your buff slots. I still have too many other goals in the game to pursue such testing. Perhaps someone else will take up the banner.
What does Agi do for AC? Here you go.
Origianlly posted by Sylphan to various places.
Re: On determining AC
--------------------------------------------------------------------------------
Ok I finished the agility table.
Here's the full formula for AC:
Avoidance = (T from table) + trunc(Defense * 16/9), but 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 )
Caster means Enchanter, Magician, Necromancer, Wizard.
Defense is the character's Defense skill.
Equipment is just the sum total of the raw AC from everything worn. Don't forget the range slot.
Buffs is the sum of the bonuses from all buffs. You'd have to check your spdat file to see those numbers, but for reference Skin Like Wood adds 15 and Skin Like Nature adds 55.
T comes from the agility table below, use the column corresponding to the character's level.
trunc means truncate, to remove the fraction; keep only the integer part of the value.
Some qualifications: Iksars get a bonus, I'm not sure how much but I suspect it might be adding (Level - 1) to Mitigation. The formula hasn't actually been tested on Beastlords or Vah Shir yet. The formula doesn't work for monks because of the weight limit thing, but it should work if they keep their weight under the limit. There is a 'never less than 0' issue with Mitigation too, but it only matters if you get hit with an AC debuff while wearing little or no equipment... it won't affect most people. The formula doesn't work right if your character has been drinking but it works in every other situation, including illusions, hunger, thirst, drowning, encumbered, low health, low stamina, stacked buffs and debuffs, and resurrection sickness. I have no proof that these are the actual Avoidance and Mitigation values, there isn't even any proof that Avoidance and Mitigation are ever used seperately in actual combat calculations... I just know that the first few factors are rounded up to 0 and are the same for all classes, so it seemed like a sensible division.
____________________________
____________________________
(Korak)My own personal observations:
Agility does not add to the "mitigation" portion of AC. So, in theory, it should allow you to avoid more hits. The mitigation portion being factored into an equation to determin n=1to20 in the DB+(1-20)DI, and the avoidance being factored into an equation to determine if you are hit. I believe the special skill checks (block/parry/dodge/riposte) are done sepatately and distinct from either of the other two computations. I can't link anything, but iirc testing has shown that riposte rates were constant regardless of mob. I really wish the two numbers were still displayed separately as that would allow for easier analysis. With carefully controlled and recorded tests (and a bit of math) it could be determined what effect agility has on hit rate. I suspect it is rather small, on the order of 1% in significance, since you are only talking about a 25pt increase in avoidance AC for going from 75agi to 240+ (unknown to me how it scales after 255). Therefore, situations might dictate that there are better uses for your buff slots. I still have too many other goals in the game to pursue such testing. Perhaps someone else will take up the banner.
The infamous agility t table.
That's cool but we would need confirmation if P99 are using a post POP agi table.
As the changes focused on ac caps, the table predates the nerf and as i reasoned in a previous post it looks like it has been untouched since vanilla release I suggest p99 should be using a similar table for agi avoidance ac calculation.
As the changes focused on ac caps, the table predates the nerf and as i reasoned in a previous post it looks like it has been untouched since vanilla release I suggest p99 should be using a similar table for agi avoidance ac calculation.
Now that is a good find! Feels like an archeology club digging up these old relics.