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#1
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#2
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![]() Old 2010 thread referencing all this:
https://www.project1999.com/forums/s...ad.php?t=20689 Quote:
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#3
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![]() Thanks for doing those parses, bcbrown. It definitely seems like the best explanation is that NPCs always get ~65% interval hits and the remaining 35% are either min or max depending on relative AC/ATK. The ad hoc nature of Project 1999 game mechanics never ceases to amaze me, considering how pedantic Nilbog is about quests and such.
The most interesting thing about this is that if true, it implies that tanks want AC for raiding and HP for farming/leveling, while most people take the opposite approach. Quote:
__________________
Raev | discord: raev9
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#4
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#5
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Correct me if I'm wrong but from what I understand the main goal of a high end content raid tank gear wise is not getting one-rounded? It seems like AC reduces the risk of that happening but will never completely negate it. That's assuming you can come close to squelching the mob's attack but on raid encounters like vulak I doubt it is even possible on P99 so HP seems a better insurance policy? For grouping at lower levels, yeah, get the minimum required AC and move on to other stats but we only tested a level 45 mob. Not sure if neglecting AC is the best way to go on stuff like juggs or DN rats. | |||
#6
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Thanks for doing tons of parsing bcbrown~ distribution is more interesting than average dmg~ not getting one-rounded is good idea for ranger keeping aggro rdy to bump[You must be logged in to view images. Log in or Register.] | |||
#7
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![]() I like this thread. Nice work sogundordor and friends.
sogundordor have you tried any parses messing around with AGI stat? I'm curious what you find | ||
#8
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![]() Thinking about it, the most simple explanation is that there is probably no "mob level cap" on AC but a floor value where AC can't squelch the DI portion of the calculation any lower, which is why you'd see a seemingly hard cap on AC even though there is only supposed to be a soft cap way above observed values. Also explains why AC buffs do nothing and why avoidance shines.
Like, on the storm giant escort you still get the full 1-20 bracket and the full damage range but wether you have 200 worn or 400 worn you're almost only gonna random 1 past 200 so it seems you're hard capped but you actually just can't go below getting a whole bunch of minimum hits with some small randomness thrown in. | ||
Last edited by Goregasmic; 02-20-2025 at 01:58 PM..
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#9
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![]() In addition to worn AC and defense skill, the level differential matters as well right? Against the same level 50 mob, a level 50, 55 and 60 character with same class, gear, and skill levels will have different amounts of damage taken?
On my 54 cleric against Shiel, the damage is completely squelched. A quarter of the hits are for min damage and all the other DI values are roughly the same at about 3-4% each. 194 worn AC and ~65 self-buffed AC. Running more experiments at lower AC later today. | ||
#10
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At high level, low level mobs often just miss, I have no idea what's the formula for their hit rate. | |||
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