Quote:
Originally Posted by Trosh
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I dunno if any1 has written this, or if the server admins have done something funky with the AC algorithms, but the way AC worked for the longest time is based on the type and class.
You take total ac, and then depending on your class only a certain percentage of it actually counts.
Warriors get 90% effectiveness
other plate is 75% or 80%
chain 50%
leather 25%
cloth 10%
so a warrior with 1000 AC effectively has 900 AC, where a wizard with 1000 AC effectively has 100, and a Ranger's 1000 AC would only be 500
the only thing that is counted as "Hard AC" meaning it has 100% effectiveness are certain buffs and shields. This allows Pallies and SK's to have a nice boost because they use shields, and most priest classes can as well to help if they are bad at dealing with heal agro.
Like I said in the beginning tho, this was how Sony did AC for the first years, leading up well past PoP. It has been changed at some point on live servers as avoidance tanking is almost more important then AC, and I'm not positive when they made the swap - whether before or after titanium.
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Very interesting observation, and a correct one also. But there is a lot of other factors in classes, like damage mitigation, dodge, parry, skill caps etc., that effect how good a class is or not taking damage toe to toe. A Warrior is just hands down the best to just get beat on. And a Ogre one at that. There is a reason there is Tanks and why others are not.
The original Devs really did a sort of scary good job of figuring out a lot of crazy things in this game at the start. Some smart people for sure. They got some things wrong, but a hell of a lot of it right.
But I think, on here, that AC is sort of broken until you get past 43, 44ish and I think then it does matter. Pretty big time. But maybe Nilbog, Rogean know more than we remember, and I am sure of that, at least for me.
[You must be logged in to view images. Log in or Register.] Good post.