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#51
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It's also max hit dmg. People are getting practically one shoted by rogues atm.
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Last edited by Syft-X; 05-20-2015 at 01:39 PM..
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#52
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Displayed AC is a combination of "avoidance" AC and "mitigation" AC. Two factors compose avoidance AC: AGI and defense skill. The hit chance calc takes into account the AGI and defense skill of the defender. The higher they are, the lower the chance the defender is hit. Quote:
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#53
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Defense currently is just adding AC, AGI Adds AC and avoidance(Dodge). AC currently is effecting mitigation for dmg but not hit/miss rates. Hits are currently rolling solely off the melee's equipped skill in weapon. That's why your seeing an 83% vs such high agility, your only getting 17% for dodge and failed hit rolls. VS it being calculated by the Melee's chance to hit different AC opponents. I could be wrong but I'm pretty sure that's spot on.
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Last edited by Syft-X; 05-20-2015 at 05:01 PM..
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#54
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![]() Yeah I gotta agree that its the hit rate
As far as tweaking? Should parse a full warlord warrior vs a full carmine wizard Classic SSes show lots of low ball melee damage against the highest geared Velious tanks... but a surprising amount of high damage hits (esp backstabs) vs clerics in full kael with really good shields Can't summon gear here or I'd be able to test Pls gief gear summon power on beta for testing and comparing... hell give it to Technique instead of me, just need some player input AGI... not sure if it really did anything in classic other than be a cap to meet lest u take an AC penalty | ||
Last edited by Nirgon; 05-20-2015 at 05:24 PM..
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#55
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#56
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![]() Not sure how much of the current live formula was in place back then, but it was posted by Dev Dzarn to the forums a few years back for the number crunchers.
Dev starts in about halfway down the post and shows a bunch of the formulas. Here's the link. https://forums.station.sony.com/eq/i...s-acv2.210028/ Okay, this is something I've been researching over the last few days to present. What is your 'Real AC'? Or, When 'Mitigation AC' meets 'Avoidance AC' Hopefully this will shed some light on the arcane calculations used to get the number you see in your inventory window versus the number used for some mitigation and avoidance purposes. I'll preface this by saying that this may generate more questions than I am able to answer in the near future, but this is as complete of an answer as I can offer at the moment. So you want to know what your 'Real AC' is? I'll step you through the calculations and explain why the number you see in your inventory window is not representative of what NPCs look at when they're hitting you in melee combat. It is a strong possibility that sometime in the future the number you see in your inventory window will be accurately reflective of the number we're going to calculate here, but this will hopefully be helpful in the meantime.... Just posting as an fyi, not sure if any of it relates to classic | ||
#57
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This approach works fine when tanking a dumb NPC that does nothing but swing at the player repeatedly for several minutes until one or the other dies, but it's shit for PvP where people are jousting with backstabs and 53dmg two-handers. | |||
#58
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The problem here is I don't think avoidance is being calculated in reference to hit/miss but rather dodge/parry rates. I could be wrong but it seems like hit/miss rates are being calculated by a percentage roll vs weapon skill as a modifier without taking the opponents AC into consideration.
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#59
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Chance to dodge/parry/block/riposte isn't affected by any factor other than the level of the skill. And if you'd looked at the link I posted to some of the parses I did on the beta server last year, you should've noticed the big difference in hit chance (25%) when attacking the same warrior, naked and geared. | |||
#60
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