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#131
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Looks like these nerds got real quiet once I called them out on the fact that they supposedly have access to all these raid shields but have yet to actually test shield ac or even test ac on rangers, which is what the thread is about. I can tell you from First Hand Experience (FHE) that using a Guardian Robe instead of my Tolunds Darkplate of the Glade has minimal effect and I think the ac cap is around 120 worn ac for rangers, do I take alot of damage from bows and melee in pvp? I dont know, most fights end in my favor because I have faction with the zone or my Legendary status of the Top #1 Number #1 PVPer in all of EverQuest History deters hostility, and rarely have to actualy fight anyone. Am I going to test anything like the nerds in this thread? No, min maxing is for pve nerds, I am a PVP Legend the Top#1 Number #1 MVP PVPer in all of EverQuest History. And thats all First Hand Experience (FHE) RED99 [You must be logged in to view images. Log in or Register.] | |||
Last edited by Salaryman; 03-19-2025 at 12:49 PM..
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#132
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I just calculated the average hit for those two parses and got 45.9 and 50.8. So going from midpoint to fully squelched for this mob is about a 5-point-per-hit change, or about 6% or the max 82 hit value. Extrapolating out to something that max-hits for 300, that would be equivalent to a 18 point per hit swing. If we assume a 30 delay and two hits per interval, that's a 12 DPS swing, and if we assume 4 hits per interval, that's a 24 DPS swing. For a mob that has a max hit of 600 and quad hits on every swing that would be 50 dps. Obviously that extrapolation is unfounded, but I wanted to get a sense of what the DPS impact of AC might be on an easier raid mob. If Shiel gets one hit per swing with a 30 delay that would be going from 15.3 DPS to 16.7 DPS. Would that be significant change in mana used healing in an xp group? Dunno. I was killing Shiel in about 2:30 on the ranger, so 150 seconds, which means a difference of about 240 damage over the whole fight. That's a difference of about 2.5 casts of Healing, or 150 mana. At 18 mana/tick for medding, that would take 49 seconds to recover. So going from midpoint to squelch point in AC in a typical solo fight against a low blue might save you between a half minute to a minute in recovery time. That seems significant. Quote:
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#133
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![]() I must have misunderstood your post for the part about 163, 132 ac for squelch?
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#134
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#135
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If they do they just play it. Clever people figure out that banging on about DED99 to PVEers is as pointless as a condom vending machine in the Vatican. Read the room fool. | |||
#136
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Seeing a mob's distribution we could probably calculate its DB and DI and with enough parsing we could figure out the squelch point for that attack value but I guess mob level is a decent enough proxy for your average mob even if imperfect. It would give us AC gearing targets depending on the content you're going for. | |||
#137
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In terms of updates, I've spent my grinding time this past month getting some more AC gear. I got my Kael factions up so I could do the turnin for Barbed Dragonscale Boots, which while perhaps not optimal generally on a ranger are certainly useful for running AC parses. I've also gotten a handful of AC upgrades on my druid, which has led to my guild playfully teasing me as a "druid tank" when I do things like loot a Poison Etched Wristband or Gladiator's Chain Armor. This is why, guys! I do have a couple of graphs of distributions for Grobb bashers and coldain/velium miners. The bashers were a mix of green and blue while the miners are all xp green. All just about completely squelched, but you can see a couple of the bashers (probably the blue ones) still get in a couple more max hits than the others. What kind of updates would you like to see? What unanswered questions would you like to see me investigate (with the toons and gear I have available)? My vague plan is to try some parses against level 45-50 mobs to see how the midpoint and squelch points change and what the meaningful range of worn AC values is. Quote:
One more note: in my previous post I sketched out some estimates on how much damage is mitigated by hitting the squelch point from the hitpoint. I found that ~50-60 ac mitigates about ~240 damage in a 2:30 fight. So if you're concerned with survivability in a solo fight and have AC in the unsquelched range, the conversion ratio for hp or ac gear is about 4-5 hp to one AC. That's approximately the conventional wisdom, isn't it? I also re-read the latter half of this thread today, and one thing jumped out to me: Quote:
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