Welcome to darkrisings

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!

Armor Class

Archive of ideas that have been implemented or refused.

User avatar

Posts: 124

Joined: Sun Aug 24, 2014 12:26 pm

Post Wed Jan 21, 2015 10:34 pm

Re: Armor Class

How would this affect combat with mobs?

Posts: 150

Joined: Sat Jun 07, 2014 11:03 pm

Post Wed Jan 21, 2015 11:18 pm

Re: Armor Class

As of right now, I believe both mobs and players will be affected. I will verify this with Kes. If it does, we may need to evaluate splitting mob fighting vs player fighting as is done in the elsewhere in the code, OR just adjust the mobs themselves.

Posts: 248

Joined: Wed Jun 11, 2014 1:54 am

Post Thu Jan 22, 2015 6:55 pm

Re: Armor Class

Kiirion wrote:The values that we used in our calculations were: If a player has -400 AC, the opponent will need approximately 60 hitroll to hit 50% of the time. At 69, the player would hit 95% of the time(their is a hard coded 5% chance to always miss) At 51 he would have a 5% chance to hit(hard coded as well). These values are JUST for -400 ac. As the ac goes up or down, so doesn the hitroll required. -400 isn't going to be easily(or possibly at all) achievable via stock gear only.

-400 AC seems fairly easy to hit nowadays.

Does that mean that not only gear but AC-related spells/skills will also be looked at?
Because 50 AC from glory spells/fury or -100 AC from faerie fire/vital strike just became way more important.

Posts: 150

Joined: Sat Jun 07, 2014 11:03 pm

Post Thu Jan 22, 2015 7:40 pm

Re: Armor Class

Yes, the spells that affect AC and hitroll will have to be looked at. It's going to take quite a bit of work to get it all evened out properly. The spells will be easiest to adjust, honestly, as the gear is just so much work to change all of it over and over again.

Posts: 52

Joined: Mon Sep 21, 2015 2:49 pm

Post Tue Sep 29, 2015 6:40 pm

Re: Armor Class

*AC was made to be viable. Right now, it is set to a pretty standard. You have a 50/50
chance to successfully land a melee hit on another if your hit roll is at 60 and your
opponents AC is at -300. For every 1 point put into hitroll after 60 your chances of
hitting an AC of -300 are increased by 5%. On the flip side for every -5 that is added
to your AC after -300 your chances to avoid a melee strike with someone with a hitroll
of 60 is increased by 5%.

All of this is figured out before, let me stress ... *BEFORE* any defensive skills
such as dodge, parry, shield block, palm block, etc etc.

As an example:
So if you want to "hit" 95% vs. -300 AC, you need to have 69 hitroll.
Or, if you want to "miss" 95% vs. 60 hitroll, you need -345 AC.

This is going to be something that needs to be tested extensively. So Any and all
feedback will be greatly appreciated. We would like to get this base AC tuned in
and balanced as possible. This, along with stats mattering after 50 will be the
precursor to digging into and fixing classes.

Return to Archive

Who is online

Users browsing this forum: No registered users and 1 guest

Donate Now
Donate Now

Designed by ST Software for PTF.
Hosted by © 2017 FreeForums.org | Create a free forum | Powered by phpBB
About FreeForums | Legal | Advertise Here | Investors | Contact FreeForums.org
Report Violation