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  1. #1
    Community Member PresentTense's Avatar
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    Default Tying AC to fortification

    So about 24 pages into another thread, an idea has been raised that I think has real potential to improve the way the game mechanics work. But because it's buried so deep, I thought I would start a new thread to get the thoughts of some other people on the forums. The discussion we were having was about the change to intimidate and how it will lead to the death of turtle tanks, provide some help to S&B dps but give such a huge advantage to pure dps hate tanks that the end effect will be to just eliminate turtle tanks and their associated PrEs from viability. You can read the whole thread - if you're really that much of a glutton for punishment - at http://forums.ddo.com/showthread.php?t=308780.

    On page 9, Eladrin makes is pretty clear that the goal of the change was to make S&B a viable strategy by encouraging a playstyle that had both some offensive capabilities and some defensive capabilities. The downside was that the change to intimidate is even more beneficial for hate tanks, who generate their hate through true dps, rather than poor dps with massive threat bonusues, making them the clear preference. But now, an idea has been raised that fixes the problem of S&B being worthless, and takes care of a larger problem - AC being worthless in Ginathold and beyond unless you specifically build for it to be in the 70s or higher, and comepletely worthless in epics.

    The idea? Tie AC to fortification. Reduce the bonuses for light, moderate and heavy fortification. The exact values are up for debate, but suggestions include 10/20/30, 20/35/50, 10/20/35, 10/25/35, etc. Warforged would still get their stacking 10 percent, and I suppose the stacking fort on the even trinket could stay too, although it might need to be reduced to 5 percent. The rest of the way to 100 percent would be dependent upon your AC, with each +1 of AC equal to +1 fortification. Depending on how you break it down, that would mean builds would need to reach at least 40 on a warforged in the easiest setup and as high as 70 on a non-warforged in the highest setup. In other words, have an AC or accept some crits.

    This would make AC a useful value in the game again, even in epics. You don't have to reach the 80s or 90s to be useful, but you also can't run around with an AC of 9 and expect your loincloth to somehow block critical hits for you. It encourages the use of medium armor for classes capable of wearing it, it encourages dex on casters and it makes S&B tanking a viable option when compared to hate tanking. Yes, it's a big change, but I think it fixes some of the long-standing problems in this game in one swoop. Thoughts?

  2. #2
    Community Member grodon9999's Avatar
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    I like it, but then again I think balanced characters are a good thing so I'm clearly in the minority here.

  3. #3
    Community Member Bodic's Avatar
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    seriously no

    the only issue with AC is grazing hits. they need to go, and I sry to thoses builds that can only grazing hit.

  4. #4
    Community Member SynalonEtuul's Avatar
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    I do want sword and shield types to be more viable, but I feel this change would screw over casters unnecessarily in an attempt to fix something that doesn't have anything to do with them. Also, I think the best way to balance is rarely to nerf, but more commonly to bring everything else up in line with what has now become the norm (of course, I don't think all nerfs are bad - FW, for example, sorely needed to be changed, and I think the ESoS is probably a little overpowered as well).

  5. #5
    Hero AZgreentea's Avatar
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    I thought I would quote the post you are likely referring too.

    Quote Originally Posted by Eladrin View Post
    Sure. "Read by a dev."

    Interesting thread.

    (I actually played around with something like this a little while back on my personal server, where AC gave fort% on a 1:1 basis and attackers decreased your fort% by the their to-hit. Basically, excess attack bonus functioned as fort-bypass. It felt a bit too punitive with our current monster statting trends, but was interesting to experiment with.)
    The problem is never how to get new, innovative thoughts into your mind, but how to get old ones out. Every mind is a building filled with archaic furniture. Clean out a corner of your mind and creativity will instantly fill it.
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  6. #6
    Community Member Thrudh's Avatar
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    100% fortification is silly anyway...

    It should be difficult to get 100% immune to crits (The devs might have to make another pass on end-game critter damage tables to balance that).
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    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
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    When you stop caring about xp/min this game becomes really fun. Trust me.
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    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  7. #7
    Community Member Thrudh's Avatar
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    Quote Originally Posted by SynalonEtuul View Post
    I do want sword and shield types to be more viable, but I feel this change would screw over casters unnecessarily in an attempt to fix something that doesn't have anything to do with them. Also, I think the best way to balance is rarely to nerf, but more commonly to bring everything else up in line with what has now become the norm (of course, I don't think all nerfs are bad - FW, for example, sorely needed to be changed, and I think the ESoS is probably a little overpowered as well).
    That's a good point about casters... but maybe that just means they need to be even more careful about getting too much aggro.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  8. #8
    Community Member Feithlin's Avatar
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    I like the idea too. If, by ignoring totally AC, you get hit by a big nasty crit (impossible today because of the raw immunity granted by fort items), you'll think twice before doing it again. Additionnaly, that would permit for AC to not be all or nothing. Some AC would still be useful for preventing a part of the crits.
    Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19 )

  9. #9
    Community Member varusso's Avatar
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    No.
    I make certain my casters get the highest fort possible as early as possible, because AC on a caster is just not a viable option (not if you want to actually be able to cast -- elven enhancement + rare gear niches aside).

    Add this to the firewall changes, which blatantly scream 'stop kiting and stand there and get beat on'...No.

    Leave fort alone. If you want to add fort bonuses from AC on top of that, you go right ahead (though that would be mostly useless). But leave my 100% fort items (and shrouds for PMs) alone. I dont want MY toon gimped cos someone else wants THEIR toon ubered.

  10. #10
    Community Member KillEveryone's Avatar
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    This will screw arcane types.
    Disappointed and without trust in the powers that be.
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  11. #11
    Community Member TheDjinnFor's Avatar
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    This was raised a while back and hit 100 pages...

    Consensus was a few people really liked it, a few people really hated it.

  12. #12
    Community Member Trillea's Avatar
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    Quote Originally Posted by varusso View Post
    No.
    I make certain my casters get the highest fort possible as early as possible, because AC on a caster is just not a viable option (not if you want to actually be able to cast -- elven enhancement + rare gear niches aside).

    Add this to the firewall changes, which blatantly scream 'stop kiting and stand there and get beat on'...No.

    Leave fort alone. If you want to add fort bonuses from AC on top of that, you go right ahead (though that would be mostly useless). But leave my 100% fort items (and shrouds for PMs) alone. I dont want MY toon gimped cos someone else wants THEIR toon ubered.
    Hear here!

    Heavy fort should be available to all PCs. Don't change it.
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  13. #13
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    As someone who plays both S&B and casters, DO NOT IMPLEMENT THIS. This idea is so ridiculous because as its been said above this would completely doom casters since the one of the few things has going for it is the Minos Legens.

  14. #14
    Community Member TheDearLeader's Avatar
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    I do not support this idea.

    Moving a mobs to-hit more in line with what are safely-obtainable ACs are makes more sense.

    The punishment of a Low-AC character is to always. get. hit. Weaker mobs may be affected by Blur and Displace, but where it counts, these unarmed characters are already taking massive amounts of damage.

    I was (mostly) following that thread, and I'm still not sure how someone derailed it from Intimidate being broken in the current build, which will not be the current build come tomorrow, and going all the way to "I hate no AC toons, lets punish them".

    Good on the OP for branching this discussion off.

  15. #15
    Community Member Chai's Avatar
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    /not signed

    Other MMOs have done this with varying degrees of success, but DDO is much different from those sammich type games that putting this in would not have the same impact.

    AC does need to be fixed, but not by linking it or directly relating it to another stat.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

  16. #16
    Community Member Cam_Neely's Avatar
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    Quote Originally Posted by PresentTense View Post
    On page 9, Eladrin makes is pretty clear that the goal of the change was to make S&B a viable strategy by encouraging a playstyle that had both some offensive capabilities and some defensive capabilities.

    The idea? Tie AC to fortification.
    You leap to the assumption that Defensive capabilities are only AC and Fortification. On a Barb (where this has the largest impact it seems) I would rank HP, movement speed and uncanny dodge before AC in terms of defensive capabilities.

    *EDIT*
    /facepalm, forgot the most obvious,
    Quote Originally Posted by TheDearLeader View Post
    And Static DR/DR Boost.
    Last edited by Cam_Neely; 03-30-2011 at 04:10 PM.
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  17. #17
    Community Member kernal42's Avatar
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    The better implementation is to apply fortification instead as "inverse seeker."
    Using arbitrary numbers of 15/30/40 for light/mod/heavy:
    Suppose you have an AC of 20 and moderate fortification. A mob threatens a crit against you. When it rolls to confirm the crit, your effective AC is now 50 (20 base +30 fort), which makes it much less likely that he confirms*. Low AC builds can mitigate crits with fortification (as now), while high AC builds can get by with less fortification. Super-low AC characters (ie 10 AC barbs) will still get crit sometimes even with heavy fortification. A change like this would go a long way in making "some AC" actually useful.

    Meanwhile, you can lower monster AC a little, but melee characters will still want super-high to-hit values (and seeker/power crit will now be useful) to reliably crit against all foes.

    Cheers,
    Kernal

    *If you're worried about the 0.25% chance that an infinite-AC character is crit, you can just remove the "auto-confirm on 20" mechanic (I assume that exists now; maybe it doesn't?).

  18. #18
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by Cam_Neely View Post
    You leap to the assumption that Defensive capabilities are only AC and Fortification. On a Barb (where this has the largest impact it seems) I would rank HP, movement speed and uncanny dodge before AC in terms of defensive capabilities.
    And Static DR/DR Boost.

  19. #19
    Community Member RJBsComputer's Avatar
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    Default AC = To-Hit

    First of all, in a d20 system, AC=To-Hit. A character or NPC's ablitiy to hit anything is based on:

    AC of target = weapon mod + stat mod + BAB(level of toon) + magical mod + d20

    Once it is determined that you have hit or been hit, then damage is computed.

    The problem with AC is that a toon can achieve a level of AC that is way to high. Like a complete buff level 20 toon going into a level 1 quest. So what do the devs do? They adjust To-Hit values of NPCs so they can hit you. And what does the player base cry? "FOUL"

    I agree that AC needs fixing, but it needs fixing in away that does not damage AC for other classes. As some have pointed out this idea affects casters; however, it well also affect rogues when it comes to backstabbing.

    I have always been in favor of having a max AC cap for each level with DR being added to armor type.

  20. #20
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    Quote Originally Posted by PresentTense View Post
    The idea? Tie AC to fortification.
    Yup, that is an old and infamous suggestion on these forums. In fact, it's so old that the threads introducing it have been erased by now. If you search around you can find references to back then.

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