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  1. #1
    Developer Eladrin's Avatar
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    Post Combat Change Details

    Please read this post first!

    This post contains the crunchy formula details, for those that want to know all of the math behind the numbers.

    ---

    Monster’s chance to hit: (Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)

    Player’s chance to hit (if proficient in weapon): (Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%

    Players graze on a 2+ on the attack roll d20.
    Monsters graze on a 19+ on Casual or Normal difficulty, 17+ on Hard difficulty, and 15+ on Elite difficulty. Note that at these thresholds, players should only encounter grazing hits when dramatically overleveling content, since it’s fairly difficult to be over a 75% miss rate.

    You can calculate how much each point of Physical Resistance Rating is helping using the following formula: (1 – (0.99^Physical Resistance Rating))*0.65
    Code:
    PPR	Protection		PPR	Protection
    0	0.00%			110	43.48%
    10	6.22%			120	45.54%
    20	11.84%			130	47.40%
    30	16.92%			140	49.08%
    40	21.52%			150	50.61%
    50	25.67%			160	51.98%
    60	29.43%			170	53.23%
    70	32.84%			180	54.35%
    80	35.91%			190	55.37%
    90	38.69%			200	56.29%
    100	41.21%			210	57.12%
    If you are proficient in your armor:
    Heavy Armor gives you Physical Resistance Rating equal to your Base Attack Bonus.
    Medium Armor gives you Physical Resistance Rating equal to 2/3 of your Base Attack Bonus.
    Light Armor gives you Physical Resistance Rating equal to 1/2 of your Base Attack Bonus.

    Class Changes:
    Barbarians and Rogues gain +1% Dodge at levels 4, 6, 8, 12, 16, and 20.

    Monks gain 3 Centered AC instead of 1 at levels 2, 5, 10, 15, and 20.

    Feat and Enhancement Changes:
    Uncanny Dodge: Activate this ability to gain a temporary 25% Dodge bonus and a +4 reflex save bonus.
    Note: Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.

    Improved Uncanny Dodge: Activate this ability to gain a temporary 50% Dodge bonus and +6 reflex save bonus.
    Note: Improved Uncanny Dodge is no longer a times-per-day ability, but instead has a cooldown. Temporary Dodge bonuses ignore the Dodge cap normally applied by your armor's Maximum Dexterity Bonus cap.

    Defensive Fighting Defensive Stance: While using Defensive Fighting mode, you gain a 5% bonus to AC and a -5% penalty to-hit. Casting a spell ends this mode.

    Combat Expertise Defensive Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all Rage effects.

    Resilience Defensive Stance: While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active.

    Precision Offensive Stance: While using Precision mode, you gain +5% to hit. Spells have three times their normal cooldown when this mode is active.
    Note: Damage penalty has been removed.

    Dodge Grants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC (this will appear as a feat bonus on your character sheet). You will also gain a 3% Dodge bonus.

    Mobility Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus.

    Spring Attack You suffer no penalty to your attack roll when moving and attacking. You will also gain a 2% Dodge bonus.

    Two Weapon Defense Grants you a +1 bonus to your AC and 5 physical resistance when you wield two weapons. (This bonus does not apply when fighting unarmed/with handwraps.)

    Shield Mastery You are skilled with the use of a shield, and your physical resistance is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield.

    Improved Shield Mastery You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield.

    Mithral Body Docents you equip provide armor equivalent to Chainmail. This is treated as metallic light armor. You have a 15% arcane spell failure chance, -1 armor check penalty to certain skills, and a +5 maximum dexterity bonus.

    Adamantine Body Docents you equip provide armor equivalent to Full Plate. This is treated as metallic heavy armor. You have damage reduction 2/adamantine, a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum dexterity bonus.

    Lesser Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Lesser Mountain Stance grants +2 Constitution, a 5% boost to AC, 3 physical resistance, and a +25% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Lesser Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Mountain Stance Martial Arts Stance: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Greater Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Greater Mountain Stance grants +3 Constitution, a 15% boost to AC, 12 physical resistance, a +55% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Greater Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Ultimate Mountain Stance Martial Arts Stance: The unyielding mountain focuses on endurance and defense. Ultimate Mountain Stance grants +4 Constitution, a 20% boost to AC, 15 physical resistance, a +70% Insight bonus to melee threat generation, and the critical multiplier of all weapons you use is increased by 1 on rolls of a natural 19 or 20, at the cost of -2 Dexterity and -10% movement speed. While in Ultimate Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

    Stalwart Defender: Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +2 Competence bonus to Strength and Constitution, +10% maximum hit points, a +1 Competence bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Stalwart Defender II: Improved Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +4 Competence bonus to Strength and Constitution, +15% maximum hit points, a +2 Competence bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Stalwart Defender III: Superior Defensive Stance You may expend a Fighter armor boost to become a bastion of defense, gaining a +6 Competence bonus to Strength and Constitution, +20% maximum hit points, a +3 Competence bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Competence bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys: Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, +10% maximum hit points, a +1 Sacred bonus on all saves, 10 physical resistance, and a 10% bonus to Armor Class from armor and shields. You also gain a 25% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys II: Improved Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, 25 physical resistance, and a 20% bonus to Armor Class from armor and shields. You also gain a 50% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    Defender of Siberys III: Superior Defensive Stance You may expend a Paladin armor boost to become a bastion of defense, gaining a +6 Sacred bonus to Strength and Constitution, +20% maximum hit points, a +3 Sacred bonus on all saves, 45 physical resistance, and a 40% bonus to Armor Class from armor and shields. You also gain a 75% Sacred bonus to threat generated with your melee attacks. While in this stance, you move 10% slower.

    (Class) Armor Class Boost I Activate this ability to receive a +5 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost II Activate this ability to receive a +10 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost III Activate this ability to receive a +15 Action Boost bonus to Armor Class for 20 seconds.

    (Class) Armor Class Boost IV Activate this ability to receive a +20 Action Boost bonus to Armor Class for 20 seconds.

    Armor Tiers
    Code:
     			AC	Max Dex	Level
    HEAVY ARMOR
    (Heavy Plates)
    Full Plate		8	1	1 to 7
    Battle Plate		12	1	8 to 13
    Magecraft Plate		16	1	14 to 19
    Mountain Plate		20	1	20 to 24
    Planeforged Plate	24	1	25
     	 	 	 	 
    (Light Plates)
    Light Plate		7	2	1 to 7
    Light Battle Plate	10	3	8 to 13
    Light Magecraft Plate	13	4	14 to 19
    Light Mountain Plate	17	5	20 to 24
    Light Planeforged Plate	21	6	25
     				
    MEDIUM ARMOR
    (Breastplates)
    Breastplate		6	3	1 to 7
    Battle Breastplate	8	4	8 to 13
    Magecraft Breastplate	11	5	14 to 19
    Mountain Breastplate	14	6	20 to 24
    Planeforged Breastplate	18	7	25	
     	 	 	 	 
    (Scalemail)				
    Scalemail		5	4	1 to 7		
    Skirmish Scalemail	6	6	8 to 13	
    Feycraft Scalemail	8	8	14 to 19	
    Spiritcraft Scalemail	11	10	20 to 24	
    Celestial Scalemail	15	12	25		
     	 	 	 	 
    LIGHT ARMOR		 	 	 
    (Chainmail)				
    Chainmail Shirt		4	5	1 to 7
    Skirmish Chainmail	5	7	8 to 13		
    Feycraft Chainmail	7	9	14 to 19	
    Spiritcraft Chainmail	9	11	20 to 24	
    Celestial Chainmail	12	13	25		
     	 	 	 	 
    (Leathers)				
    Leather Armor		3	6	1 to 7
    Skirmish Leather	4	8	8 to 13		
    Feycraft Leather	5	11	14 to 19	
    Spiritcraft Leather	7	14	20 to 24	
    Celestial Leather	9	18	25		
     	
    (Shields) 	 	 	 
    Light Shield		2	-	1 to 7
    Light Darkwood		3	-	8 to 13
    Light Densewood		4	-	14 to 19
    Light Spiritcraft	5	-	20 to 24
    Light Celestial Shield	6	-	25
    
    Heavy Shield		3	-	1 to 7
    Heavy Darkwood		4	-	8 to 13
    Heavy Densewood		5	-	14 to 19
    Heavy Spiritcraft	7	-	20 to 24
    Heavy Celestial Shield	9	-	25
    
    Tower Shield		4	2	1 to 7
    Battle Shield		6	2	8 to 13
    Magecraft Shield	8	2	14 to 19
    Mountain Shield		10	2	20 to 24
    Planeforged Shield	12	2	25
    Things we're still watching:
    Monks and monk splashes. Further changes may be made to the Monk class to give them a more evasive feel and to improve their defensive ability if it is deemed too weak.
    Last edited by Eladrin; 05-24-2012 at 01:58 PM.

  2. #2
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    Combat expertise on beta says 5 AC now and not 10%. It was giving 5 AC as well.

    What are your thoughts for non-earth-stance monks and splashes?
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  3. #3
    Developer Eladrin's Avatar
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    Quote Originally Posted by Ape_Man View Post
    Combat expertise on beta says 5 AC now and not 10%. It was giving 5 AC as well.
    It should be 10%.

    What are your thoughts for non-earth-stance monks and splashes?
    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.

  4. #4
    Community Member psychokitten's Avatar
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    Quote Originally Posted by Eladrin View Post
    It should be 10%.


    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.
    Where exactly is this dodge coming from? Items? As it stands, Rogues and Barbarians have better passive and active dodge at the moment. Improved healing amp is an enhancement, which not everyone takes, where as uncanny dodge is something inherent to those classes.

    And the physical resistance from earth stance is incredibly small for a melee class, given it has nothing to stack with.

  5. #5
    Community Member tharveysinjin's Avatar
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    Quote Originally Posted by Eladrin View Post
    It should be 10%.


    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.
    I just TR'd my monk and took him up 20 levels specced for dex with air stance. The changes don't help my build at all. Will you provide those of us who would like it a free TR into a different race and allow us to re-spec our 20 levels?
    Treachery wears many masks, but none so treacherous as the mask of virtue.

  6. #6
    Community Member noinfo's Avatar
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    Quote Originally Posted by Eladrin View Post
    It should be 10%.


    Monks that are out of earth stance will still have a decent armor class and dodge, being more of an evasion style character than taking the hits. Their improved healing amplification gives them a different way of increasing their overall "effecting hit points" if they have healing abilities.

    I'll be watching monks and monk splashes very closely, they're my primary "worry" with the current numbers. Adjustments will be made as needed.
    First thank you for being upfront with the changes here.

    Now a quick review and impact on how combat goes:

    Amarath elite assume mob too hit of 59
    AC toon AC of 100

    Results in being hit approximately 35% of the time or 1/3 swings
    At this stage a 2nd level long term effect blur reduces that by 20%-> (7%) Big bonus 28%
    Another low level effect reduces that by 10%-> 25% or being hit 1 in every 4 swings for full damage

    Now a short term arcane buff displacement -> 17.5%
    With ghostly -> 15.5% (approximately)

    You then have your other factors such as dodge which lets be generous and say you can hit 20% or 35% reduction

    Without displacement you are getting smashed for effectively full damage over 20% of the time!

    A single short term Arcane buff is now so incredibly powerful that without it the rest of our stuff caps out at a pitiful level.

    So our AC melees are likely to be able to get to 1/4 fully geared assuming ghostly and blur with maximum AC based gear due to massive diminishing returns

    Our Arcanes with Displacement and ghostly 50%*10% no ac means ignoring many other factors will be hit less than half the time.

    As it stands your system has done a pretty good job at bringing low to mid AC back into relevance. It has removed the upper end which was the core self sufficient aspect from many AC builds, you cannot come close to your previous damage mitigation using this system and we are now reliant on a 3rd level spell more than ever. This is an a nerf that was certainly not needed and I would like to hear the actual reasoning for this, were people scared due to the number of AC melee soloing raids and epics? I can to a degree understand the desire for bosses to hit more often but vs trash that can be killed by arcanes and divines so easily this is a slap in the face.
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  7. #7
    Community Member Dolphious's Avatar
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    Quote Originally Posted by noinfo View Post
    Without displacement you are getting smashed for effectively full damage over 20% of the time!

    A single short term Arcane buff is now so incredibly powerful that without it the rest of our stuff caps out at a pitiful level.
    That's a really great point, blurr and displacement should really get a look. It was one thing when defense was so make-shift, but if it's going to get an overhaul it really makes sense to ask what kind of impact a lvl 2 and 3 spell should give.


    Quote Originally Posted by noinfo View Post
    It has removed the upper end which was the core self sufficient aspect from many AC builds, you cannot come close to your previous damage mitigation using this system and we are now reliant on a 3rd level spell more than ever. This is an a nerf that was certainly not needed and I would like to hear the actual reasoning for this, were people scared due to the number of AC melee soloing raids and epics? I can to a degree understand the desire for bosses to hit more often but vs trash that can be killed by arcanes and divines so easily this is a slap in the face.
    While I totally hear where you're coming from, there's a reason you used Amrath as an example. It's really the only place where: 1) trash is dangerous to capped (and reasonably geared) toons, and 2) AC can make a real difference. Ok *maybe* Cannith, *mabye* inspired corner, but it's pretty limited. I'll happily trade loosing some trash defense in Amrath and some other niche places for getting serious defense in every "epic" quest.
    Last edited by Dolphious; 05-24-2012 at 08:17 PM.
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  8. #8
    Community Member Stillwaters's Avatar
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    /snip double post
    Last edited by Stillwaters; 05-24-2012 at 08:59 PM.
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  9. #9
    Community Member noinfo's Avatar
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    Quote Originally Posted by Dolphious View Post
    That's a really great point, blurr and displacement should really get a look. It was one thing when defense was so make-shift, but if it's going to get an overhaul it really makes sense to ask what kind of impact a lvl 2 and 3 spell should give.




    While I totally hear where you're coming from, there's a reason you used Amrath as an example. It's really the only place where: 1) trash is dangerous to capped (and reasonably geared) toons, and 2) AC can make a real difference. Ok *maybe* Cannith, *mabye* inspired corner, but it's pretty limited. I'll happily trade loosing some trash defense in Amrath and some other niche places for getting serious defense in every "epic" quest.
    And see there is the flaw in your logic, that you have to lose one to gain the other. It should not have to be that way.
    Milacias of Kyber

    Leader of the Crimson Eagles Kyber

    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  10. #10
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    Quote Originally Posted by noinfo View Post
    I can to a degree understand the desire for bosses to hit more often but vs trash that can be killed by arcanes and divines so easily this is a slap in the face.
    This. 1000x. Melees are further marginalized by the changes. The ideal group will consist primarily of arcanes and divines, and, in some limited content, a melee tank. I will have one melee in my stable in the future: a new-style tank for the limited content it's needed in. Barbarians are making out like bandits, of course, but I hate playing them.

  11. #11
    Community Member Stillwaters's Avatar
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    Quote Originally Posted by noinfo View Post
    As it stands your system has done a pretty good job at bringing low to mid AC back into relevance. It has removed the upper end which was the core self sufficient aspect from many AC builds, you cannot come close to your previous damage mitigation using this system and we are now reliant on a 3rd level spell more than ever.
    +1

    High end ac types = get missed about 60-70% of the time vs trash 75% in very best armor and shield and stance
    Casting a 3rd lvl spell with 0 ac = get missed about 50% of the time vs trash.

    Only change between this system and live is that now the top end tanks get hit about 4-8 times as often, and the non investment/low investment high DPS toons get hit only 3 times as often as the tanks!

    reference actual math strings: Here , and HERE!
    -Stealth RULEZ- A compilation -Favor 101- "How-to" unlock the game -Boycott the changes- combat changes stink
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  12. #12
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    Quote Originally Posted by noinfo View Post
    I can to a degree understand the desire for bosses to hit more often but vs trash that can be killed by arcanes and divines so easily this is a slap in the face.
    This.

    Please give trash a -20% chance to hit and it'll be a lot less painful.
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  13. #13
    Community Member BTIGER's Avatar
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    Quote Originally Posted by noinfo View Post
    First thank you for being upfront with the changes here.

    Now a quick review and impact on how combat goes:

    Amarath elite assume mob too hit of 59
    AC toon AC of 100

    Results in being hit approximately 35% of the time or 1/3 swings
    At this stage a 2nd level long term effect blur reduces that by 20%-> (7%) Big bonus 28%
    Another low level effect reduces that by 10%-> 25% or being hit 1 in every 4 swings for full damage

    Now a short term arcane buff displacement -> 17.5%
    With ghostly -> 15.5% (approximately)

    You then have your other factors such as dodge which lets be generous and say you can hit 20% or 35% reduction

    Without displacement you are getting smashed for effectively full damage over 20% of the time!

    A single short term Arcane buff is now so incredibly powerful that without it the rest of our stuff caps out at a pitiful level.

    So our AC melees are likely to be able to get to 1/4 fully geared assuming ghostly and blur with maximum AC based gear due to massive diminishing returns

    Our Arcanes with Displacement and ghostly 50%*10% no ac means ignoring many other factors will be hit less than half the time.

    As it stands your system has done a pretty good job at bringing low to mid AC back into relevance. It has removed the upper end which was the core self sufficient aspect from many AC builds, you cannot come close to your previous damage mitigation using this system and we are now reliant on a 3rd level spell more than ever. This is an a nerf that was certainly not needed and I would like to hear the actual reasoning for this, were people scared due to the number of AC melee soloing raids and epics? I can to a degree understand the desire for bosses to hit more often but vs trash that can be killed by arcanes and divines so easily this is a slap in the face.
    I was waiting for you to show up DR. DOOM.
    First off, your AC is too low. You know this. Someone just posed a monk AC of 114. How about let's assume an AC of 140 for YOUR super AC raid geared FULL PLATE WEARING Defensive Stanced toon instead. I'll keep your 59 monster attack bonus for an Amrath Elite.

    I'm not going to show you the math, since you never show yours. Obviously you can handle it.

    Results in being hit 25% of the time.
    Blur now lowers that to 20%
    Cloudkill (I assume you mean) lowers that to 18%
    Ghostly (Incorporeal) lowers that to 16% (or 17% if they round up from 16.2%)

    using Displacement for short periods lowers to 10% (.10125)

    NOW add Dodge 10% without Displacement we have 15%
    w/ Dodge of 20% would be 13%
    w/ Dodge of 30% would be 11% (or 12% if they round up from 11.34% IT WOULD BE NICE TO KNOW)

    NOW! Add Displacement w/ Dodge
    w/ Dodge 10% would be 9%
    w/ Dodge 20% would be 8%
    w/ Dodge 30% would be 7%


    So what's your problem? Looks like you won't have 5% but you will be very close. 5-10 more hits in 100 AND that damage will be mitigated by PRR. I have no problems with this. I think the Devs are being very careful.

    All this hinges on what the upper AC level is (well compared to Monster Attack bonus). Your super pessimistic low Ac of 100 or my more optimistic 140. I think we can already rule you out thanks to the monk poster above. All your numbers are bunk.

  14. #14
    Community Member noinfo's Avatar
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    Quote Originally Posted by BTIGER View Post
    I was waiting for you to show up DR. DOOM.
    First off, your AC is too low. You know this. Someone just posed a monk AC of 114. How about let's assume an AC of 140 for YOUR super AC raid geared FULL PLATE WEARING Defensive Stanced toon instead. I'll keep your 59 monster attack bonus for an Amrath Elite.

    I'm not going to show you the math, since you never show yours. Obviously you can handle it.

    Results in being hit 25% of the time.
    Blur now lowers that to 20%
    Cloudkill (I assume you mean) lowers that to 18%
    Ghostly (Incorporeal) lowers that to 16% (or 17% if they round up from 16.2%)

    using Displacement for short periods lowers to 10% (.10125)

    NOW add Dodge 10% without Displacement we have 15%
    w/ Dodge of 20% would be 13%
    w/ Dodge of 30% would be 11% (or 12% if they round up from 11.34% IT WOULD BE NICE TO KNOW)

    NOW! Add Displacement w/ Dodge
    w/ Dodge 10% would be 9%
    w/ Dodge 20% would be 8%
    w/ Dodge 30% would be 7%


    So what's your problem? Looks like you won't have 5% but you will be very close. 5-10 more hits in 100 AND that damage will be mitigated by PRR. I have no problems with this. I think the Devs are being very careful.

    All this hinges on what the upper AC level is (well compared to Monster Attack bonus). Your super pessimistic low Ac of 100 or my more optimistic 140. I think we can already rule you out thanks to the monk poster above. All your numbers are bunk.
    Obviously you actually don't read threads or you would see the math its not terribly hard to do.
    I see we like to throw in arcane buffs here and dodge bonuses that can't be achieved?
    Monk at 114? That will be impressive to see them achieve that. Did they check to see if their bonuses were bugged? My SD on Beta still has the same AC as it did in the previous one and shows the Combat Feat still. My splash build made it into the first beta, got hammered (also lost quite a bit of AC to the new system not gained it. I actually test stuff first unlike people who prefer to just post unsubstatiated figures) in a pretty straightforward quest.) and due to character copy issues can't get back accross.

    I have several types of AC toons unlike I suspect you who like to throw figures around that are not even based on what can be achieved. Dodge bonus of 30%??? I know 80% of all statistics are made up but really.

    Seriously you have blur and CK stacking and vs trash? You have melee relying on arcanes for displacement (short term buff at best) to achieve even close to effective defense? Play and AC toon NOW with even more blue bar dependance, healing and displacement required.
    Last edited by noinfo; 05-25-2012 at 08:51 PM.
    Milacias of Kyber

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    The Myth- TR will make my character powerful
    The Reality- Those kobolds in Water Works won’t have a chance but nothing else cares-Learn to play your build and all its abilities in actual difficult content, get gear and reaper points in level 30+ content and raids.

  15. #15
    Community Member dameron's Avatar
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    (Class) Armor Class Boost IV Activate this ability to receive a +20 Action Boost bonus to Armor Class for 20 seconds.
    Unless the AP costs for these drop significantly I see no real reason to take them (other than when they're required for prestige lines). The boost will end up doing the same thing as your level increases. The diminishing returns mean that you'll likely get a similar benefit at level from each, so you're spending AP to tread water as your base AC rises.

    LAME.

  16. #16
    Developer Eladrin's Avatar
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    Quote Originally Posted by dameron View Post
    Unless the AP costs for these drop significantly I see no real reason to take them (other than when they're required for prestige lines). The boost will end up doing the same thing as your level increases. The diminishing returns mean that you'll likely get a similar benefit at level from each, so you're spending AP to tread water as your base AC rises.
    We'll look into turning it into a percentage increase. 20%/40%/60%/80% for 20 seconds?

    Why are rangers less dodgier then barbs?
    Barbarians and Rogues get an ability called "Uncanny Dodge", which is where we originally had the bonus listed. Maybe we should move it back there.\

    If the last part is true, why not give monks a dodge % similar to rogues / barbarians?
    I need to make sure that it's true first.

  17. #17
    Community Member Avidus's Avatar
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    Quote Originally Posted by Eladrin View Post
    I need to make sure that it's true first.
    Just by comparision, a monk can no longer reach the high AC of fighters / paladins and thats ok.

    But for an evasive class to start out with less of a dodge bonus than a rogue / barbarian just seems, well, not evasive at all.

    So monks will end up with less dodge % than rogues / barbarians, less AC and less PRR than fighters / paladins.

    Where does this leave them in the scheme of things and what is their intended place in said scheme?
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  18. #18
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    Quote Originally Posted by Avidus View Post
    Just by comparision, a monk can no longer reach the high AC of fighters / paladins and thats ok.

    But for an evasive class to start out with less of a dodge bonus than a rogue / barbarian just seems, well, not evasive at all.

    So monks will end up with less dodge % than rogues / barbarians, less AC and less PRR than fighters / paladins.

    Where does this leave them in the scheme of things and what is their intended place in said scheme?
    guys, you should remember than when the enhancements upgrade comes you will be able to combine ultimate earth stance and stalwart defender at the same time.

  19. #19
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    Quote Originally Posted by krogyy View Post
    guys, you should remember than when the enhancements upgrade comes you will be able to combine ultimate earth stance and stalwart defender at the same time.
    If that stack I'll be amazed.
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  20. #20
    Community Member Hokiewa's Avatar
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    Quote Originally Posted by krogyy View Post
    guys, you should remember than when the enhancements upgrade comes you will be able to combine ultimate earth stance and stalwart defender at the same time.
    If it stacks...regardless, that simply pigeonholes monks into earth stance for the majority of time.
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