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    Developer Eladrin's Avatar
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    Feb 2006
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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.

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