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Originally posted by Moltier
Devs! Please read and reply.
(WARNING, huge post with way too much, but required info)
Since in the last update nothing really changed again, it is time for me to post again.
Maybe its not too late. Maybe.
But some quotes first:
“We look forward to your questions.
-Torc”
“Vargouille:
All of the threads are being read. Some posts take a lot more time, so it's not like dev attention is being supremely focused in one direction. Eladrin spent a long time writing up AC as well as Poison & Disease, but those first two (well, three) large posts are still only three posts. Writing up a short reply about one Epic Destiny Enhancement might take only a few minutes, so far more such posts may be written.
It's misleading to presume that number of posts within topics is the same thing as amount of focus and attention on those topics.”
Last post from a dev in these threads: (there were over 1600 posts around this point, in the dev started threads alone)
05-24-2012
Number of replies to AC threads: ~15.
Since beta1, basically nothing changed. Coincidence?
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Hopefully this will open the devs eyes.
I bolded some lines to make the problems more noticable (both that hurt us and help us). Actually most lines should be bolded, but the problems are the same usually.
(Player’s Attack Bonus + 10.5) / (Target’s Armor Class * 2) + 25%, rounded to nearest 5%
(Not counting player attack sequence) (or Precision feat +5%)
-5 to hit lvl1 caster in full plate vs 5AC kobold: 80% chance (little bit broken)
-5 to hit lvl1 caster in full plate vs 35AC elite GH mob: 33% → 35% chance (totally broken)
-5 to hit lvl1 caster in full plate vs 65AC epic boss: 29% → 30% (seriously?)
-5 to hit lvl1 caster in full plate vs 80AC future boss: 28% → 30% (...)
-5 to hit lvl1 caster in full plate vs 160AC god: 26% → 25% (cute)
10 to hit lvl1 guy vs 5AC weak kobold: 230% → 95% chance (no change here)
10 to hit lvl1 guy vs 35AC elite GH mob: 54% → 55% chance (broken)
10 to hit lvl1 guy vs 65AC epic boss: 40% → 40% chance (seriously?)
10 to hit lvl1 guy vs 80AC future boss: 38% → 40% chance
30 to hit mid lvl guy vs 5AC weak kobold: 430% → 95% chance (no change here)
30 to hit mid lvl guy vs 35AC elite GH mob: 83% → 85% chance (good!)
30 to hit mid lvl guy vs 65AC epic boss: 56% chance (broken)
30 to hit mid lvl guy vs 80AC future boss: 50% chance
40 to hit undergeared lvl20 guy vs 5AC weak kobold: 95% (no change here)
40 to hit undergeared lvl20 guy vs 35AC elite GH mob: 97% → 95% (no change here)
40 to hit undergeared lvl20 guy vs 65AC epic boss: 63% → 65% (broken)
40 to hit undergeared lvl20 guy vs 80AC future boss: 56% → 55%
65 to hit epic melee vs 65AC epic boss: 83% → 85% (not good, but its ok)
65 to hit epic melee vs 80AC future boss: 72% → 70% (broken)
65 to hit epic melee vs 160AC god: 48% → 50% (the lvl caster with negative to hit can reach 25%...)
80 to hit future melee vs 65AC epic boss: 94% → 95% (broken, yet works)
80 to hit future melee vs 80AC future boss: 81% → 80% (broken)
80 to hit future melee vs 160AC god: 53% → 55%
80 to hit future melee vs 500AC: 34% → 35% (just for fun!)
The higher we go with to hit and enemy AC, the worst it become for us.
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(Monster’s Attack Bonus + 10.5) / (Target’s Armor Class * 2)
0 to hit monster vs 10AC: 53% chance to hit
0 to hit monster vs 20AC: 26%
0 to hit monster vs 40AC: 13%
0 to hit monster vs 60AC: 9%
0 to hit monster vs 80AC: 7%
0 to hit monster vs 100AC: 5%
0 to hit monster vs 120AC: 5%
20 to hit monster vs 20AC: 76% chance to hit
20 to hit monster vs 40AC: 38%
20 to hit monster vs 60AC: 25%
20 to hit monster vs 80AC: 19%
20 to hit monster vs 100AC: 15%
20 to hit monster vs 120AC: 13%
20 to hit monster vs 140AC: 11%
20 to hit monster vs 160AC: 10%
20 to hit monster vs 180AC: 8%
40 to hit monster vs 30AC: 84% chance to hit
40 to hit monster vs 40AC: 63%
40 to hit monster vs 60AC: 42%
40 to hit monster vs 80AC: 32%
40 to hit monster vs 100AC: 25%
40 to hit monster vs 120AC: 21%
40 to hit monster vs 140AC: 18%
40 to hit monster vs 160AC: 16%
40 to hit monster vs 180AC: 14%
60 to hit monster vs 40AC: 88%
60 to hit monster vs 60AC: 59%
60 to hit monster vs 80AC: 44%
60 to hit monster vs 100AC: 35%
60 to hit monster vs 120AC: 29%
60 to hit monster vs 140AC: 25%
60 to hit monster vs 160AC: 22%
60 to hit monster vs 180AC: 20%
80 to hit monster vs 50AC: 90%
80 to hit monster vs 60AC: 75%
80 to hit monster vs 80AC: 57%
80 to hit monster vs 100AC: 45%
80 to hit monster vs 120AC: 38%
80 to hit monster vs 140AC: 32%
80 to hit monster vs 160AC: 28%
80 to hit monster vs 180AC: 25%
100 to hit monster vs 60AC: 92%
100 to hit monster vs 80AC: 69%
100 to hit monster vs 100AC: 55%
100 to hit monster vs 120AC: 46%
100 to hit monster vs 140AC: 39%
100 to hit monster vs 160AC: 35%
100 to hit monster vs 180AC: 31%
120 to hit monster vs 70AC: 93%
120 to hit monster vs 80AC: 82%
120 to hit monster vs 100AC: 65%
120 to hit monster vs 120AC: 54%
120 to hit monster vs 140AC: 47%
120 to hit monster vs 160AC: 41%
120 to hit monster vs 180AC: 36%
120 to hit monster vs 1000AC: 6.5%
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If its not obvious, here are the problems:
The differences are way to low for the extra work. Often 3-5 point increase to hit or AC at high level means next to nothing. These both true for players and mobs.
Its always the last few points are the hardest to get, but now its the least usefull.
The usual epic mob hit almost as often then the current badass eLoB. And the higher these numbers go, the closer the hit chance get.
80 to hit future melee vs 80AC future boss: 81% → 80% chance to hit
75 to hit future melee vs 80AC future boss: 78% → 80%
65 to hit epic melee vs 65AC epic boss: 83% → 85%
70 to hit epic melee vs 65AC epic boss: 87% → 85%
107 to hit eLoB vs 120AC avarage tank: 49%
79 to hit nLoB vs 120AC avarage tank: 37%
75 to hit eHoroth vs 120AC avarage tank: 36%
65 to hit nHoroth vs 120AC avarage tank: 31%
70 to hit weak epic mob vs 120AC avarage tank: 33%
80 to hit avarage epic mob vs 120AC avarage tank: 38%
90 to hit strong epic mob vs 120AC avarage tank: 42%
107 to hit eLoB vs 80AC dps melee: 73%
79 to hit nLoB vs 80AC dps melee: 56%
75 to hit eHoroth vs 80AC dps melee: 53%
65 to hit nHoroth vs 80AC dps melee: 47%
70 to hit weak epic mob vs 80AC dps melee: 50%
80 to hit avarage epic mob vs 80AC dps melee: 57%
90 to hit strong epic mob vs 80AC dps melee: 63%
107 to hit eLoB vs 180AC avarage tank: 32%
79 to hit nLoB vs 180AC avarage tank: 25%
75 to hit eHoroth vs 180AC avarage tank: 24%
65 to hit nHoroth vs 180AC avarage tank: 21%
70 to hit weak epic mob vs 180AC avarage tank: 22%
80 to hit avarage epic mob vs 180AC avarage tank: 25%
90 to hit strong epic mob vs 180AC avarage tank: 28%
Then apply all the other sources like dodge, PRR, DR, concelament (or even incorp.) and they will be even closer to each other.
Put the 80AC mainly dps focused but high HP character into tanking position, and your golden.
With the new gears, 80AC isnt as hard to reach as before. Be a fighter or paladin and you are pretty close already. Or be a barbarian, and you have higher dodge.
Or put there the slow to level, most grind required AC tank, and heal half as much...
Epic LoB and any future melee boss would become a joke.
On the other hand, these tanks will take a lot of damage from mobs and will need heal there as well, and actually quite a lot since they kill slower then the dps guy with half as much AC.
Also, if i would take a huge meteor into the face, i would expect myself to take the hit and die. It doesnt matter if i wear a paper hat, or a metal helmet.
When elite horoth (the meteor) hit a low AC barbarian (the face), im sure the barbarian player expect to get hit. Maybe if the barbarian wears a lot of magical defenses, then the barb should have a chance.
When i swing a staff with a lvl1 wizard in full plate without armor proficiency, i expect my wizzy to miss high lvl mobs almost all the time. And especially not hit epic mobs 25% of the time and graze them 70% of the time. Btw sneak attacks apply to grazes, so a rogue with 8STR and DEX with his fist could do a hundred of damage/hit. Which means you can throw out the enemys ACs on the window vs rogues, since half of their damage comes from sneak attacks, and with the new system, they will hit often anyway.
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Let see the old broken AC system.
D20, so pretty easy, too easy actually, and thats its problem.
This a quote from Eladrin:
“(Tabletop D&D has a few systems that address the disparity, such as additional attacks per turn at increasing penalties - even if the first attack will hit you 95% of the time, the second or third attack might miss if you have some focus on AC.)”
I have suggested to apply these penalties to monsters before multiple times, and not just me but many of us.
This is how it should look like:
0-10 mob to hit: 0
11-30 mob to hit: 0/-5
31-50 mob to hit: 0/-5/-10 (GH, vale)
51-70 mob to hit: 0/-5/-10/-15 (amrath, cannith)
71-90 mob to hit: 0/-5/-10/-15/-20 (cannith, high lvl bosses, epic mobs)
91-110 mob to hit: 0/-5/-10/-15/-20/-25 (most epic bosses, eLoB)
111-130 mob to hit: 0/-5/-10/-15/-20/-25/-30 (future bosses)
etc...
Spells and special attacks shouldnt break these sequences.
Usefull AC ranges with the suggested system:
GH: AC range is 25-30 now. 35-40AC would be more usefull. AC with some investment would work there. Its not perfect protection, but it helps.
Amrath, Cannith: AC range is 35 now. 55-60AC would be usefull.
Cannith, High level bosses, epic mobs: AC range is 40 now. 70AC would work.
Epic LoB and epic bosses: AC range is 45 now. 90-95AC would work.
Now compare these to the new broken system:
New: 20 to hit vs 20, 30 and 40AC: 76%, 51%, 38%
Suggested: 20 to hit 20, 30 and 40AC: 87.5%, 42,5%, 5%
New: 40 to hit vs 40, 50 and 60AC: 63%, 51%, 42%
Suggested: 40 to hit vs 40, 50 and 60AC: 77%, 30%, 5%
New: 60 to hit vs 50, 60, 70 and 80AC: 71%, 59%, 50%, 44%
Suggested: 60 to hit vs 50, 60, 70 and 80AC: 91%, 65%, 24%, 5%
New: 80 to hit vs 70, 80, 90 and 100AC: 65%, 57%, 50%, 45%
Suggested: 80 to hit vs 70, 80, 90 and 100AC: 84%, 53%, 20%, 5%
New: 100 to hit vs 80, 90, 100, 110 and 120AC: 69%, 61%, 55%, 50%, 46%
Suggested: 100 to hit vs 80, 90, 100, 110 and 120AC: 92.5%, 75%, 45%, 17.5%, 5%
See the wonder? It scales well, it provides good defense for moderate AC character vs epic bosses, yet it wouldnt kill the very high AC characters.
In non epics even 60AC would work, in epics even 80AC would give almost 50% defense vs mobs.
As bonus for anyone with armor, give 5, 10, 15% DR (light, medium and heavy armor) if have proficiency, and 5% bonus to adamantine and mithral. More to defenders.
Player to hit would remain the same, so everyone happy. No PA rage, no need to change half the game (thats what devs doing atm).
Oh and its based on DnD!!!
Now about that magical 5%. First, that 5% after adding in the grazing hits are 15-20% in elites, epics.
Against mobs, it shouldnt bother the devs, since every caster can deal with them without trouble.
Why should melees have a goal to be well protected from them? Its not like these AC characters kill like a barbarian, or a caster.
Against bosses it could be a problem in a raid, if the raid is poorly designed, if nothing else happen, just a boss melee a tank. With the new system, tanks could be really close to this 5% without team effort. With my suggestion, tanks could reach it only with really really good team work in epic levels. Elite Horoth doesnt matter anymore. He is old. Though he is still badass vs non epic geared characters.
After more then a year, non ever could reach that 5% against eLoB with debuffs.
The new system would make AC and other sources OP there.
The suggested attack sequenc would make it usefull, but far from OP, but we could still have a goal to be better. With the new system its not possible. 1% with lot of effort isnt improvement, its silliness.
Again, with the attack sequence, just some basic changes needed.
Also,