On elite? I'm sorry you're wrong. Elite grazes in say amrath hit for 20+. 10 DR from stoneskin helps a great deal but you still take damage, need heals, and can get killed if things get wonky.
But I suppose it's better to have somebody who grinded AC gear for a year+ be completely worthless, right?
If you have 600 HP and a DR of 10, you can get grazed 60 times before you hit 0 HP - that's plenty of time for some healing, and even chugging pots can stay ahead of that.
I don't recall ever saying that grinding AC gear should be useless - I did say that the top AC should not make a character invulnerable because that's no fun for anyone. Regardless, the spread between a top-geared AC toon and an AC-dumping barbarian while raged shouldn't approach 100.
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The danger for a high AC toon is caster mobs. I think the entire fear of having "unhittable toons" is overstated when taking the current game into consideration.
If I had a 138 AC fighter or paladin tank for instance, I could accomplish alot in epic content. I would still not be as powerful as a similarly geared caster though. It would take far more time for that tank to solo their way through the same epic it takes far less time for similarly geared casters to do so. So why is there still a fear that an overgeared melee would be OP to epic trash. Overgeared casters are still far more OP to the same trash.
Heck my bard is one song away from stopping them all in their tracks for ~4 minutes.
Epic trash has to be dangerous? It isnt dangerous to most other classes and build options. But for some reason there is still this fear of making it "trivial" for AC builds as well - to the point where Turbine codes butt naked riding a zebra ogres with 110+ AB.
This makes it so that everyone without the "best AC" has effectively 'no AC" - this is not a demonstration of game balance, as you outline below.
They made their own bed on that issue shortly after the vale was released, and continued to do so. Now the issue has been allowed to continue for too long. If a character needs 92 AC to not be hit in a specific encounter, then 72 AC might as well be 10 AC.
I was just playing NWN on a PW the other day, and noticed I was getting hit alot, so I tossed ona shield that gave me 4 AC, and was able to survive through encounters I could not survive through before.
Of course, the question then becomes "what happens when someone makes a bard/RDD/PM that has 100+ AC? The answer is Ice storm, heh. It doesnt roll to hit.![]()
AC builds do have a weakness. Its just not melee damage.
Invulnerable doesn't exist, perpetuating the myth is ridiculous. Sure on normal or casual but not on elite.
You wannt know what's invulnerable to trash? My 0 AC pale-master that can kill anything from a distance or kite and never have to get into melee range. Way more invulnerable than my 100 AC paladin or 95 AC fighter.
Why? If the person CHOOSES to dump AC completely that's their fault.
I agree that a wider range of AC should be viable, I would prefer to see a 2-40 to-hit variable instead of 1-20. but if a person makes a choice to build a dumped-AC toon that's their choice.
This is really the important point. The enhancements thread took off because Turbine explained "We're changing things, here's the general system we're considering, please comment".
Just throwing in every idea under the sun for AC isn't focused enough to be useful. We need a starting point - what Turbine is considering to assist. Maybe AC reaches an effective cap and everything above that turns into some DR factor. Maybe you tone down a lot of the AC options, and make it easier to reach the "theoretical max" standing AC, but better gear instead consolidates slots better. Maybe you just link AC and Fortification so that your AC gives you a cap on your Fortification, which provides another incentive to have AC, even if you're still getting hit by a 2. Maybe some other wacky idea. So many of the options are completely incompatible with each other that we need to have a starting place of which direction they want to go, and our input helps define how the changes they propose will impact our gameplay, and uncover any issues with it that they haven't considered.
Did someone already suggest somethings like extra damage for a cetain gap between our AC and the hit numbers of the mobs? Let's say that's if a hit score by a more then 10, certain damage is added to the hit.
+11->x extra damage or +x% damage
+12->y extra damage or +y% damage (y>x)
...
PC could get this kind of bonus too, but less important since the grazing hits of the mobs are less important then PC.
Grodon, I thought you were abstaining from this discussion until we saw what the devs had in mind so far.
On the topic of invulnerability, grazing hits from hard-hitting monsters like raid bosses are absolutely still a major risk.
In addition to that, so is spell damage, and in the case of LoB, so is getting stunned or caught in a whirlwind.
Have 95% miss chance from AC does not render you invulnerable, and while it may make healing much easier, and the raid easier, remember that to get to enough AC, HP and hate to fill the role takes a ton of planning, grinding and some luck, and then even once you get all the gear, tanking still takes some skill. Vs. trash, who cares if nothing can touch you? While I think casters will get balanced a bit at some point, the fact remains that they can, and really should be able to kill most trash with almost zero risk to themselves, and do so much faster than a turtle can.
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Yeap exactly.
If I need 92 AC to be hit on a 20 only, normally 72 AC is then worthless - The only people who will build for AC are those who want to go the full monte.
Doubling the range makes 52 and below worthless. My monk has an accidental AC of 55 unbuffed. At this point I am in the range where its now a decision for how I want to build - getting hit less or doing more damage. Before it was just "build for DPS, and play like a striker", letting someone else take aggro then throwing down the stuns and damage.
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Here is the really TLDR version.
It's a bell curve on a graph with one axis (x-axis) as mob to hit roll (with center of the bell curve at mob's base to hit + 10) and the other axis as the percentage chance for that exact to hit roll (remember you hit all AC's of that number or lower with that roll). Instead of rolling a d20 (or twice as you state) the game just rolls a percentage chance with a few decimal places which is trivial for a computer to do and from that determines what AC the mob rolled to hit.
Basically it would be much more common for a mob to roll very close to it's to hit +10 then it would for it to roll more or less with it becoming less and less likely as you get farther away.
Do a quick search for the term 'bell curve' I am sure there will be tons of graphs that come up that you can then visually see what I am talking about here.
I am going to try and post an image of it...link is first if that does not work
http://www.google.com/imgres?imgurl=...9QEwBw&dur=444
![]()
Last edited by Cyr; 02-16-2012 at 11:24 AM.
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You did this again? Ridiculous. It's pointless and annoying to make a Let's Talk thread when YOU ARE NOT A DEV. Call your threads something else.
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