View Single Post
  #8  
Old 03-09-2008, 02:06 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Quote:
Actually AC has no impact on wethever a npc will hit a player or not . level + defense skill vs level + weapon skill - avoidance and AAs will determine if a NPC hits or not . Then it checks all the skills (dodge, block, etc..) .
Ya, that was the other concern of mine. From my testing, it seems that NPCs only land more hits at high levels if they are considerably higher level than the player. I really just don't want to have level 100 trash and level 150 bosses (if that is even possible). If that is the only way to do it, I will just leave things as they are now. Maybe the next end-game zone I do, I will try some really high level NPCs and report my test findings while I tune it.

In my testing on the current system, I have found that if I want NPCs to land hits in the thousands, their STR has to be in the thousands. That doesn't seem right to me, but it works. If attack will let me lower STR and still hit high, that may be useful depending on how it calculated the hits. One of the main issues I have right now is that min/max damage are only caps and don't seem to calculate into actual damage. It seems that STR is what decides how hard the NPC will hit. So you have to adjust both STR and Min/Max to the right range or your encounters will be not work properly at all.

Sorry, not trying to derail your post. I am just trying to get an idea of what attack will do differently than STR. I imagine you would be able to set much lower STR and have high attack and the mobs would hit in the correct range. But if it does nothing different than what STR already does now, it would mostly just be 1 more field to fill out and tune.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!

Last edited by trevius; 03-09-2008 at 10:10 PM..
Reply With Quote