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Old 05-02-2003, 10:50 PM
Sterbla
Fire Beetle
 
Join Date: Apr 2003
Posts: 21
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A Hill Giant's max damage of 97 would be on a character with 0 AC or of much lower level than the HG. Also a player sitting is considered level 1 with 0 AC in EQLive as mobs will usually go after them first when pulled and also most of the time hit with the maximum of attacks they can do in one round (i.e. a double hit plus a kick or bash from a Hill Giant)

The main problem - and it is being worked on here from what I've read - is that AC and AGI along with the defensive skills affect firstly IF the mob can hit the player and secondly for HOW MUCH. However, any mob can "pierce" through a player's defense, thus hitting for full damage if the player's "mitigation roll" fails.

For detailed numbers on mitigation I can't help much...I've played a cleric to level 61 and a necro to level 57 and neither class had really good AC nor mitigation (cleric had an AC of roughly 1000 and most mobs could squish her with ease). However it is known that different classes are on different mitigation and "AC benefit" tables:

-Tanks (warrior, pally, SK) - have the highest mitigation and "AC benefit"
-Melee (ranger, rogue, monk, beast lord) - have a worse mitigation than the tanks. Worse enough that they often can't main tank in a regular group (except the monk but that is due to the "block" skill)
-Priests (cleric, druid, shaman) - lowest "AC benefit" with the casters; mitigation is also deplorable
-Casters (chanter, necro, mage, wizzy) - lowest "AC benefit" along with priests but also slightly lower mitigation

I hope I didn't forget any class :p

By the way, if mitigation and AC have to be done from scratch then would it be possible to tie it to the armor type of a class? Optimum would be to directly tie it to the armor worn but that seems impossible. Doable might however be to tie it to a player's favourite armor type. This would mean that mitigation would be sorted about like this, from highest to lowest mitigation:

-Plate class (warrior, pally, SK, cleric) - the tanks have better defensive skills than the cleric so they will always be hit less than the cleric
-Chain class (ranger, shaman, rogue) - same as above
-Leather class (monk, Beast Lord, Druid) - monks have the best defensive skills to avoid damage; with the efficiency of block they take much less damage than their fellow leather users and can still do some pulling
-Cloth class (mage, chanter, wizzy, necro) - paper armor doesn't really soften a blow, so they are down here :p

Those are just a few thoughts and small, tiny bits from how I think EQLive works. I don't know if and when such things have been discussed or if they are doable at all. If it's mostly nonsense for current developpement issues then ignore it. If it is of any help then I'm glad to have been of use, though not much.
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