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Old 02-13-2008, 05:50 AM
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cavedude
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Yes, that's correct.
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Old 02-13-2008, 06:46 AM
ChaosSlayer
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Quote:
Originally Posted by cavedude View Post
Yes, that's correct.
I am stil VERY lost of on how the Ac variables affect the final output...
Could you please explain excatly (in as much details as posible) how AC improves combat survival?
And how does 3 Ac variables modify default formulas?
And what excatly is "ac interval"???

Much thanks =)


Oh another thing - with the new system - exctaly HOW the stats affects mobs final damage output? STR? DEX? mindmg, maxdmg?

I been doing test runs around the server and lev 20 mobs were hiting on my lev 200 bard for FULL damage wihout a single miss
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Old 02-13-2008, 06:58 AM
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cavedude
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I can't tell you exactly how it works, KLS wrote the system.

Those 3 variables are not used when Combat:UseIntervalAC is set to true. I'm really going to try to free up some time to convert the last remaining variables to rules so we can drop that ancient table. All it does is cause confusion *sigh* With it set to false, odds are the default AC system is broken anyway.

IntervalAC is just the name of the current AC system.

Using a level 200 toon is an unfair test really, as that is WAY higher than what even Live EQ supports. The results can be unexpected. However did you remember to set your skills? If your defense is 0, for example they're going to whack you, and whack you hard regardless of anything else. Likewise, if your skills are too high (level 1 player with 400 skills) you're going to be hitting for full every time.
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