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  #1  
Old 07-10-2013, 11:14 AM
Furniture
Hill Giant
 
Join Date: Aug 2012
Posts: 205
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Quote:
Originally Posted by Goryani View Post

Due to the way the D20 system works, infinite AC should result in an average damage per hit around the 4th DI interval. No min hit is listed but a mob that hits for 52 max and average of below 32 should have a min hit around 14. That would put DI = 2. The 4th DI would be ~18 damage. Therefore, infinite AC should result in an average hit of 18.

Mitigation is subject to diminishing returns (and not just because of any softcaps). A min hit can't be mitigated any lower. Extra AC has zero effect on min hits at the old AC value. It doesn't seem unreasonable that banded is already well into diminishing returns territory. The test needs to be repeated with leather and silk equivalent. It also needs to be repeated for upgrading more than the 7 slots covered by banded/fine plate.



A 4-5% increase in mitigation is not trivial. It's actually quite large. How many extra swings does it take to kill the fine plate geared toon compared to the banded toon? How much time is that?
While this seems like it would be correct, when you actually add in absurd amounts of AC directly, mitigation is reduced to the first interval 100% of the time.


The way I've dealt with this whole thing which works quite well, is by adding a bonus to the amount of AC. At varying levels of increased AC, there is significant mitigation differences between armor sets.
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  #2  
Old 07-10-2013, 10:59 PM
jsr
Hill Giant
 
Join Date: Aug 2008
Location: melbourne
Posts: 187
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Quote:
While this makes sense, when increasing or decreasing a mobs strength by large amounts, I have seen absolutely 0 change in mitigation.
Quote:
It seems to work pretty well for client attacks though
I'd expect this outcome if you changed an NPC's stats without doing a #repop.
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  #3  
Old 02-23-2014, 11:26 PM
wtbmacestun
Fire Beetle
 
Join Date: Mar 2010
Posts: 16
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I have a copy of the code kegz used to fix ac on his server if anyone is interested.

Actually I found it in his github as well. Here you go

https://github.com/epicemu/Server/bl...one/attack.cpp

Code:
if(RuleB(Combat, UseIntervalAC)) {			
			//int8 leveldif = ((other->GetLevel()) - (this->GetLevel())); // //AC Damage Reduction Level Diff - Kegz @ EpicEmu.com
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f)); //AC Damage Reduction - Kegz @ EpicEmu.com
		}
		else {
			//float acdiv2 = 0.25;
			//int otherac = other->GetAC();
			//damage = ((max_dmg+eleBane) - (otherac * acdiv2/100.0f));
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}		

		//check if we're hitting above our max or below it.
		if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
		    //damage = (min_dmg+eleBane);
			damage = ((min_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
		if((max_dmg+eleBane) != 0 && damage > (max_dmg+eleBane)) {
			mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
		    //damage = (max_dmg+eleBane);
			damage = ((max_dmg+eleBane) - (otherac * acdiv/100.0f));
		}
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