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Guide to AC.

 
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kapruski



Joined: 10 Jun 2012
Posts: 56

PostPosted: Sun Jun 10, 2012 8:05 am    Post subject: Guide to AC.

This was written before a little incident that shall go further unmentioned, and since it's for the players, I'll add it.

Everything you need to know about AC.

This guide should explain what AC is, how it functions, and what you can gain from it.

The History of AC comes from D&D. The only thing that's relevant or important to know is that ,in D&D, AC provided the change to completely avoid damage. You either took a hit or were missed. This was based on a "dice roll", where in the game D&D real dice were used, and where in video games where random sets of numbers can be found for things like damage and healing and experience gains, virtual dice are used. The roll was "to hit", so whatever you rolled for the dice to hit an AC value of X, if you were at or above the requirement, you hit, and if below you missed. Modifiers to the "to hit" value also affected this either negatively or positively. For instance, if you were blind then you rolled, and took a penalty "to hit" of the amount blindness gave. If this modified number still reached the required threshold, you hit. As blindness usually gave a reasonably sized penalty, you require a much higher roll to hit.


Fast foward to MUDs and AR. In this, the trend of AC being futher into negative is still retained (D&D scored AC as better if further towards zero than infinity, and further towards -infinity than zero once you got below that point), however, the range of it was increased dramatically. You could say -10 AC in D&D would be like -100 AC in AR. basically, the whole scale was expanded to make numbers more reliable if you geared a certain way.
In AR, this AC grants you the ability to be completely missed. However, unlike D&D it also grants damage reduction.


Here's an example:
Code:
 
               Armor Vs Pierce:  -137      Saving Throws     |
|  Hitroll: 13        Vs Bash:    -126     Afflictive:  -1    |
|  Damroll: 13        Vs Slash:   -121     Maledictive: -1    |
|                     Vs Exotic:  -86      Mental:      -4    |
 \==========================================================-/
You are affected by the following:

Honund the butcher's cleave misses you.
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave misses you.
Honund the butcher's cleave maims you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's wild cleave wounds you.
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's wild cleave MASSACRES you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave maims you!

/                                                             |
|               Armor Vs Pierce:  80        Saving Throws     |
|  Hitroll: 7         Vs Bash:    80       Afflictive:  -1    |
|  Damroll: 1         Vs Slash:   80       Maledictive: -1    |
|                     Vs Exotic:  80       Mental:      -1    |
 \==========================================================-/

<402hp 772m 434mv>
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave DISEMBOWELS you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave DISEMBOWELS you!
Honund the butcher's cleave MUTILATES you!
Honund the butcher's cleave DISEMBOWELS you!
Honund the butcher's cleave DISEMBOWELS you!
Honund the butcher's cleave MUTILATES you!

---------------------------------------------

-----


|               Armor Vs Pierce:  -320      Saving Throws     |
|  Hitroll: 20        Vs Bash:    -301     Afflictive:  -10   |
|  Damroll: 18        Vs Slash:   -327     Maledictive: -7    |
|                     Vs Exotic:  -240     Mental:      -18   |
 \==========================================================-/

Honund the butcher's cleave misses you.
Honund the butcher's cleave misses you.
Honund the butcher's cleave maims you!
Honund the butcher's wild cleave MASSACRES you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave decimates you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave misses you.
Honund the butcher's cleave maims you!
Honund the butcher's cleave maims you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave misses you.
Honund the butcher's wild cleave DISMEMBERS you!
Your punch MUTILATES Honund the butcher!
Honund the butcher's cleave maims you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave devastates you!
Honund the butcher's cleave devastates you!
Honund the butcher's wild cleave MASSACRES you!


You will notice a large difference. So far these are the ranges I have deduced from recording:

Code:

scratch = 1 - 3
graze = 4 - 6
hit =  9, 7, 12, 10, 10, 10, 10, 11, 11, 11, 11
injure = 13, 15, 13, 13, 14, 16, 13, 15, 13,
wound = 20, 18, 18, 19
maul = 23, 21


[regarding these numbers, I leave it up to individuals to extrapolate for themselves how much a devastate or a MASSACRE is]

I worked out that essentially, in the above example, the damage reduced was approximately an average of 3-6 per 100 AC.
At first that doesn't seem too good, but it would be unusual if AC provided a strict integer reduction. Further attempts seem to reveal that the reduction is percentage based.
Code:
 
fully geared.
A gate guard's slice MUTILATES you!
A gate guard's slice DISEMBOWELS you!
A gate guard's slice MUTILATES you!
A gate guard's slice DISEMBOWELS you!
A gate guard's slice misses you.

naked.
A gate guard's slice DISMEMBERS you!
A gate guard's slice DISMEMBERS you!
A gate guard's slice DISMEMBERS you!
A gate guard's slice DISMEMBERS you!

fully geared.
A gate guard's slice DISEMBOWELS you!
A gate guard's slice DISEMBOWELS you!
A gate guard's slice DISEMBOWELS you!
A gate guard's slice DISEMBOWELS you!


In this instance, the difference in damage corresponds perfectly well to the first example, if we consider it as percentages.

In essence, AC provides 10% damage reduction per 100 AC below zero. The flipside is that if you are a giant, who has positive AC especially in the magic or "exotic" realm, you are actually taking bonus damage if we consider zero AC to be the standard point. This means those things with high magical def values, like demon razorskin shoulders and the like, are perfectly suited to giants. This is very likely one of the secrets of the "Fire Giant of Doom".


If we consider this as Effective HP values, a pendant of vitality, at 25 hp, grants you 32.5 effective hp if your damage reduction is 30% by virtue of having -300 AC. Conversely, with a race such as a giant, you gain high natural hp value, and hp items are far less efficient, while stacking on the AC synergizes perfectly well with the natural HP of giants.


Sadly, this can only be of academic interest now, as objects which provide a (X to AC) value are completely additive now. There were modifiers before for slots of equipment, where a value of -6 to AC could actually grant you 14-20 AC across the board. Regular armor is also additive now. -6 to slashing is -6 no matter the slot. I double checked to be sure.


This might've been useful or relevant for races with extreme vulnerabilities. Giants vs effigies, illithid vs slashing, they have low dex, and therefore low natural AC. With enough supplemental AC, shaving 10-20% damage off of their vulns could protect them reasonably well.


edit: cleaned up some typos and clarified a point or two.
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kapruski



Joined: 10 Jun 2012
Posts: 56

PostPosted: Sun Jun 10, 2012 8:33 am    Post subject:

Addendum: AC provides the ability to be missed completely with relative ease from rank 1-30. Beyond this the system is claimed to break down, as the original mud was designed for max of 30 levels. However, in the upper (or lower) numbers of AC, specifically 300-500 or more, you can still be missed completely.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Sun Feb 24, 2013 8:36 pm    Post subject:

Hi kapruski!

Wow. That's a very nice post and I really appreciate you taking the time to write that up for everyone's benefit. You were spot on for a lot of stuff, and I will confirm that the damage reduction is percentage based. But you are incorrect about the slot multipliers being removed for regular armor, so I would like to clear that up for you and everybody else to extend my regards.

Example: Before and after wearing a platinum plate:

Code:

|               Armor Vs Pierce:  50        Saving Throws     |
|  Hitroll: 11        Vs Bash:    50       Afflictive:  0     |
|  Damroll: 11        Vs Slash:   50       Maledictive: 0     |
|                     Vs Exotic:  50       Mental:      0     |

You wear platinum plate over your torso.
(Armor class is 9 pierce, 9 bash, 9 slash, and 3 vs. magic.)

|               Armor Vs Pierce:  4         Saving Throws     |
|  Hitroll: 11        Vs Bash:    4        Afflictive:  -4    |
|  Damroll: 12        Vs Slash:   4        Maledictive: 0     |
|                     Vs Exotic:  28       Mental:      0     |


Notice that I got ~46 armor vs slash from only 9 armor class. That indicates that the multiplier is 5.

Another thing that would be nice to include, is that the damage reduction has diminishing returns after a certain point (I think ~150 armor class). Its definitely not a useless stat, but it does become a premium to find. This is deliberately taken advantage of in the game actually. If you ever have a look at the stats on Winter eq - the equipment that provides the best damage bonuses - you would notice a distinct lack of any magic ("exotic") armor class on them. In fact magic armor class is generally really hard to find, which is why things like fiery dagger are very effective PK'ing weapons despite the weapon ave being lower than hell-blades.


The slot multiplier does not apply to magic affects on the item because they would be treated as an individual bonus to stat, rather than per-slot. This can be changed, but it seems unnecessary to do that. However, what I am going to argue is that these items were BUGGED, because they improve your armor class by only 1 point, instead of by 10 points. That is why you don't see the slot multiplying. Its too small a bonus. I will need to think about whether I want to fix the bug or rename the "ac" to "armor class" in the effect. We probably don't want to make invoker enchant armor very OP all of a sudden.
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Eloret
Immortal


Joined: 05 Jan 2010
Posts: 403
Location: Rhode Island

PostPosted: Mon Feb 25, 2013 2:18 pm    Post subject:

I have found the invoker enchant armor to be relatively useless to higher ranked invokers. I just never saw the benefit in enchanting titanium fullplate armor or something of the sort that the Invoker would have some sort of struggle regaining. So the advantage of an extra few armor class was not worth the risk of losing the other attributes the armor would offer. A lower rank invoker I could see the need if one layer of enchant armor would offer them whatever the mulitplier is like -1 x 5 = -5 ac. That could get very beneficial to a low rank invoker who is trying to solo rank.
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kapruski



Joined: 10 Jun 2012
Posts: 56

PostPosted: Fri Mar 08, 2013 3:10 am    Post subject:

Thanks for the shout out, but I really cant take any credit for it. It was Fireballer's study he wanted me to post for him when his forum account got banned.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Fri Mar 08, 2013 5:10 am    Post subject:

ok
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Fireballe2



Joined: 19 Jun 2012
Posts: 379

PostPosted: Sat Mar 16, 2013 5:40 pm    Post subject:

AC multipliers.

head *2
torso *4
arm *3
hand *1
leg *3
feet *1

body *2
waist *1
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