test# | 2 | 5 | 3 | 8 | 9 | 10 | 11 | 12 | 13 |
AC | 1049 | 976 | 894 | 834 | 665 | 753 | 879 | 808 | 920 |
AGI | 137 | 137 | 137 | 137 | 88 | 88 | 88 | 88 | 88 |
Swings | 9439 | 5829 | 11817 | 7226 | 7801 | 6878 | 13255 | 9300 | 5739 |
Hits | 4011 | 2464 | 4981 | 2969 | 3351 | 2912 | 5716 | 3901 | 2426 |
Misses | 5428 | 3365 | 6836 | 4257 | 4450 | 3966 | 7539 | 5399 | 3313 |
Hit% | 0.425 | 0.423 | 0.422 | 0.411 | 0.430 | 0.423 | 0.431 | 0.419 | 0.423 |
- error | 0.010 | 0.013 | 0.009 | 0.012 | 0.011 | 0.012 | 0.009 | 0.010 | 0.013 |
Miss% | 0.575 | 0.577 | 0.578 | 0.589 | 0.570 | 0.577 | 0.569 | 0.581 | 0.577 |
- error | 0.010 | 0.013 | 0.009 | 0.012 | 0.011 | 0.012 | 0.009 | 0.010 | 0.013 |
Max hit | 34 | 34 | 34 | 34 | 34 | 34 | 34 | 34 | 34 |
Avg dmg | 8.18 | 8.41 | 10.12 | 11.72 | 19.04 | 15.02 | 10.54 | 12.38 | 9.59 |
- error | 0.13 | 0.17 | 0.12 | 0.16 | 0.14 | 0.17 | 0.12 | 0.15 | 0.17 |
test# | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
AC | 1049 | 976 | 894 | 834 | 665 | 753 | 819 | 879 |
AGI | 137 | 137 | 137 | 137 | 88 | 88 | 88 | 88 |
Swings | 6532 | 6521 | 6403 | 6513 | 6726 | 6531 | 6419 | 6644 |
Hits | 2718 | 2741 | 2691 | 2748 | 2821 | 2862 | 2755 | 2733 |
Misses | 3814 | 3780 | 3712 | 3765 | 3905 | 3669 | 3664 | 3911 |
Hit% | 0.416 | 0.420 | 0.420 | 0.422 | 0.419 | 0.438 | 0.429 | 0.411 |
- error | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 |
Miss% | 0.584 | 0.580 | 0.580 | 0.578 | 0.581 | 0.562 | 0.571 | 0.589 |
- error | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 | 0.012 |
Max hit | 43 | 43 | 43 | 43 | 43 | 43 | 43 | 43 |
Avg dmg | 11.70 | 11.98 | 13.86 | 16.17 | 22.56 | 19.27 | 16.69 | 14.53 |
- error | 0.19 | 0.19 | 0.19 | 0.20 | 0.17 | 0.19 | 0.19 | 0.20 |
test# | 3 | 6 | 7 |
AC | 894 | 876 | 834 |
AGI | 137 | 76 | 73 |
Swings | 11817 | 7669 | 17004 |
Hits | 4981 | 3215 | 7115 |
Misses | 6836 | 4454 | 9889 |
Hit% | 0.422 | 0.419 | 0.418 |
- error | 0.009 | 0.011 | 0.008 |
Miss% | 0.578 | 0.581 | 0.582 |
- error | 0.009 | 0.011 | 0.008 |
Max hit | 34 | 34 | 34 |
Avg dmg | 10.12 | 9.97 | 10.13 |
- error | 0.12 | 0.15 | 0.10 |
test# | Sum88 | Sum137 | 22 |
AGI | 88 | 137 | 188 |
Swings | 69293 | 60280 | 43941 |
Hits | 29477 | 25323 | 17862 |
Misses | 39816 | 34957 | 26079 |
Hit% | 0.425 | 0.420 | 0.406 |
- error | 0.004 | 0.004 | 0.005 |
Miss% | 0.575 | 0.580 | 0.594 |
- error | 0.004 | 0.004 | 0.005 |
test# | 1<
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on April 23, 2004, 11:19:22 AM
(continued from main post)
3e. Lightning Reflexes and Innate Defense As i mentioned before i took a break from parsing before doing the LR and ID parses. I made a baseline when Hollis was L65, and there were several gear upgrades on both toons. For the baseline, Cop's AC was 1059 and AGI was at 144, with CA3, CS3 and PE. Hollis' ATK rating was 763 with a 166 1HS skill and 197 Offense skill. I didn't do parses at intermediate stages, but only of LR5 and ID5 (most if not all PoP AA abilities seem to be linear in level). By the time i had LR5, Hollis default ATK had increased because of some new gear with +STR on it, but since STR does not effect avoidance this does not affect the LR5 parse. For the ID5 parse i removed the new STR gear so his ATK was back at 763. But by this time Cop had gotten a few upgrades (mainly augments) and his listed AC was 1062 at 160 AGI. Since we're well above the soft cap and AGI doesnt affect mitigation anyway, this does not affect the ID5 parse either. Druid was back in the rogue position again. Here's the table with results:
(*) Druid's ATK rating. - LR5: A very clear increase in avoidance from (0.578+/-0.009) at LR0 to (0.633+/-0.009) at LR5, a total increase of (9.5+/-2.1)% - ID5: The average damage per hit decreases from 8.09+/-0.11 at ID0 to 7.49+/-0.10 at ID5, a decrease of 7.5+/-1.8%. However it must be noted that this percentage will be lower under normal circumstsnces. Druids don't have a damage bonus. If they had a DB of 13 just like us, the percentage would be much lower, because damage bonuses can't be mitigated. In this case the numbers would be 21.09 and 20.49, a decrease of only 3%. And while this is an extreme case, against normal NPC mobs the effectiveness of ID will be decreased also. It all depends on the ratio of their DI and DB (or the ratio of their min and max hit if you like). Against most normal NPCs, ID5 would have netted a damage reduction of about 5-6 %. (Additional note: mind you it is the ratio of DI and DB, or min and max hit, that matters. I've seen posts stating that the harder a mob hits, the more valuable avoidance becomes compared to mitigation. This is not true. Against a mob with a max hit of 1000 but a min hit of 1 you'd get the full 7.5% from ID5, but against a mob with a min hit of 100 and a max hit of 101 ID5 is useless.) 4. In conclusion. As I've said before, PC vs PC defense parsing doesn't give mitigation and avoidance numbers that are applicable to PC vs NPC combat. You're not going to get a 60% avoidance unless you're fighting greens, the number will be more along the lines of 40% or less. But for qualitative parses, that is investigating the game mechanics and determining the value of stats and skills, PC vs PC defensive parses are very useful because of their controlled circumstances and superior statisitics. i now declare this paper open for discussion. ;) /hugs
Title: Thanks
Post by: Kitvear on April 23, 2004, 12:30:34 PM
That's a long read and kinda hurts my befuddled brain lol but thank you very much for quantifying the affects of agi. I will prolly raise my agi to 200 even though it is that much of a avoidence increase.
I already have LR5 and am just starting on ND & CS so this data is timely and will help me stay focused on getting ID. Thanks and rock on!
Title: ...
Post by: Valse on April 23, 2004, 12:42:11 PM
Would be interesting to see parses with items with avoidance modifers (time gear) to see how they really effect you. Maybe parsed at 5 then 10 20 30 and so on.
Valse Feral Kitty of Appotus Dominus Vaz~
Title: PC vs PC defensive parses (long!)
Post by: Aneya on April 23, 2004, 02:47:06 PM QuoteI've always just assumed that ripostes, dodges, parries and blocks are 'converted hits', that is, the hit/miss check is made first, and only if it rolls a hit the r/d/p/b checks are made (thus avoiding a lot a r/d/p/b checks and reducing the CPU load). While this would reduce CPU load I beleive it makes less sence from a simulating combat perspective. In RL one would not wait to see if an attack hit before trying to block it. By that time it would be too late. Instead one would attempt to block all incoming attacks regardles of whether they would actualy hit if let through. So it does not seem strange to me that they check r/d/p/b before calculating misses.
Title: PC vs PC defensive parses (long!)
Post by: Hrann on April 23, 2004, 02:56:02 PM
So, this pretty much verifies what we've believed all along. Agility has a an effect, but it is tiny and hardly worth paying attention to. LR5 is usually better than ID5.
Actually, I'm a little disappointed with the performance of ID5. I don't see why the effect shouldn't be of the same magnitude as LR5 (i.e. ~9.5% less damage taken, at least under ideal situations - fighting a mob with a large hit range). I'm pretty impressed with the effects of AC and Atk. Do you think it would be possible to correlate the two - something like 100 atk negates the effect of 100 AC or something? Perhaps an analsys of that kind could lead to more insight on the atk/ac softcaps? And, as usual, Bravo Coprolith!
Title: PC vs PC defensive parses (long!)
Post by: Jkal_Shihar on April 23, 2004, 04:26:24 PM
im naming my next kid after Coprolith :D
but thanks for the brain twister of a post, it was very informative. had to cut and paste onto word page so i can sit and read it more throughily though :wink:
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on April 23, 2004, 05:14:30 PM QuoteActually, I'm a little disappointed with the performance of ID5. I don't see why the effect shouldn't be of the same magnitude as LR5 (i.e. ~9.5% less damage taken, at least under ideal situations - fighting a mob with a large hit range). Well technically they are of the same magnitude. (9.5+/-2.1)% is no different from (7.5+/-1.8 )% :wink: They dont give actual numbers for LR and ID in the AA description, but im betting they are the same just like CA and CS. The prob is that the 7.5% mitigation number is a "best case scenario" number, which you only get when there's no BD around. In practice this means ID is 15-30% less effective then LR QuoteI'm pretty impressed with the effects of AC and Atk. Do you think it would be possible to correlate the two - something like 100 atk negates the effect of 100 AC or something? Well that's the thing, there's no direct correlation between AC and ATK, as evidenced by the fact that increasing ATK increases the average damage, but not the AC soft cap. Adding 100AC is not the same as decreasing the attackers ATK rating by 100. In fact, you can't pin a single number on it, X AC for Y ATK, since it will depend entirely on where you are in the mitigation curve, pre-soft cap or post soft cap. First you'd have to completely break down both the ATK and the AC number to its constituent elements; mitigation AC, avoidance AC, to hit ATK, damage ATK, what part of each is affected by what skill, etc. I've done some of that with my ATK analysis, i'd have to do the same for AC, and then find a way to test all the variables one by one. That's a lot of work! QuoteWhile this would reduce CPU load I beleive it makes less sence from a simulating combat perspective. In RL one would not wait to see if an attack hit before trying to block it. By that time it would be too late. Instead one would attempt to block all incoming attacks regardles of whether they would actualy hit if let through. So it does not seem strange to me that they check r/d/p/b before calculating misses. True, but you dont have to simulate real-life combat to get a working game model. I've parsed over 200000 swings, of which ~120000 were misses. That's 360000 r/d/b checks wasted. And speaking of realism, my trollie backside is as broad as a barn, you'd have to be blind to miss when you're in the rogue position :D /hugs
Title: PC vs PC defensive parses (long!)
Post by: Hrann on April 23, 2004, 06:38:00 PM
The "kink" in the graph you mentioned (on the 745 atk line), there seems to be one on the 879 atk line as well; and both of the "kinks" seem to right around the same AC as the atk. Or am I just making patterns where there are none? What do you think?
Title: PC vs PC defensive parses (long!)
Post by: Kashmiir Battlekat on April 23, 2004, 06:51:40 PM
Moving to the Library. VERY interesting stuff man.
Leaving Shadow so other can follow link.
Title: PC vs PC defensive parses (long!)
Post by: TerjynPovar on April 23, 2004, 07:12:56 PM
Ok, then I absolutely have to ask.
Warriors have now parsed AC up to the 2200 range or so, and have shown that there is no universal soft cap, AC of 2200 still helps with some creatures and not with others. What can determine this and still fit in with your parse? Level difference possible changing the soft cap point? Or is it just that it really is different with plate classes vs. other classes?
Title: PC vs PC defensive parses (long!)
Post by: Noriko on April 23, 2004, 07:34:40 PM
I think it was mentioned before and Cop mentioned it again in the first half, the soft cap is mob dependent. I would imagine the only way to test this is to run the parse against differen NPCs, which is what Cop is trying to avoid.
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on April 23, 2004, 08:07:58 PM QuoteWarriors have now parsed AC up to the 2200 range or so, and have shown that there is no universal soft cap, AC of 2200 still helps with some creatures and not with others. Well first of all the average damage vs AC graph doesnt level off completely when you're past the soft cap, but the return is not even a 1/10th of what it is before. Most notably the % all hits that are min damage hits keeps increasing, and this decreases the chance to get 'one-rounded'. Having said that there are boss mobs where even at 2000+ AC there's a notable difference in average damage per hit. Mob level will be one factor for sure in determining the soft cap but its not the only one. I've seen L50 PoP mobs with a higher soft cap then 'old world' L50 mobs. Skill, or difference between mob offensive skill and player defensive skills could be another. However skill differences can only go so far, unless NPCs can have skill values much higher then the player cap. It wouldn't surprise me if mobs have an additional parameter or property, set at creation, that also affects the soft cap for that particular mob. This parameter could then be set to a higher value for boss mobs. To get a better idea of what's underneath i'd have to repeat the entire experiment several times preferably with a melee toon as attacker. For instance by deliberately neglecting a particular weapon skill the effect of weapon skills on the soft cap could be investigated. Effect of level could be done by using for instance a lvl 40 paladin with his skills capped. They will remain capped until L51 so this gives 10 levels at constant skill to play with. Parsing against a bunch of toons of the same level but with different Offense skill cap could shed some light on the effect of that skill. Prob is: I've just listed about 6 months of nightly parsing :roll: QuoteThe "kink" in the graph you mentioned (on the 745 atk line), there seems to be one on the 879 atk line as well; and both of the "kinks" seem to right around the same AC as the atk. Or am I just making patterns where there are none? What do you think? I don't think there is a kink in the 879ATK data, Hrann. Maybe i shouldn't have put in the dotted lines in the graph, they just connect the dots and were meant as a guide to the eye and not as an interpolation in between data points. Looking back i think it might be misleading you to think there is a kink in the graph. There's no data between 894 AC and 976 AC so there's no way to tell how the transition from the linear behaviour below 895AC to the soft cap evolves. Still, i can't rule it out either. I would rule out a kink at AC=ATK behaviour on principle tho. The listed AC number is made up of both mitigation AC and avoidance AC, and listed ATK is made up of a 'to hit'-rating and a 'damage'-rating. The graph looks only at mitigation, but as a function of listed AC and listed ATK. I would be happy if it turns out the kink showed up where mitigation AC = damage ATK rating, but I'd have to delve a lot deeper into the matter to see if that is even a remote possibility. Quoteim naming my next kid after CoprolithYou'd name your kid Coprolith? How cruel is that!? :mrgreen: /hugs
Title: PC vs PC defensive parses (long!)
Post by: Hrann on April 23, 2004, 08:28:22 PM
OK, one last crazy question - sorry it's a Friday.
How sure are you that avg damage is linear prior to the particular mob's "soft cap". Could it be a steep curve, perhaps something like if damage were porportional to x/AC+Atk, where x is some unknown modifier that possibly contains a portion of Atk as well? Just curious. It would be nice to think that someday a universal, covers-all-bases, formula could be discovered. Wait, were we discussing the universe or Everquest?
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on April 23, 2004, 08:39:26 PM
Put a ruler or even just a piece of paper against the the 879ATk curve, you'll see that the average damage vs AC graph is linear all the way from 660AC up to 900AC
Oh and after seeing the complexity of the ATK rating unfold before my eyes i've pretty giving up hope of finding a simple universal covers-all-bases formula. I don't think we'll have a Grand Unification Theory of Everquest soon. :) /hugs
Title: PC vs PC defensive parses (long!)
Post by: TerjynPovar on April 23, 2004, 10:31:37 PM
Yes, indeed, I did miss that Coprolith stated in the first post that the soft cap varied by mob, my bad. But I'm still glad I asked the question cause the followup post was very interesting.
I wish I had the patience you have Coprolith.
Title: PC vs PC defensive parses (long!)
Post by: Helben on April 25, 2004, 10:23:41 PM
Soft cap has to be set independently on each mob. A fine example would be Innoruk and Rallos Zek in Time
Both are of same level, and both has about the same max hit. The problem is that RZ can and will hit your tank for max 1 or more hits every round while it can go several round without Inno hitting your tank for max. When RZ takes some pleasure hitting me, he usually max on all 4 hits it takes to kill me. Inno seldom hits for max. When he has taken the pleasure to hit me, I usually have lasted 7-8 hits before he kills me. Btw, from the formulas that SoE has published about skill ups, I hardly think that we will find a universal formula for hit ratio and damage. For those not reading the tradeskill boards, the skill up formula is actually two tests with two different formulas, and if you pass both tests when using a skill, you get a skill up. The basics of the formulas are that you skill up more on success than on fail, you have higher chance of skilling up on fails if you have a high stat, it is harder to skill up with higher skills, and that one of the formulas has an unknown X that changes with the skill in question. It would not surprise me at all if they used multiple formulas in combat too, and that the formulas include some X that changes with the circumstances. Cleben Lege, archon of Istid, AB
Title: Thanks for the parsing & analysis
Post by: Romidar on April 26, 2004, 06:18:06 PM
Thanks for the very detailed parsing and analysis. What you post with respect to LR5 and ID5 is pretty much dead on to what we've discussed on Paladins of Norrath, but the data I collected came from actual fighting instead of controlled parsing. (That is, we found that ID5 was not nearly as good as LR5 at reducing damage.)
Interesting (and not surprising) to see the very tiny effect of agility. What makes me go "hmmm" is that the magnititude of the effect you observed there is of the same sort of magnitude that we observed for the effect of strength on damage output years ago - so tiny that you need a huge and change and a big sample to see it. In my parses of fighting with and without Ferine Avatar, it's easy to observe the offensive increase due to that buff (damage went way up) but almost impossible to see any change defensively. We've known for a while that defensive skills are checked before hit/miss (e.g., riposte damage does not go down when your avoidance goes up), but it's always nice to see it measured again. Thanks again for the data - I'll post a link to this on PoN if one hasn't been posted already. :)
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on April 26, 2004, 09:03:01 PM
I know that for people who've been around long enough and have been following the parsings over the years there won't be a lot of news in the parses; they can consider it a summary :) . This is actually the point; the results are very similar to what has been parsed against real mobs, even tho the mitigation and avoidance numbers themselves have virtually no bearing on everyday EQ life. Classes for which tanking is their business (knights and warriors) would probably like to see numbers that are more applicable to real situations, but if your interest is in the game mechanics then parsing against PCs is, in my opinion, superior.
I started this because i got frustated about the tediousness of getting good enough statistics in defensive parses against NPCs. About a year ago i tried to parse out CS and CA during the aaxp grind and simply couldnt get proper results even after thousands of lines (mitigation going down 4% going from CS1 to CS2 with 4k samplesizes). The statistical variation during normal xp sessions must get magnified by factors from the combined effects of stuns, lag fading buffs etc. I then tried parsing CS2->CS3 using a single mob, without killing it, but my brain started dribbling out of my ears after just an hour. Its no surprise that high quality defensive parses are few and far between. Those people on the SW board who did the parses i mentioned must have incredible patience. Anyway, I hope others will pick up on this method instead of just dimissing it as 'not realistic' so that we'll see more defensive parses in the future. /hugs
Title: Re: PC vs PC defensive parses (long!)
Post by: Moghedred on June 18, 2004, 10:31:25 AM Quote from: Coprolith Hi Coprolith. Very interesting post there. I would like to add that Magelo calculates Avoidance and Mitigation AC separately even though it shows just one all-inclusive number. According to their formula, AGI does indeed seem to affect both Avoidance and Mitigation AC. I also noted that they seem to calculate that your base AGI (i.e. naked) has a larger impact on AC than worn AGI. But in the end I think it confirms what you say. See below! Here's what Magelo spits out for me: AC Formula from Magelo: Agi T Items Avoidance Mitigation Total +AC Base 90 42 0 490 84 677 677 Base + mod1 90 42 432 490 660 1357 680 Base + mod2 178 58 0 506 84 696 19 -------------------------------------------------------------------------------- Total AC from formula: 1376 Correction value for AC: 10 -------------------------------------------------------------------------------- TOTAL AC 1386 To see this just type "&debug=true" after your profile URL. edit: just can't get that table to format right... sorry did some mroe testing on Magelo. So: from left to right you get AGI (total) then T Value then Items, Avoidance then Mitigation then Total then AC added. Top to bottom you have base (I assume this is naked + my base AGI is indeed 90 and my fully+geared AGI is 178). Mod 1 and then Mod2. The worn AGI is Mod 2 and as you can see it adds nothing to the mitigation AC. However, the Base AGI does appear to add 84 to my Mitigation AC. That's how I read it anyway. However, testing this by buying the +Agility AAs in Magelo does not change the base mitigation AC and only very slightly raises Avoidance (even at base). Also note that Base AC is 490 Avoidance and 84 Mitigation with 90 AGI. With almost double that in fully-geared AGI I seem to only get an additional 16 in Avoidance AC and nothing in Mitigation (after buying AGI AAs it's only 15 added). So, I'm guessing that the base mitigation AC is derived from your defense skill or such. Tested in Magelo: set Defense to 0 in Magelo and you get 0 base Mitigation AC. And also most of your base Avoidance goes. Your left with just avoidance of 48 at 120 base AGI. That suggests you need 2.5 AGI per base AC (Avoidance only) and 5.8 AGI per AC gained for worn AGI. This also solves the T Value riddle. It's just the Avoidance AC gained from AGI. Hope this helps!
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on June 18, 2004, 11:37:09 AM
Its not so much a difference between base agility and agi gained from items, its just that the effect of agility isnt constant. You get a bonus to your AC (which is pure avoidance AC) for having agi over 75, which also depends on your level. After that avoidance AC increases steadily by about 1 pt per 4.5 AGI up to 200AGI, and 1 pt per 20agi above 200.
Since most people will have their base AGI at or above 75 this makes it look effectively like base AGI gives more avoidance per point. But its really just your actual AGI that determines your bonus to AC (if your agi drops below 75 because of encumbrance or getting low on health you loose everything, not just the part you gained from worn AGI). Basically, Magelo takes your avoidance AC from this graph: (http://members.chello.nl/~pg.deheij/agility.jpg) /hugs
Title: PC vs PC defensive parses (long!)
Post by: Moghedred on June 18, 2004, 11:52:18 AM
Nice! thanks a lot
/wave
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on June 19, 2004, 08:29:07 AM
Some interesting info from Kavhok (one of the EQ devs) on the Steel Warrior board (in this thread (http://www.thesteelwarrior.org/forum/showthread.php?t=7643&page=1&pp=15))
QuoteThe cap on AC in the Velious era wasn't a soft cap; it was a hard cap that had been there from day 1. After a certain point, which differed for each class, the benefit of more AC didn't just diminish - it dropped to nothing. QuoteQuote3) if mitigation AAs are figured into the AC softcap, do you need a certain level of AC before you get full benefit from the mitigation AA's?You folks do a great job of parsing and figuring out the mechanics of the game. I don't want to leave you with no mysteries at all =) I will say this: The interesting part about this is that the mitigation AAs actually increase your AC softcap, and that you don't get full benefits from them until you've reached that cap. What is true for the median warrior prolly wont be true for the median BL. I did my parses PvP against a L65 druid, for which ~1000AC was enough to reach the softcap w/o ID5. Purchasing ID5 might have put me over the cap (since i was just on the edge of the softcap before that), which would explain why i didnt get the same % increase as from LR5. Something to remember: CS and ID get better as your AC gets higher. If your AC isnt high enough to reach the soft cap against the mobs you usually fight against, then getting CA/LR will be a lot better then CS/ID. /hugs
Title: PC vs PC defensive parses (long!)
Post by: Toln on July 08, 2004, 03:50:10 AM
Coprolith, is it your opinion that the soft cap returns we see on AC are entirely specific to each NPC and its ATK, or are there other factors too such as the player's Class?
I ask, because I stumbled across this detailed parse posted on the Monk forums which suggested that different classes all have different "soft AC caps", which are independent of the NPCs they are fighting. http://p201.ezboard.com/fmonklybusiness43508frm2.showMessage?topicID=1259.topic The parsed commentary seemed to indicate that two classes with identical avoidance/mitigation AC, such as Beastlord vs Warrior, would mitigate damage much differently. Prior to reading that I was under the impression that the big difference between plate tank mitigation and leather/silk caster mitigation for example, was simply due to the itemization and difference in AC bonuses for the classes... resulting in those non-tank classes having a much harder time getting their AC high enough to mitigate effectively, but in theory if a person could get it up there high enough, they could tank just as good as a plate class with the same AC rating. Is this incorrect? And if so, do you have any theory on what other game mechanics are affecting it?
Title: PC vs PC defensive parses (long!)
Post by: Coprolith on July 08, 2004, 06:35:07 AM
It is entirely possible that the soft cap is class dependent as well as mob dependent. Or it could be that different classes are on different mitigation tables, that is, the AC soft cap is the same for all of them, but the level of mitigation above the soft cap is different. The parses on the MB board do not distinguish between these 2. If we believe the quote of the Dev in my prev post however then both are true: "Your mitigation AAs, level, and class also affect the cap and the percentage return for AC over it."
We also know that SOE can program specific bonuses to mitigation for certain classes as in the case of warriors. And finally, we now also know that the AC from a shield is also added to the soft cap. That's a lot of variables in total. You'd need to parse extensively over a whole range of AC values for each class and for each variable to get a complete picture. With defensive parses being the chore they are, that's not going to happen anytime soon. /hugs |