View Full Version : Problem with the new Armor Class system
<DIV>First off, I like the new AC system. It is much more helpful now. I think it was definitely the way to go. However, the problem I see with the new AC system has to do with the combat abilities and how they take effect under the new system.</DIV> <DIV> </DIV> <DIV>I have a level 50 ranger with a combat ability called Dance of Leaves. It is a special ability that is supposed to allow the ranger to become difficult to hit for a short duration. As it stands under the new AC system it is TOTALLY useless. What it actually does now is increase the ranger's avoidance by a whopping total of 0.5%... 0.5% means a difference of 1 in 200. Thats unbelievably poor.</DIV> <DIV> </DIV> <DIV>Some serious changes need to be made to some of the combat abilities to make them useful. It would be a waste of power for something so ineffectual as 0.5% avoidance. This whole new system is awesome but there needs to be some tweeking and fixing of the associated spells and abilities. It is ok to give an ability a good effect as long as it doesn't unbalance the game. The use of limited durations on abilities and/or longer reuse timers makes that possible. Take a closer look...</DIV> <DIV> </DIV> <DIV>(Also note: shields need some further work since "shield factor" is as confusing as the term "armor class" was.)</DIV><p>Message Edited by Corg on <span class=date_text>03-22-2005</span> <span class=time_text>12:41 PM</span>
Frametree
03-22-2005, 09:34 AM
<BR> <BLOCKQUOTE> <HR> Corg wrote:<BR> <DIV>First off, I like the new AC system. It is much more helpful now. I think it was definitely the way to go. However, the problem I see with the new AC system has to do with the combat abilities and how they take effect under the new system.</DIV> <DIV> </DIV> <DIV>I have a level 50 ranger with a combat ability called Dance of Leaves. It is a special ability that is supposed to allow the ranger to become difficult to hit for a short duration. As it stands under the new AC system it is TOTALLY useless. What it actually does now is increase the ranger's avoidance by a whopping total of 0.5%... 0.5% means a difference of 1 in 20. Thats unbelievably poor.</DIV> <DIV> </DIV> <DIV>Some serious changes need to be made to some of the combat abilities to make them useful. It would be a waste of power for something so ineffectual as 0.5% avoidance. This whole new system is awesome but there needs to be some tweeking and fixing of the associated spells and abilities. It is ok to give an ability a good effect as long as it doesn't unbalance the game. The use of limited durations on abilities and/or longer reuse timers makes that possible. Take a closer look...</DIV> <DIV> </DIV> <DIV>(Also note: shields need some further work since "shield factor" is as confusing as the term "armor class" was.)</DIV><BR> <HR> </BLOCKQUOTE><BR>It may be worse than you think. A change of 5% would be 1 in 20. The change you report, of .5%, is much, much worse. I'll leave the calculation to you.
CerraWhisperwind
03-22-2005, 11:52 AM
Consider that the number you see is a base number, and if you fight weaker (than white) mobs you get bonuses to that. A shield only changes avoidance by a few percent, but in practice it makes a big difference. <div></div>
<P>Thanks Framtree.</P> <P>Fixed the typo. I missed a zero.</P> <P>0.5% is not significant at all. The ability may have been significant back when agility was meaningful, but since the agility nerf many of the original intentions of the combat abilities has been lost. This new armor class system just exposes the problems and lets us figure out exactly why theyre not working anymore. This and other combat abilities need to be fixed. Shields are another issue altogether, I will leave that for another discussion...</P> <DIV>Just for reference, in EQLive there is a ranger discipline called "weaponshield". It allows the ranger to parry ALL attacks for a limited duration. It didn't unbalance the game due to the fact that it was so limited in use and had a long refresh. My point is that it is ok to make combat abilities useful. In fact, they better be, since they are what define the classes as seperate and unique. They just need to be balanced. A scout should not be able to tank in EQ2, but a scout with high agility should be able to avoid being hit for short spurts. I think there are alot of combat abilities in EQ2 which need some work, for many classes, not just scouts and not just for avoidance. Make them meaningful and make them fun, just balance them...</DIV>
Not sure why people think there is a new ac system. They simply changed the way they display the numbers, not the way they work. <div></div>
Tomanak
03-23-2005, 03:24 AM
<BR> <BLOCKQUOTE> <HR> CerraWhisperwind wrote:<BR>Consider that the number you see is a base number, and if you fight weaker (than white) mobs you get bonuses to that. A shield only changes avoidance by a few percent, but in practice it makes a big difference.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>See Im not sure I agree with this. I can fight the exact same MoB once with a Sword and Board and again with a 2 handed weapon. I see no real <STRONG>noticeable</STRONG> reduction in the amount of damage I take. One form seems as effective as the other. With the Sword and Board my dmg goes down so the fight takes a little longer, ergo Im probably getting hit more often than when Im 2 handing it. </P> <P>I will say however that when MTing with Damage output being a non factor I always equip the S&B, as for a meat shield every little bit helps. </P>
Aegori
03-23-2005, 03:34 AM
<BR> <BLOCKQUOTE> <HR> aeiouy wrote:<BR>Not sure why people think there is a new ac system. They simply changed the way they display the numbers, not the way they work.<BR><BR> <HR> </BLOCKQUOTE> <P>well i did kind of expect this tho. Before, casting a spell like this would've added a few to your AC at which point most think "Cool! AC Boost!". Now they get actual percentages behind those numbers and aren't nearly as impressed by the actual value that the previously perceived worthwhile buff gives.</P> <P>.5% mitigation boost isn't huge, i will admit, but it can still make an impact. The one plus to the new AC visuals is that we do see a more actual affect on our characters now and can help devs track down problems we may see. .5% may be what they intended, but it's always good to bring it up and ask questions about buffs you perceive as ineffective. This post actually made me think a little and i will surely be going home and checking the Guardian buffs to see how they impact my mitigation and avoidance.</P> <P>Good post <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> sure made me think.</P> <P>-Aeg<BR></P>
CerraWhisperwind
03-23-2005, 08:31 AM
I just fought a green ++ twice. The first time I used dual wield, and I had to use escape. The second time I used a round shield and he could not touch me. In my experience, it makes a big difference if you are boarderline. In other situations, not much at all I agree. <div></div>
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