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View Full Version : Balancing attributes with armor class


darkshanna
03-03-2005, 07:57 PM
<DIV>For my next armor, I have a choice between two pieces.  Piece 1 has better adds to attributes but Piece 2 has a better AC value.  My question is, for every +1 to agi or str, how much would you be wiliing to let you AC value fall for a piece of armor?</DIV>

stfields
03-03-2005, 08:13 PM
<DIV>Well, now there are two types of "AC."  There is the pure mitigation AC of the armor (listed when you examine gear) and your AC value that factors in all your attributes (deflection, parry, agility, mitigation AC).  When you inspect another player, this value reads as "Defense." </DIV> <DIV> </DIV> <DIV>Let's call your overall mitigation ability "Defense" (that's the value in your Persona window).  And call your armor's AC... "AC."  </DIV> <DIV> </DIV> <DIV>You can normally forego AC for stats.  From my experience, this is normally true when talking about light armor.  Comparing light armor to light armor (of similar levels), the AC difference will be minimal.  An extreme example where this might "fail" would be...   comparing level 19 woven cuirbolli gloves (7 agi) to level 30 pristine etched gloves (5 agi).  The AC difference is about 40-50 I think.  Honestly, I'd go with the etched gloves since the resists are better and the AC jump is pretty substantial.  </DIV> <DIV> </DIV> <DIV>It can be a whole different ball game when comparing light armor to very light armor.  The stats had better be increase to be willing to drop your AC value by that much.  Off the top of my head, one immediate exception is the Robe of the Invoker.  The stats are just too nice to pass up.  </DIV> <DIV> </DIV> <DIV>This is just my opinion as a 35 monk.  Things might be different at 50 <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>