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Message ID: 7857
Date: Tue Oct 5 19:51:37 BST 1999
Author: Kimes, Dean W.
Subject: RE: Twinking


>I still need to test the "armor absorption" theory. When I
>tested it 10 levels ago, in full plate with an AC in the low
>500s, wisps would usually hit me for 1-2 points with an
>occasional 20s. In full mesh with an AC around 460, they'd
>regularly hit me for 20s. Now that my AC naked is in the
>500s, I'll have to test it again while naked and see if I'm
>being hit for 1-2 or 20s. Assuming of course that Verant
>didn't tweak the game mechanics since then...

I think this is still more easily explained by the levelling factor being a
flat bonus as opposed to a 'curved' one. If critter A modifies you AC by
-400 then the difference between an armor of 500 and 460 is no longer 10%,
suddenly its a whopping
40% change. It seems from the mechanics that critters have an Offensive
Bonus (static) and armor provides a Defensive Bonus (also static). These
bonuses are added to some simple random attack roll (RND). Hence Wisp at OB
300 has maximum attack value of 300+RND vs your AC. This effectively makes
its attacks your AC (500) - its OB (300) crossreferenced vs RND to determine
hit and damage. Hence going from 500 - 460 whould have an enormous effect
on combat outcome. This would also explain why creatures far lower in level
than you would be unable to hit you or do minimal damage when they do. Add
the concept of open-ended rolls (ala RoleMaster) for RND into this equation
and you end up with a system extremely like that in RoleMaster. The results
I see in EQ are so like those typically seen in Rolemaster it is uncanny. I
have been playing that game for 15 years and was shocked when I saw how
closely the mechanics seemed to model onto it.

Just a side note, in RoleMaster, high value armors like Plate reduce the
agility bonus for performing skills. This also seems to hold true in EQ
though is far tougher to check. This could also account for the "damage
absorbtion" that is perceived by many, especially monks who seem to see it
the most. If those "less absorbing" armors actually lowered agility bonuses
more than the "more absorbing" ones, the result would be the same or at
least very similar.

I have started playing with some of the log parsers and will see what I can
get out of them to disprove my ideas. Its far to easy to look at them and
try to prove my concepts, I'm more interested in seeing how hard to disprove
they are.

Kitasi
--
John H. Kim
kim@...