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Old 03-28-2002, 08:52 AM
xxxjustinxxx
Fire Beetle
 
Join Date: Mar 2002
Posts: 16
Default happy thoughts

let me try to outline it again while I'm not high

AGI + DODGE = ATTACK

AC = Weapon Skill + Strength Bonus + Weapon damage (so the str bonus improves your maxx and min damage, but not the averages, just adds a base bonus # to ATTK and to damage)

there are your very most basic equations.

The 6% way, as I am now going to refer to the method, can also have the str modifier taken into account. Also, weapon skill could increase damage, thereby allowing higher level mobs to do higher damage.

the main points to remember are: A level 1 character with a really high agi STILL has a minute chance to dodge a level 60 character. Maybe just a .000001%, but there is always going to be a percent.

And this is the most important one: In real life, if one wears armor, it does not affect whether or not you are hit. It affects whether or not the hit actually harms you.
A bullet-proof vest keeps the bullet from penetrating the vest, it DOES NOT make you into some sort of ninja so you're not hit.
Your skin is not punctured, but your sorry ass has still been shot. It will hurt, but not kill you. EXACTLY the same with armor. An arrow or sword might not cut you, but it'll still hurt (bruise, etc) so you still would take damage.
I could beat a plate helm with a mace enough that, while not ever cracking the man's skull, nor even harming a hair on his head, could knock him out merely by the jarring effect.

Games that make plate armor make you harder to hit are only getting it half right. They should make it harder to HURT you, easier to hit as the weight increases, hence the loss of AGI.

You guys really can trust this method, as I am almost certain it's how they figure damage. I don't have the real numbers, but I have played EQ (a lot) and this is some very very basic shit, if you think about it for a couple minutes.

by the way, you're all invited to the Teddy Bears picnic
sorry, I *am* high now....

j
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