Quote:
Originally Posted by Scorpious2k
I took a slightly different approach to this.
I would think that AC should always give *some* protection against damage. The amount should vary with each hit. I agree with you that it should not be a constant.
Here's what I did:
Code:
if (IsClient() && damage>0)
{
int acwork=GetAC()/20;
if (acwork>0)
{
damage-=acwork;
damage-=rand()%acwork;
if (damage<0) damage=0;
}
}
So you get 5% to 10% protection from each hit. These values need to be adjusted. But it doesn't seem to me that if you have a lot of AC that you should ever get hit for the maxdmg.
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That's a really good idea as well. One of the main reasons I thought it would be good to always make max possible when factoring raw AC is because of other variables that I'll be adding on my server, such as certain stats lowering max hit, etc.