I tend to lean towards the over-cautious side. We have been testing this about a month and after a lot of tweaks, it seems to work well. It is NOT the same as you see on live. No one has been able to figure out the formula used there. For these reasons, I have been slow to put it into CVS.
What it does is reduce the amount of damage a mob does to you by a random factor of 5-10% of your total AC. After a lot of testing, this seems to work the best.
The down side is that the two databases available for the emulator were built for a server where AC is not a factor. Once AC is added into the calculation, everything falls apart. The mindmg and maxdmg values for mobs in the npc_types table has to be increased or you will have mobs at higher levels than the player unable to hit them.
With this warning, and knowing Myra will have an update of her DB out in a day or two to compensate for this, I put the code in last night. Expect to see it in CVS on the next release. It will appear in dev operated servers like Guild Wars and the Official Test Server (TM) probably today or tomorrow. And of course, like all the strange new things I am testing, you'll find it on the Scorpious2k server now.
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Maybe I should try making one of these servers...
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