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Old 10-23-2006, 04:38 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
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I've come up with what I think is a reasonable AC mitigation formula but I'm still tweaking it, I have a question though, I'm using extensive rules in it as part of the tweaking so I don't have to recompile to push a value up or down a point or two, is the overhead low enough with rules that this is okay?

Example I'm using about oh:

RULE_INT( Combat, TankACModifier, 14 )
RULE_INT( Combat, MediumTankACModifier, 11 )
RULE_INT( Combat, LightTankACModifier, 9 )
RULE_INT( Combat, PureCasterACModifier, 6 )
RULE_INT( Combat, IksarACModifier, 1 )
RULE_INT( Combat, NPCACModifier, 10 )
RULE_INT( Combat, AttackCalcModifier, 9 )
RULE_INT( Combat, ACBase, 65 )
RULE_INT( Combat, RollDiffACMod, 6 )
RULE_INT( Combat, RollDiffLevelMod, 5 )

all those per AvoidDamage call, some more than once, is there going to be some kind of speed hit where I should hard code those values in the end or is using the rules fine?

The crit function seems the most reasonable solution to me since it can later be expanded to let NPCs crit under certain circumstances, via crit buffs or pets if their owners have petcrit AAs etc; as well as being easily plugged into the special attack code.
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