I'd like to revisit this, but I'd also like to start some discussion of what exactly we need to fix and how we're going to go about it.
1) AC doesn't have enough of an effect on actually mitigating damage.
-> Two ways to address this, we can either increase the effect of AC within our current formula or we can come up with a new one.
2) Hit chance has somewhat hard to predict scaling and can be kind of a nightmare to balance.
-> I don't think there's a way to really address this without redoing the existing formula which might be disruptive to servers that have balanced around the old (whacky as it may be) formula.
3) The order of avoid damage and check hit chance has always been swapped from what it is on live.
-> This is just a matter of rewriting a lot of the combat code to swap them.
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