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Old 03-05-2013, 02:27 AM
Adele
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Join Date: Feb 2013
Location: Colorado
Posts: 7
Talking AC vs Hp's when over the soft cap

Hi everybody, I'm posting this topic of AC (armor Class) vs Hp's (hit points) because I'm not that familiar with the new rules on caps and %'s worth then over soft cap (with new builds). The server I've been playing on seems to have really High numbers on ac. By this i mean for example you can have 10k ac and 60k hp and get lost looking at it.
I was informed this system is based off the emu rules for ac soft cap. However I don't know if there is a limit on passing the cap, where the number becomes just a number without effect. If my memory is correct I think a bard for example's base cap used to be like 120 worn AC and about 30% of everything after (so every 100 AC is 30 real AC).
I'm sure this can be confusing for players on all custom servers and useful to anyone trying to understand best equipment to use. I know there are several variable as far as classes and base mitigation etc , so if possible the simplest explanation ( so even I can understand ) would be a great help.

Oh, someone also once told me something like 9 ac = 100 HP or something Of the sort. If there is such a rule or way to explain it like that I'm all ears. I've never seem 10-30k AC in game and don't have a clue as to GO for more AC, or HP when in numbers that high.

Thanks for taking the time to read this post, and I do feel it can be applied everywhere in emu. This is for all players and classes, Though it varies with skills. However people like me might not know where to begin, maxed at live % AC in the past.

Thanks in advance,
Adele
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Old 03-05-2013, 01:29 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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somehow i think that this question better be asked at the server you playing at
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Old 03-05-2013, 01:34 PM
demonstar55
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Join Date: Apr 2008
Location: MA
Posts: 1,164
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Basically, each armor type has a soft cap (there are some more rules to it though) and once over that point you only get a percentage of the AC based on your class. Shield AC (and an actual shield item not just an item with stats that can go in off hand) skips the soft cap stuff so it goes over the cap and you get the full AC.

And here are the defaults (which are based on pre-softcap overhaul from SoF I think...):
Code:
RULE_INT ( Combat, ClothACSoftcap, 75)
RULE_INT ( Combat, LeatherACSoftcap, 100)
RULE_INT ( Combat, MonkACSoftcap, 120)
RULE_INT ( Combat, ChainACSoftcap, 200)
RULE_INT ( Combat, PlateACSoftcap, 300)
RULE_REAL ( Combat, WarriorACSoftcapReturn, 0.45)
RULE_REAL ( Combat, KnightACSoftcapReturn, 0.33)
RULE_REAL ( Combat, LowPlateChainACSoftcapReturn, 0.23)
RULE_REAL ( Combat, LowChainLeatherACSoftcapReturn, 0.17)
RULE_REAL ( Combat, CasterACSoftcapReturn, 0.06)
Basically, more AC and HP is always better, don't think the soft cap means you should stop worrying about AC. On live during the eras with these caps I think most warriors went with 1 AC = 5~13 HP. And for reference on live now a days they usually use 1 AC = 10 HP
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