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  #1  
Old 03-09-2008, 02:07 PM
KLS
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It is possible to mitigate a hit to a miss via the AC system, though it takes a lot of AC and the attacker has to have a rather low hit rating. It's not a miss in the conventional sense it's just the damage was mitigated to 0.
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  #2  
Old 03-09-2008, 02:12 PM
ChaosSlayer
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Quote:
Originally Posted by KLS View Post
It is possible to mitigate a hit to a miss via the AC system, though it takes a lot of AC and the attacker has to have a rather low hit rating. It's not a miss in the conventional sense it's just the damage was mitigated to 0.
actuly it would be nice if game would actualy say:

"You strike Orc_Pawn but his armor absorded all the damage"

rather than " You have missed"

this would actualy give players a clue if they need better DEX/offesive or more STR/ATK
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  #3  
Old 03-09-2008, 02:59 PM
KLS
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Yeah it would be nice, blame sony. =(
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  #4  
Old 03-09-2008, 03:09 PM
ChaosSlayer
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Quote:
Originally Posted by KLS View Post
Yeah it would be nice, blame sony. =(
wait isn't combat calculations done by the server?
if so- why can't the server send back the proper message text?
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  #5  
Old 03-09-2008, 03:55 PM
KLS
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The client still interprets the damage packet on it's own. You could send custom messages but it would drastically increase network traffic.
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  #6  
Old 03-10-2008, 01:02 AM
LordKahel
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Quote:
From my testing, it seems that NPCs only land more hits at high levels if they are considerably higher level than the player. I really just don't want to have level 100 trash and level 150 bosses (if that is even possible). If that is the only way to do it, I will just leave things as they are now.
Yes level is the only easily modifiable attribute that will affect a npc hit chances. But beyond a 20 level difference it will have no impact . So if a player is level 70 , then a npc beyond level 90 will hit the same thing has a level 90 npc.

Quote:
Sorry, not trying to derail your post. I am just trying to get an idea of what attack will do differently than STR. I imagine you would be able to set much lower STR and have high attack and the mobs would hit in the correct range. But if it does nothing different than what STR already does now, it would mostly just be 1 more field to fill out and tune.
You are right that right now atk is added to str when calculating mitigation and htis can already be done by giving insane amount a str. But this fix is to populate the npc Atk value from the DB wich is not done atm. After that ATK can be used in other formulas but it need to be populated first .. so consider it the first step. And also npc->GetATK() is added directly to the formula while STR is multiplied by a certain percentage so you need more STR then atk to achieve the same results.
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  #7  
Old 03-10-2008, 09:02 AM
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trevius
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As far as I can see, the main thing that adding attack would help is STR debuffs like Cripple. At this time, some of my NPCs have 2000+ STR, so reducing their STR by 100 does little to no impact to how hard the NPC hits for. If the STR could be set to say 400 instead, reducing it by 100 should be a noticeable difference. Just a thought.
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