Nixon Jibfest
October 14 2005 12:02 PM EDT
It would be nice to see the amount of damage that is deflected by armor. Comments?
HunterFrei
October 14 2005 12:08 PM EDT
It's about .21% per point of AC for physical damage and .21% per + of AC for magic damage.
Nixon Jibfest
October 14 2005 12:28 PM EDT
Hunter, that's clearly stated in the help section. I think it would be nice to have the stat available so we don't have to do the calculation after every battle.
IndependenZ
October 14 2005 1:17 PM EDT
Something like, next to Damage Inflicted 'Damage Deflected'?
Quark
October 14 2005 3:45 PM EDT
So would you also lump into that the damage absorbed by the ToE? And protection?
Grim Reaper
October 14 2005 9:08 PM EDT
It can't be written out for us what the exact dmg reduction would be because the AC is randomized in dmg reduction.
Stephen Young
October 14 2005 9:42 PM EDT
What _would_ be blocked cannot be written, but what _was_ blocked could...
You don't need an exact number...
Say your AC blocks 10% of physical damage, 5% of magic damage, and you have 100k hp.
Against a tank team you will have 110k 'hp'
Against a mage team you will have 105k 'hp'
If you're down to 50k at the end of a fight with a tank, you have 55k 'hp' left. I am a person who is absolutely pathetic at maths but even I can calculate this easily with near enough accuracy.
Against a tank and a mage, let's see, it's either 7.5% extra hp that you have, or 15% (I really have no idea which, sorry). It's still not difficult.
AC=HP. Don't seperate the two, it just makes things confusing and gains you nothing.
[T]Vestax
October 15 2005 12:55 AM EDT
10% deflection does not amount to 10% more HP. If I deflect 100% damage then I don't have 200% HP, instead I have an infinite amount.
If I deflect 10% of attacks then my opponent hits me with only 90% of what he has, that makes sense. Now if my opponent wants to do 100k in actual damage to kill me then he needs to do 100k divided by 90% (or 0.9) in undeflected damage. This amounts to 111k roughly.
The formula is therefore:
let x be the rate of deflection from AC
let y be the amount of actual hp
let z be the amount of virtual hp due to AC
y / (100% - x) = z
If you put in the value of 100% deflection in then you'll see the z expands to infinity as it should.
Nixon Jibfest
October 15 2005 10:05 AM EDT
G, I think it should include TOE and Protection.
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