AC and AMF? Important anymore? (in General)
BootyGod
June 30 2006 1:26 PM EDT
Well with the new change (and insane damage being dealt by tanks) can AC really do much? Also why should a tank character bother with AMF? Single tank against single mage, if the tank has enough HP to take 4 rounds of it (TSA helps alot) then the damage the tank can deal in one round should slaughter the mage. True or am I completely wrong like always?
Wasp
June 30 2006 1:27 PM EDT
I slaughter single tanks, even with AMF : )
BootyGod
June 30 2006 1:28 PM EDT
Hush Wasp, give them time to own you. Should not take long. Also anyone else noticing a BL nerf? Haven't seen anything in changelog...
I don't think you bothered to read but that insane damage has been rescaled to 0.4*what it was temporarily. There is still a point to AC and AMF.
BootyGod
June 30 2006 1:30 PM EDT
Oh and forget BL. I saw the post by Jon.
11:22AM by Jonathan from the "Tweaking weapon damage" thread.
"Okay, I've cut weapon damage by a bit less than half, and capped BL at 0.6 (from 0.75)."
Plus BL is capped at 0.6.
[T]Vestax
June 30 2006 1:32 PM EDT
BL ain't half the skill it use to be. Wait, I take that back. It is exactly half the skill it use to be. :)
BootyGod
June 30 2006 1:35 PM EDT
Umm... I got a small problem. Just got in a fight with only 7k DX on my tank. Problem is they don't have axbow or EC and the battle screen says I only have 7k DX. My home page says 16k and I wearing EG's and I have a ToA and trained DX of about 6k... so whats going on?
[T]Vestax
June 30 2006 1:37 PM EDT
Ranged weapon penalty in melee. Duh.
AdminShade
June 30 2006 1:37 PM EDT
You aren't using a melee weapon, and get a 60% penalty to your DX, duh ;)
BootyGod
June 30 2006 1:38 PM EDT
hehehe okay okay I an idiot. Did you all expect anything else out of me?
BootyGod
June 30 2006 4:11 PM EDT
Is VA even reasonably now? I mean if you were Krang could you even dream of a 3 mil VA?
AC: if anything, more important now, they may be doing huge damage, but 80% off of that helps...a lot (Just ask freed!)
AMF: mages? bye bye : )
Cb1 all over again! (yay!)
with this mornings adjustments I think they both are still key.
[T]Vestax
June 30 2006 5:11 PM EDT
80% ?
I thought there was a 75% damage reduction cap.
your thinking of the ToE.
:) Endurance is capped at 75% of damage taken, AC is capped by cost, and no one really knows how protection works! ;)
[T]Vestax
June 30 2006 6:50 PM EDT
No really, I'm pretty sure AC is capped as well. I distinctly remember 100% damage reduction being an impossibility, even with infinite resources for upgrades. I do believe that cap to be 75%.
AC is not capped, 100% reduction is possible
QBPixel Sage
June 30 2006 7:35 PM EDT
Hmm... does AC matter.... Mikel has a minion with 288 AC... blocks 60% of physical damage.... nah, AC can't be an important factory any more *sarcasm*
Flamey
June 30 2006 9:40 PM EDT
Krang 400 + AC. maybe its me but thats a lot/
Not any more Krang doesn't. ;) 400 AC would stop 400-800 damage then aprroximately 84% of what's left.
The only Cap on AC is the cost to raise armour. Gettingthe last 77 Odd AC needed to stop (on average) 100% damage would cost bazillions! ;) Protection used to help reach (near) this in CB1, but doesn't help doing that now, as it doesn't add AC. :)
Flamey
July 1 2006 4:18 AM EDT
it adds damage reduction, by percentage though doesn't it? meaning theoretically you can get there, but not with armour alone...
unless im wrong, which is most of the time.
Nerevas
July 1 2006 4:58 AM EDT
Its definately possible to get right right near it. Maybe actually reach it. Freed had like 417 or something (before he changed items around) and that was using a buckler of mandos instead of a mithril shield. His BoM at 10+30, if switched to mithril, would be another 32 or more AC. That combined with a ToE would pretty much be goodbye all melee damage. The highest protection is around 35%? Problem is that's added separately to the end. So if 90% was blocked by AC, it would by 10% remainder * .65, still leaving 6.5% damage left.
If 90% is stopped by AC, a ToE would only stop an additinal max of 7.5%, leaving 2.5. That last 2.5% could then be reduced further by Protection. :)
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