Retarded NW/PR Suggestion (in General)


Lord Bob October 14 2011 4:47 PM EDT

Currently armor adds a certain percentage of MPR for each plus on the item.

Why not instead calculate PR after the adjusted stat values after equipping an item? Then add a constant % increase for each AC to the MPR added my the minion's HP?

Shoddy example:
I have an enchanter with 1,000,000 in Ablative Shield, and a corn that buffs it by 10%.

Instead of the corn with it's 1.0 PR weight and all that blah blah, just calculate the PR of the enchantment as if it were trained at 1,100,000.

Of course, with it's DX penalties, this means a speedy tank with a corn sees his PR go down.

Shoddy example the second:
Minion X has 20 AC and 100,000 HP (no stat buffs, like from a Mithril Chain Mail or something).
Minion Y has 20 AC and 1,000,000 HP (no stat buffs again).

Each AC adds a constant percent (say 0.00167%, which is 1/100 what it absorbs) of the minion's HP. Here, Minion Y adds ten time the PR for the same AC, since that same AC protects so much more.

I pulled this out of my rear right now, and have not thought it through in the slightest. Feel free to dismantle it harshly if you choose.

QBRanger October 14 2011 5:10 PM EDT

So you have a RoS character with all minions at 20 hp but a huge AS.

How would you calcuate AC PR addition?

As if all minions were just 20 hp? As if all minions were getting max AS hp or somewhere in between?

AdminNemesia [Demonic Serenity] October 14 2011 5:11 PM EDT

This would hurt tanks severely.

AdminQBnovice [Cult of the Valaraukar] October 14 2011 5:12 PM EDT

Please lets make having items worse...

Lord Bob October 14 2011 5:38 PM EDT

So you have a RoS character with all minions at 20 hp but a huge AS.
This is a flaw I thought of but left for others to address.

I'm just brainstorming here. Like I said, it's something that popped into my head, and I posted it immediately without any real calculations.

AdminNightStrike October 14 2011 11:16 PM EDT

The hard part is that the effects of items are not universally quantifiable. Every item has NW, and every item has PR weight. That is easy to tailor. For instance, we have amulets that have a fixed NW and + of 10 to make their PR weight work out to something that approximates their effect in the battle.

Before someone points out the HOC, or worse yet, the TSA, I admit that it's not perfect.

But it is a lot more perfect than dealing with the large number of items that do more than a simple multiply to some stat or another.

Sickone October 15 2011 5:49 AM EDT

Or, you know, just drop PR from the game altogether and use VPR wherever PR used to be used.
Encumbrance is enough.

AdminTitan October 15 2011 1:39 PM EDT

"Or, you know, just drop PR from the game altogether and use VPR wherever PR used to be used.
Encumbrance is enough."

^ This x10K
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