Not Being Able To Hit A Red Mob

Braggard

Dalayan Beginner
Does anyone know the "math" on con or level restrictions of mellee hitting a Red Conning Mob? :?

I figure it is not up to stats because a twink still may not be able to land mellee hits on a higher level mob, even if his stats are higher than that of a character whos cons the mob at DB.

I am curious so I can know what to try and take down. I figure there is a "math" also for Greens and also for casting.

Any help would be nice.

Thanks
 
If the mob is really really deep red like 7+ levels above you, then you basically will not be able to hit it, just like you will not be able to nuke it.
 
Can I just ask why this was done? I assume its related to the resist changes in some way but I just dont see the reason for it.
 
Wiz said:
If the mob is really really deep red like 7+ levels above you, then you basically will not be able to hit it, just like you will not be able to nuke it.

I've wondered about this question for a while now: Do adepts have the same resists and melee mitigation as normal boss mobs? The reason I ask is because you have to fight adepts as red, and most of the time you have to take a range of characters. So I was thinking that it could make sense that they would have less resists and mitigation, but I really don't know.
 
Well more than that from a roleplaying standpoint this just doesnt make sense. I mean % to hit with spells and melee should be based purely off your attack, and charisma + modifiers and the targets ac/dodge/etc and resists.
 
Nurgock said:
Well more than that from a roleplaying standpoint this just doesnt make sense. I mean % to hit with spells and melee should be based purely off your attack, and charisma + modifiers and the targets ac/dodge/etc and resists.
True, but the main check is the mob's attack, charisma, modifiers, etc. So for however good yours is, the mob's is that much better.
 
Nurgock said:
Well more than that from a roleplaying standpoint this just doesnt make sense. I mean % to hit with spells and melee should be based purely off your attack, and charisma + modifiers and the targets ac/dodge/etc and resists.

From a roleplaying standpoint (in this example D&D), a higher level mob (NPC) will have higher AC, thus harder to hit in mele. In 2nd edition, it will also have lower (better) saves (both PCs and NPCs), which makes it harder to land a spell on. In 3rd edition, level difference is used directly in the "roll" to see if your spell lands.

Here, it's the PCs offensive + weapon skills against the mobs defensive + dodge + rip... skills, which is higher at higher levels.
 
Well obviously a higher level mob is going to have superior ac, resists, all that good stuff. So why cant we just leave it at that and eliminate the level based "roll" modifier.
 
because that would make reds too easy

higher lvl mobs dont necessarilly have higher base resists. Landing spells on a lvl 20 mob at lvl 20 is just as easy as lvl 10 mob at lvl 10. Right now it's balanced so that low reds are challenging but not impossible. If you took out the level modifier it would all go to hell.
 
Level > *

That's how it is here and how it has always been on Live. Nothing improves a chars performance as much as adding a couple levels. The exception to the rule, there is always an exception, is rangers and Endless Quiver and Archery Mastery. IMO, they are the only class that should even remotely consider stopping to do AA before before reaching 65.
 
GuiardoTuneweaver said:
Nurgock said:
Well more than that from a roleplaying standpoint this just doesnt make sense. I mean % to hit with spells and melee should be based purely off your attack, and charisma + modifiers and the targets ac/dodge/etc and resists.

From a roleplaying standpoint (in this example D&D), a higher level mob (NPC) will have higher AC, thus harder to hit in mele. In 2nd edition, it will also have lower (better) saves (both PCs and NPCs), which makes it harder to land a spell on. In 3rd edition, level difference is used directly in the "roll" to see if your spell lands.

Here, it's the PCs offensive + weapon skills against the mobs defensive + dodge + rip... skills, which is higher at higher levels.

Even in D&D when the target's AC was so high that it was impossible for you to naturally roll a hit for it (because of your high thac0), a critical hit of a natural 20 roll was always a hit.

(I realized what the name thac0 is derived from now, 'to hit armor class 0'... im dumb)
 
most people do, saves extra math. Some DMs opt to use the rule that a roll of 20 is actually considered a roll of 30, while a roll of 1 would be considered -10.

I just go with you roll what you roll now add your bab and other mods.
 
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