So how does mitigation adn mob/pc damage work on WR?

Nuncio

Dalayan Beginner
On EQlive, there were some easily discernible mitigation and damage formulas.
How does it work here?
For instance, damage worked on a DB/DI system. Warriors innate mitigation worked by removing the highest DI value on the mobs scale.
Whats the process here, and are there different mitigation tables for different classes?
It could be fun to make different kinds of armour actually mean something besides AC.
If plate actually mitigated damage more than chain, chain more than leather, leather more than cloth, with a (somewhat) reverse value on avoidance, it could be interesting.
Just wondering.
 
Dex + Weapon Skill + Offense determines chance to hit.

ATK determines max damage on a successful hit.

AC determines % of damage reduction.
 
What determines wether you are hit at all?
And how does your damage reduction work.
In EQLive, the DB/DI system (which was kinda wierd, imo) went like this:
DB (damage base) 120
DI (damage integer) 45

which means you could be hit for 120, 165, 210, 255, 300, 345, 390, etc.
And are there different mitigation rules for the classes?

And, what do you think about implementing an armor system that gave mitigation bonuses for the heavier the armour, and avoidance boosts for lighter armour?
 
Our system is easier and more flexible. Wheter you're hit is a % chance calulcated by the following factors:

Accuracy Styles
Accuracy AAs
DEX
Offense
Weapon Skill

VS

Avoidance Styles
Avoidance AAs
AGI
Defense

And it seems overly complex and hard to balance. AC is AC, it's easier to just keep it that way.
 
Nice.
Seems a lot less cumbersone than EQlives methods. Makes a bit more sense too.
Still havent answered about mitigation though between classes. I understand if its a trade secret though :)
And I would like, somewhere, to see different kinds of armour mean something outside of 'AC'. Perhaps not here, but somewhere :)
Something like a .5% to .7% mitigation per plate-armour piece, or possibly 1% mitigation per visible plate-armour piece, going down in increments for lighter armour. Perhaps even avoidance penalties for heavy armour, but, that would have to be tweaked depending on how the damage is actually calculated.
With the DB/D system, high avoidance was great for that bried period of time a rogue or monk caught aggro, and could save their asses, but the overall mitigation and higher AC, while they would get hit more often, they would have less spikey damage intake, for slightly less damage, perfect for 'tanking'.
Anyway, yeah, just rambling.
 
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