Defense Checklist
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There is a noticeable change when fighting blue vs yellow mobs. Yellow Mobs vs Blue Mobs:
Yellow mobs have higher stats >>Yellow mobs have higher Weaponskill >>>Yellow mobs have higher Defense Penetration When Mob swings at shield user: 1. Check Position (Angle) 2. Check Evade 360 (Y/N) 3. Check Intercept (Y/N) 4. Check Guard (Y/N) 5. Check Number of Attacker Bonus (for Evade) 6. Check Dual Wield Bonus (Y/N for blocking) 7. Check 2-Handed Bonus (Y/N for parry) 8. Check Shield Type (for Blocking X # of Attackers/CAP) 9. Check GuardBot Shield Type 10. Check Evade (Y/N) 11. Check Parry (Y/N) 12. Check Block (Y/N) 13. Check GuardBot Block (Y/N) 14. Check Target Hit(Armor) 15. Check Miss (base,bonus,#ofAttackers,StyleBonus) 16. Check Damage (AF/ABS, swing speed etc...) 17. Check Proc Weapon (Y/N) 18. Check Damage Return (Y/N) 19. Check Proc Armor (Y/N) The first check at which mob level has an impact is the check #15 After all defensive checks. So if the yellow mob can't be defended against as well as a blue mob, it means that either the mob level has an impact on the defensive checks or that the check #15 is actually placed at a higher level in the checklist. Let us consider when I am attacking a purple monster with a 1-handed weapon (parry). It is highly likely that he will parry, even more likely that I will miss. Usually, I will miss 80% of the time, and then it will parry some attacks. This must mean that the check# 15 is placed before the defensive checks. I think this is the core of the problem, the miss/hit has to be put after the defensive checks. When you swing, you swing at the sword=parry, the shield=block, the wind=evade, if the opponent fails to evade, to parry, to block, then you hit the enemy, where do you hit it? Torso 40% chance, did you just fail to crush the armor=miss check+bonus+etc.. Or there might be 2 Miss Checks: - One miss check before all checks of 5%*(Level Difference) Miss (Y/N) - one miss check before all checks of 1% Fumble (Y/N) And then, once the weapon of the attacker reaches the armor of the defender, there is a Bust Armor Check (Chance to negate a blow). If Armor is Busted, then there is the Damage Calculation. At the moment the Hit/Miss check is one and only one, and it should be divided into base miss, base fumble, bust armor. Bust armor should be placed after defensive checks. Last edited by Requin on Jun 30, 2017 10:48, edited 1 time in total.
Reminder to Self: Quality over Quantity, what is the Value here?
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Try 2 at the checklist:
When Mob swings at shield user: 1. Check Fumble (Y/N) 2. Check Miss (Y/N) 3. Check Position (Angle) 4. Check Evade 360 (Y/N) 5. Check Intercept (Y/N) 6. Check Guard (Y/N) 7. Check Number of Attacker Bonus (for Evade) 8. Check Dual Wield Bonus (Y/N for blocking) 9. Check 2-Handed Bonus (Y/N for parry) 10. Check Shield Type (for Blocking X # of Attackers/CAP) 11. Check GuardBot Shield Type 12. Check Evade (Y/N) 13. Check Parry (Y/N) 14. Check Block (Y/N) 15. Check GuardBot Block (Y/N) 16. Check Target Hit(Armor) 17. Check BUST (I Copyright This) Armor (base,bonus,#ofAttackers,StyleBonus) 17. Check Damage (AF/ABS, swing speed etc...) 18. Check Proc Weapon (Y/N) 19. Check Damage Return (Y/N) 20. Check Proc Armor (Y/N) Reminder to Self: Quality over Quantity, what is the Value here?
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Is that checklist any good?
I would really like to know if the base chance to miss are independent of the chance to hit the armor. Meaning that chance to miss/ fumble is tested before the weaponskill and armor bonus, etc.. is checked. So two checks instead of one. Reminder to Self: Quality over Quantity, what is the Value here?
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I would answer your question but have difficulties to understand what you want to know. Try to reformulate.
Weapon and armor bonus influences miss rate itself. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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I play a paladin and I feel that the blocking is a little bit off, so I am trying to figure out the reason.
There must be a mistake in the defensive checklist. Let us say my full armor is 25% bonus, while mobs do not have bonus%. Let us say that each level difference increases chances to miss by 5% yellow mobs having a base chance to miss of 5%. Let us say that the # of attacker to-hit bonus is 5% per attacker Let us say that fumble rate is a flat 1%. Let us say that I am level 40 with 40 in shield. Let us say that I am wearing a large shield. Let us say that i am fighting 3 blue mobs at the same time. Let us say that my armor/shield condition are at 100%. Let us say that mobs do not use any styled attack. Let us say that I have 6 points into parry. Let us say that the mobs are not dualwielding. Let us say that the mobs do not have a 2-handed weapon. 1 of the mobs attack me: -1% fumble =>99% -5%*2=-10% miss =>89.1% +5%*2=+10% #ofattackerbonus =>98.01% -(5%+3%)=-8% parry =>90.1692% -(5%+20%)=-25% block =>67.6269% -25% armorbonus => 50.72% So each mob has around 50% chance to hit me, while fighting three blue mobs. Or is it: -1% fumble -10% miss +10% #of attacker bonus -8% parry -25% block -25% armor bonus total= -59% chance to hit = 41% chance to hit What I mean exactly I guess is how are the % chance calculated: independently or conditioned or a mix of both? And what is the formula like? It could be that fumble and miss are added together and then the result is then tested for evade/parry/block and the following result testes against armor/weapon bonus, style bonus. This would mean following the same scenario: -1% fumble -10% miss =89% hit -8% parry -25% block =59.63% hit +0% style -25% bonus =44.72% +10% #of attacker =49.19% to hit Depending on the values the % chance can vary, I don't have any idea on the chance to miss per mob, the chance to fumble, the # of attacker bonus, the mob stats, etc... It could be nice to have a clearer idea of the sequence of calculation. Reminder to Self: Quality over Quantity, what is the Value here?
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Order of defense is not what you assume.
On Uthgard it is: evade => parry => block => fumble => miss. Its a complex situation you face. A yellow mob will ofcourse be stronger in several regards than a blue. You will not be able to pinpoint that down to one fact as multiple stats change per level. There are a lot of numbers and formulas involved in melee. Even more in PvE. Also facing more than 1 mob adds another layer of complexity where your shield size starts to count and parry me be influenced. It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later. "It is an inescapable law of nature that the amount of satisfaction one gains from achieving something is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure." Blue says, "you used macro tools or macro keyboard" Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand" [Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????" BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..." |
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Alright, thanks.
Next time I will try to have something a lot clearer, I will work on it. Reminder to Self: Quality over Quantity, what is the Value here?
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