AIP1 - Modify attack rollΒΆ
| author: | leo |
|---|---|
| date: | 2015-01-03 |
| status: | Draft |
### Rationale
The extension of levels to 60 plus a number of customizations have created a large AC gap. So large that any attempt compensate via mob AB either leaves high-end AC totally untouchable and/or low-end AC murdered. This is an attempt to come to a fair middle ground, it is NOT designed to destroy everyone or high-end AC builds.
Stated Goals: * Allow more builds to be played enjoyably while not negating the value of high AC. * No class specific nerfs to AC.
Notes: * The need to re-balance creature AB’s and AC’s module wide will most likely be necessary. * PC’s needn’t have the same AC-AB range as NPC’s. In fact, this could be determined on a creature by creature basis. That is to say, we do whats fun for players. If players find a minimum chance to hit first attack is 40% for all players, that would be fine to me. * The 1d20 dice roll would no longer play a part in the attack roll. * Critical Hit determination would remain unchanged. * Attack iteration penalties still exist, so the 2nd attack would be -5/-3, etc.
Attack Table: (First Attack)
| AC - AB | Chance to Hit | 50% Conceal | 50% Conceal with Blindfight |
|---|---|---|---|
| >= 20 | 20.0% | 10.0% | 15.0% |
| 19 | 22.0% | 11.0% | 16.5% |
| 18 | 24.0% | 12.0% | 18.0% |
| 17 | 26.0% | 13.0% | 19.5% |
| 16 | 28.0% | 14.0% | 21.0% |
| 15 | 30.0% | 15.0% | 22.5% |
| 14 | 32.0% | 16.0% | 24.0% |
| 13 | 34.0% | 17.0% | 25.5% |
| 12 | 36.0% | 18.0% | 27.0% |
| 11 | 38.0% | 19.0% | 28.5% |
| 10 | 40.0% | 20.0% | 30.0% |
| 9 | 42.0% | 21.0% | 31.5% |
| 8 | 44.0% | 22.0% | 33.0% |
| 7 | 46.0% | 23.0% | 34.5% |
| 6 | 48.0% | 24.0% | 36.0% |
| 5 | 50.0% | 25.0% | 37.5% |
| 4 | 52.0% | 26.0% | 39.0% |
| 3 | 54.0% | 27.0% | 40.5% |
| 2 | 56.0% | 28.0% | 42.0% |
| 1 | 58.0% | 29.0% | 43.5% |
| 0 | 60.0% | 30.0% | 45.0% |
| -1 | 62.0% | 31.0% | 46.5% |
| -2 | 64.0% | 32.0% | 48.0% |
| -3 | 66.0% | 33.0% | 49.5% |
| -4 | 68.0% | 34.0% | 51.0% |
| -5 | 70.0% | 35.0% | 52.5% |
| -6 | 72.0% | 36.0% | 54.0% |
| -7 | 74.0% | 37.0% | 55.5% |
| -8 | 76.0% | 38.0% | 57.0% |
| -9 | 78.0% | 39.0% | 58.5% |
| -10 | 80.0% | 40.0% | 60.0% |
Examples, I will add more examples later...:
In the hit chance column, which is the % chance that the monster will hit you, the number in parenthesis are the current system. Note all these are PRE-concealment.
| Example | Your AC | Your Friend’s AC | The monsters AB | Your % hit chance | Your Friend’s % hit chance |
|---|---|---|---|---|---|
| #1 | 70 | 110 | 80 | 80% (95%) | 20% (5%) |
| #2 | 75 | 110 | 80 | 70% (95%) | 20% (5%) |
| #3 | 80 | 110 | 80 | 60% (95%) | 20% (5%) |
| #4 | 90 | 110 | 80 | 40% (50%) | 20% (5%) |
| #5 | 90 | 100 | 90 | 60% (95%) | 40% (50%) |
| #6 | 70 | 100 | 90 | 80% (95%) | 40% (50%) |
Wild Ideas, crazy off the top of the head ideas to make this more fun. May add more later: * Dwarven Defender in defensive stance could decrease their maximum chance of being hit. So, say, a boss has 120 AB, they could ensure that their max hit % was 70% instead of 80% and thus 52.5 after conceal and blind-fight on the first (and following attacks).