|
journeyman
|
OP
journeyman
Joined: Nov 2004
|
I see a helmet with a defense of 40 and + 10 Vitality. But I also have the option to purchase an helm with 70 defense...
How much HP reduction does each point of defense reduce? Trying to decide what's better for my Melee character
I just came up with another question as I was writing this post. Hit Percentage, how exactly do you calculate your hit percentage? I am assuming that's what offense stands for in Character stats. Does it depend on the monster?
Is there a place for all the formulas? I am a stat *Whore* as they say.
Thank you for your help.
|
|
|
|
Support
|
Support
Joined: Mar 2003
|
I always went primarily with the armour class for armour, then looked at other bonuses. However, you do not get hit in the head much (a helmet's chance of blocking is something like 10% IIRC), so the armour class isn't a big deal. The higher AC helmet will absorb more damage if you get hit in the head, while the other will give a bonus all the time. I'd go for the 70 AC, but if you are early enough in the game that 10 HP is a nice bonus, then that wouldn't be a bad choice. I don't know the formulas used to calculate damage, but your offense and defense are calculated from your agility, and depend on character class. Your chance to hit / be hit are based on agility and character level (I didn't try figuring out the formula used, but there is an example in the topic below). I assume both your character and your opponent's hit percentages and are used during the combat calculations. differences between classes (minor spoilers)
|
|
|
|
journeyman
|
OP
journeyman
Joined: Nov 2004
|
I always went primarily with the armour class for armour, then looked at other bonuses. However, you do not get hit in the head much (a helmet's chance of blocking is something like 10% IIRC), so the armour class isn't a big deal. The higher AC helmet will absorb more damage if you get hit in the head, while the other will give a bonus all the time. I'd go for the 70 AC, but if you are early enough in the game that 10 HP is a nice bonus, then that wouldn't be a bad choice. I don't know the formulas used to calculate damage, but your offense and defense are calculated from your agility, and depend on character class. Your chance to hit / be hit are based on agility and character level (I didn't try figuring out the formula used, but there is an example in the topic below). I assume both your character and your opponent's hit percentages and are used during the combat calculations. differences between classes (minor spoilers) Thanks Raze. I am trying to figure out what would be a good agility to have at lets say level 3. At level 50, it says that an agility of 150 is needed for 94% hit rate. Now does this mean I will hit the enemy 94% of the time, regardless of who the enemy is? I see that the agility is nearly 3x the level, though I doubt having an agility of 9 at level 3, would ensure that I hit 94% of the time. I am sure there is a more of curving exponential factor or something of that sort. If you do happen to find out the exact formula or know what I agility I need at lower levels to max hit, let me know. (I love numbers. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> Trying to make a mean Poison Warrior.
|
|
|
|
Support
|
Support
Joined: Mar 2003
|
At level 3 you will have received 10 stat points from the 2 level ups; at least a couple will likely have gone into constitution, and you may have strength requirements to try to meet for equipment you have found (not to mention needing more carrying capacity so you don't have to return to base as often from becoming encumbered), so I would expect at most 3 or 4 added points in agility. Early in the game agility is relatively easy to neglect, but once you get your constitution up a bit and get decent armour, you can start raising it more aggressively. You really have to adapt your stat point distribution as you play, based on the bonuses and requirements on equipment you find, your playing style and whether you start having any problems.
On average throughout the game, most people playing warriors invest 2 skill points per level into strength, 2 in agility, 1 in constitution and ignore intelligence (equipment bonuses should give you plenty of mana for the occasional spell).
The listed chance to hit or be hit is for an average monster of the same level. You do not have to worry about trying to max your chance to hit or minimize your chance to be hit, as you will not be able to even come close without some serious cheating. Basically, if you start getting hit a lot, miss a lot and never get the first hit in, start boosting agility (and/or upgrade equipment, and/or invest in the passive Stun skill, etc).
On level 3 (with a warrior), to reach a 94% chance of hitting an average level 3 opponent, you would need an agility of 38. To drop your chance to be hit to 19% you would need an agility of 63. A skill like Stun (for a melee warrior) greatly enhances you offense, even if your chance to hit isn't wonderful. Conversely, good armour can compensate for a higher chance to be hit. You can not neglect agility too much, but you don't have to obsess over the hit percentages, either.
|
|
|
|
journeyman
|
OP
journeyman
Joined: Nov 2004
|
I always went primarily with the armour class for armour, then looked at other bonuses. However, you do not get hit in the head much (a helmet's chance of blocking is something like 10% IIRC), so the armour class isn't a big deal. The higher AC helmet will absorb more damage if you get hit in the head, while the other will give a bonus all the time. I'd go for the 70 AC, but if you are early enough in the game that 10 HP is a nice bonus, then that wouldn't be a bad choice. I don't know the formulas used to calculate damage, but your offense and defense are calculated from your agility, and depend on character class. Your chance to hit / be hit are based on agility and character level (I didn't try figuring out the formula used, but there is an example in the topic below). I assume both your character and your opponent's hit percentages and are used during the combat calculations. differences between classes (minor spoilers) Regarding armor; The helmet only has a 10% chance of reducing damage? So if I get hit, the Armor Class ONLY plays in effect if It falls into the 10% chance right? And does Armor Class stack? My shield has a 30% (IIRC) chance of absorbing damage. So can both the Helmet and Shield absorb the damage? At the moment, I am trying to build up my Strength Stats to equip a good axe. I am thinking of using a boot that has about 70 defense but +4 to Strength as opposed to pair of boots with about 150+ and +10 Resistances to 2 different elements. (The boots only have a 5% absorb dmg, so It may be a good idea) The reason is I can't kill the ORC Drummer that keep healing themselves...and those ORC Warlords take too many hits. I just hit level 11 and am at the Market place. Should I use the strength shoes in your opinion?
|
|
|
|
journeyman
|
OP
journeyman
Joined: Nov 2004
|
At level 3 you will have received 10 stat points from the 2 level ups; at least a couple will likely have gone into constitution, and you may have strength requirements to try to meet for equipment you have found (not to mention needing more carrying capacity so you don't have to return to base as often from becoming encumbered), so I would expect at most 3 or 4 added points in agility. Early in the game agility is relatively easy to neglect, but once you get your constitution up a bit and get decent armour, you can start raising it more aggressively. You really have to adapt your stat point distribution as you play, based on the bonuses and requirements on equipment you find, your playing style and whether you start having any problems.
On average throughout the game, most people playing warriors invest 2 skill points per level into strength, 2 in agility, 1 in constitution and ignore intelligence (equipment bonuses should give you plenty of mana for the occasional spell).
The listed chance to hit or be hit is for an average monster of the same level. You do not have to worry about trying to max your chance to hit or minimize your chance to be hit, as you will not be able to even come close without some serious cheating. Basically, if you start getting hit a lot, miss a lot and never get the first hit in, start boosting agility (and/or upgrade equipment, and/or invest in the passive Stun skill, etc).
On level 3 (with a warrior), to reach a 94% chance of hitting an average level 3 opponent, you would need an agility of 38. To drop your chance to be hit to 19% you would need an agility of 63. A skill like Stun (for a melee warrior) greatly enhances you offense, even if your chance to hit isn't wonderful. Conversely, good armour can compensate for a higher chance to be hit. You can not neglect agility too much, but you don't have to obsess over the hit percentages, either. I seem to be missing a lot now with the stronger enemies..so I am starting to boost up my Agility. How exactly did you get the 38 and 63? I have been neglecting constitution but then again, most of my equipment seem to give me boosts to vitality and constitution. Thanks for all of your help.
|
|
|
|
Support
|
Support
Joined: Mar 2003
|
The chance of absorbing damage for an equipment type is the chance you will be hit in that area (all the values add up to 100). Presumably if your character does not have a shield the values will be weighted to reflect that (the 30% (or whatever) chance to absorb damage gets distributed to the other armour types). I played using one and two handed swords, and besides one handed weapons doing less damage, biggest difference the shield made was in the extra equipment bonuses or charm slots (didn't notice a big difference in the damage I took). The armour class of a helmet is only used in the 10% of the hits that targetted the head. The stats window lists an overal armour class, but that is for informational purposes only. Realistically, you would think any damage not blocked by a shield could be partially blocked by whatever armour was behind the blow, but I do not know how intricate the combat calculations are in the game. With only a 5% chance of being hit in the feet, I think the bonuses are more relevent than the armour class for shoes and boots. I used a pair of AC 70 boots for the last half of the game: Charm Quality 5 (though I didn't add any charms), 2 Defense, 80 Vitality, 80 Magic, Identify +1. I would take a primary stat bonus (especiallt strength, early in the game) over resistances, so concur with your choice of boot. The first orc warlord I ran into south of Aleroth I had to keep withdrawing (kill off all the regular orcs first and then take him on alone). The orc drummer could not hurt me, but I could not do enough damage fast enough to kill him. After buying a better sword from the traveling merchant near the cursed abbey, I had much less trouble with the orcs. I did the same as you, boosting strength to equip weapons, then having to make up for a low agility later. I had a little help, though, as the dragon rider that Zandalor kills south of Aleroth dropped a gold strength charm. After meeting the knight near Stormfist castle and getting a pretty good two handed sword, I had to go up another level or 2 and add the strength charm to an amulet to be able to equip it (that was the only charm I used in the game, though I collected lots). To determine how much agility was required to reach the limits of the hit percentages I loaded an old save with my character at level 3, used iZakaroN's SaveEditor (or from Kiya's site, with description) to give myself 100 stat points, loaded the game, and added points to agility, checking the offense/defense descriptions for the hit percentages. If you can not be killed in a couple of hits by a strong opponent, then your constitution is high enough (though if that is all you can handle you may go through a lot of healing/restoration potions in tougher fights).
|
|
|
|
|