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Reload this Page Game Mechanics (based on Jayde[DEV]'s posting)
 
Old 22nd June 2008, 03:55     wuban is offline   #41
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check threads before posting that goes to me!

Last edited by wuban; 22nd June 2008 at 03:59..
Old 22nd June 2008, 06:08     malric83 is offline   #42
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So you saying, that defence matters sh it in pvp ? then all classess should have same dmg too....
Wasnt it the argument for lowering overreach dmg, the high defence rating of guardian ? wich seem...to not work in pvp ?

Pretty silly
Old 22nd June 2008, 08:56     Inconsiderable is offline   #43
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Quote:
Originally Posted by manveruppd View Post
I'd also like to know this!

Also, any speculation on "heroic defense rating"? I reckon THAT is your PvP armour rating and it's not set to 0 like the other stats.
Heroic Defense Rating only works against mobs (and maybe players?) above your level.
Old 22nd June 2008, 10:20     British is offline   #44
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shameless bumping
Old 22nd June 2008, 11:43     Jayde is offline   #45
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Attack Rating, Defense Rating, Magic Rating (this includes specialized Magic Ratings) and Magical Resist are the "big 4" stats in terms of comparing attackers to defenders in the game.

The opposing stats are, as may be obvious:
  • Attack Rating vs. Defense Rating
  • Magic Rating (+Specialized Rating) vs. Magical Resist

In normal combat, if the attacker's offensive rating is lower than the defender's defensive rating, the damage will be reduced. Likewise, if the attacker's offensive rating is higher than the defender's defensive rating, the damage will be increased.

When attack and defense ratings are equal, the damage dealt will be the "normal" value of the attack, spell, or ability.

Heroic rating works mostly the same; however it is limited in when it can apply. It only applies if that rating is lower than an opposing rating.

For example:
  • Player A has 250 Attack Rating, NPC B has 300 Defense Rating, outcome is -50 for the Player
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 300 Defense Rating, outcome is even
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 400 Defense Rating, outcome is -50 for the Player
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 200 Defense Rating, outcome is +50 for the Player

For specialized magic ratings, as with Demonologists and Necromancers, the specialized rating is added when using a spell of the school that one has specialized rating for. For instance, if one has 100 Magic Rating and 50 Electrical Magic Rating, the effective magic rating is 150 with Electrical spells and 100 with non-Electrical spells. (The Archmage feat in the Mage general tree will make the buffs apply to both schools for the class, so all spells will effectively be cast with 150 Magic Rating.)

---

The last point is simply, these 4 stats do not apply in PvP. Thus, in PvP positive or negative damage multipliers normally associated with offensive and defensive rating comparisons are completely ignored. This is to allow players of all levels to compete on a fairly level playing-field, and not have them dealing artificially reduced or increased damage due to rating differences.

All other stats work normally in PvP. It is simply that "scaler" functionality which is normally in place to dynamically adjust gameplay based on level differences (for instance, the fact that you will evade more against a lower-level NPC) is removed in PvP to allow for a fairer matchup of player skill and ability.

To answer the questions of "why heavy armor?" or others along that same line: all players of all classes have the ability to reach the "target" ratings for a given level. They are a way to control your "virtual level" when compared against NPCs, not to provide a specific advantage to certain classes. All classes should be able to reach, for instance, 317 in all 4 rating statistics at level 80.

Heavier types of armor have higher innate invulnerability ratings, greater resistance to knockback effects, and dramatically increased health modifications. (Heavy armor, for instance, has over 3 times as much health available compared to medium armor.)

---

As I mentioned in another post last week, we will be releasing a bit of a guide to statistics and their general functionality in the near future. We would like to make this and other information a bit more easily accessible than it is currently. Obviously, we will not go in too much detail about advanced parts of the system (for instance, the non-linear formula which controls the actual offensive vs. defensive rating multipliers) but we would like to see players having a greater understanding of how stats are intended to work.

Hopefully this was helpful.
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Old 22nd June 2008, 11:50     trucane is offline   #46
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That explained alot even though it still doesn't make heavy armor worth using.
I haven't seen much higher invulnerabilites on heavy/full plate than on other armors. 1-2% more damage reduction doesn't cut it when heavy users usually do half or one third as much damage.

The fact that the main thing with heavier armor is the HP bonus doesn't make much sense either. Should the armor absorb hits or should it make us physicly stronger? I know what makes most sense... being a warrior in heavy armor has for one always been about taking less damage, thats the main reason I pick them not because i wanna have tons of HP and take just as much damage as everyone.
Old 22nd June 2008, 11:57     Helliosbloodhoof is offline   #47
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Quote:
Originally Posted by Jayde View Post
Attack Rating, Defense Rating, Magic Rating (this includes specialized Magic Ratings) and Magical Resist are the "big 4" stats in terms of comparing attackers to defenders in the game.

The opposing stats are, as may be obvious:
  • Attack Rating vs. Defense Rating
  • Magic Rating (+Specialized Rating) vs. Magical Resist

In normal combat, if the attacker's offensive rating is lower than the defender's defensive rating, the damage will be reduced. Likewise, if the attacker's offensive rating is higher than the defender's defensive rating, the damage will be increased.

When attack and defense ratings are equal, the damage dealt will be the "normal" value of the attack, spell, or ability.

Heroic rating works mostly the same; however it is limited in when it can apply. It only applies if that rating is lower than an opposing rating.

For example:
  • Player A has 250 Attack Rating, NPC B has 300 Defense Rating, outcome is -50 for the Player
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 300 Defense Rating, outcome is even
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 400 Defense Rating, outcome is -50 for the Player
  • Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 200 Defense Rating, outcome is +50 for the Player

For specialized magic ratings, as with Demonologists and Necromancers, the specialized rating is added when using a spell of the school that one has specialized rating for. For instance, if one has 100 Magic Rating and 50 Electrical Magic Rating, the effective magic rating is 150 with Electrical spells and 100 with non-Electrical spells. (The Archmage feat in the Mage general tree will make the buffs apply to both schools for the class, so all spells will effectively be cast with 150 Magic Rating.)

---

The last point is simply, these 4 stats do not apply in PvP. Thus, in PvP positive or negative damage multipliers normally associated with offensive and defensive rating comparisons are completely ignored. This is to allow players of all levels to compete on a fairly level playing-field, and not have them dealing artificially reduced or increased damage due to rating differences.

All other stats work normally in PvP. It is simply that "scaler" functionality which is normally in place to dynamically adjust gameplay based on level differences (for instance, the fact that you will evade more against a lower-level NPC) is removed in PvP to allow for a fairer matchup of player skill and ability.

To answer the questions of "why heavy armor?" or others along that same line: all players of all classes have the ability to reach the "target" ratings for a given level. They are a way to control your "virtual level" when compared against NPCs, not to provide a specific advantage to certain classes. All classes should be able to reach, for instance, 317 in all 4 rating statistics at level 80.

Heavier types of armor have higher innate invulnerability ratings, greater resistance to knockback effects, and dramatically increased health modifications. (Heavy armor, for instance, has over 3 times as much health available compared to medium armor.)

---

As I mentioned in another post last week, we will be releasing a bit of a guide to statistics and their general functionality in the near future. We would like to make this and other information a bit more easily accessible than it is currently. Obviously, we will not go in too much detail about advanced parts of the system (for instance, the non-linear formula which controls the actual offensive vs. defensive rating multipliers) but we would like to see players having a greater understanding of how stats are intended to work.

Hopefully this was helpful.

Rite so what the hell is the point in playing a guardian then ?
thanks for letting me waste my time leveling one up have a nice day.
Old 22nd June 2008, 12:01     Zzulu2 is offline   #48
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the feats perhaps

Guardians are very hard to kill if you haven't noticed
Old 22nd June 2008, 12:26     talyru is offline   #49
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Quote:
Originally Posted by Helliosbloodhoof View Post
Rite so what the hell is the point in playing a guardian then ?
thanks for letting me waste my time leveling one up have a nice day.
well you either didnt read it , or you havent played anything else.

guardians are brick walls compared to well anything , as jayde pointed out 3X health to medium , and massive innate resistances and knockback resist.

go roll a clothy and see how much of beating they take compared to your guardian
Old 22nd June 2008, 12:33     Lykeas is offline   #50
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So resists must be totally broken in the game because from what i have seen all npc spellcaster in the game do MUCH MUCH higher stable damage than melees. Like every spell does its max damage possible, is that right ? Plus i havent seen any increase to my resist ratings although several stats claim to increas those resists....
 

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