Subject: "Making Stuff Count, Part Two: Armor Class/Hitroll" Search result list | First match | Last match
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ValguarneraSun 04-Mar-07 01:49 PM
Member since 04th Mar 2003
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#1170, "Making Stuff Count, Part Two: Armor Class/Hitroll"


          

If you haven't read Part One already, might want to skip there and come back. It has an introduction towards why we care about making more stuff count.

The key helpfile to read (online or in the sidebar) is 'ARMOR DEFLECTION'. The short version is that the armor class values of a defender's specific armor pieces may occasionally deflect a blow, and that an attacker's hitroll can prevent this from happening. Those of an offensive mindset may wish to pay more attention to hitroll, and those of a defensive mindset may wish to pay more attention to the armor they are wearing, both to maximize its contribution to AC, and to match it up with any Armor Use skills they have.

Prior to these changes, both of these factors meant fairly little, especially once past the game's early levels. If you weren't seeing "misses" in combat, you probably had plenty of Hitroll and
and more wasn't doing you very much good in the big picture. If you found a +2 hitroll item, you'd probably be better off wearing something else.

Armor class was the flip side of that. If you weren't seeing your opponent "miss" you in combat, your armor class was doing precious little. Note that generic AC effects (like the Armor spell, or an item with something like "improves Armor Class by -3") still do little beyond this. That's something which we plan to address at some point, but not today. That said, many affects (Bark Skin, Petrify Flesh, etc.) which improve Armor Class now also very slightly improve armor deflection against some or all types of attack-- all that tough skin under your armor helps you turn aside the blow. This hopefully makes a lot more of these types of skills worth using and practicing.

This project started in January 2003, and gained and lost momentum along the way. It changed personnel, went dormant for months at a time, and generally ate up space on our hard drives. Kastellyn deserves a great deal of credit for this project being possible-- without his systematic adjustment of literally thousands of pieces of armor, you'd be seeing axes deflected by "Silk Pajamas with 25 piercing AC". Armor Standardization laid the groundwork for even being able to start writing code, and that was nearly all Kasty. Special thanks also to Cyradia for whipping up the visual side of the project, and to Nepenthe for asking 4,000 nitpicky questions which forced us to be more ambitious and account for all sorts of details. If you notice that your invisible breastplate just isn't very good at deflecting light-based attacks, it was probably his idea.

As usual, let's try to keep the Announcements board tidy, and keep discussion to Gameplay.

valguarnera@carrionfields.com

  

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TopicMaking Stuff Count, Part Two: Armor Class/Hitroll [View all] , Valguarnera, Sun 04-Mar-07 01:49 PM
Reply Upgraded Compare a bit:, Valguarnera, 09-Mar-07 10:17 AM, #5
Reply Addendum on Berserk, Frenzy, etc., Valguarnera, 04-Mar-07 04:25 PM, #2
Reply RE: Addendum on Berserk, Frenzy, etc., Java, 09-Mar-07 09:37 AM, #3
     Reply Still seems reasonable to me. (n/t), Valguarnera, 09-Mar-07 09:38 AM, #4
Reply Addendum on armor types:, Valguarnera, 04-Mar-07 06:16 PM, #1
Top General Discussions Announcements Topic #1170Search result list | First match | Last match