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Post by Variaz on Mar 26, 2008 17:46:22 GMT -5
You gain a 2% bonus on base AC for every points of Crafting. I think Iron Plate Mail is base AC 50? So yeah, 1 AC per points.
Perhaps 1% per points would be enough instead of 2%.
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Post by Gando on Mar 26, 2008 19:34:36 GMT -5
Or perhaps diminishing returns the higher the base Armor is?
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Post by phlinn on Mar 27, 2008 9:59:05 GMT -5
Might i suggest a bonus of AC * (crafting skill - item depth) / (Item depth)? Maybe set a max bonus of 100% or something. That way when you can just barely make an item you don't get a bonus, which seems right in any case. Also, formulas.txt or skills.txt might want to include whatever you settle on.
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Post by sekira on Mar 27, 2008 11:31:32 GMT -5
Hmm, very high skill in crafting can make any weapon broken too. 500 crafting (not too hard with dwarf/human bonus and enchanter bonus): 1d3 1.8 lb bronze dagger, the least damaging weapon in the game is now 6d18!!! and that is with dagger attacks... if you do it to a mithril dagger 2d4 1.0 lbs it becomes 12d24. 10d10 blue steel katana 14.0 lbs 1 hand becomes 60d60. 16d20 blue steel pike 2 hands becomes 96d120 Even with the 1% bonus to AC, armor becomes broken too.. blue steel full plate 300 base AC becomes 1800 base AC Even steel plate mail 60 base AC becomes 360 base AC I'll put my Suggestion to fix this in the Alchemy/Crafting/Enchanter thread in the Suggestions Forum
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Post by Gando on Mar 27, 2008 13:35:37 GMT -5
Hmm, very high skill in crafting can make any weapon broken too. 500 crafting (not too hard with dwarf/human bonus and enchanter bonus): 1d3 1.8 lb bronze dagger, the least damaging weapon in the game is now 6d18!!! and that is with dagger attacks... if you do it to a mithril dagger 2d4 1.0 lbs it becomes 12d24. 10d10 blue steel katana 14.0 lbs 1 hand becomes 60d60. 16d20 blue steel pike 2 hands becomes 96d120 Even with the 1% bonus to AC, armor becomes broken too.. blue steel full plate 300 base AC becomes 1800 base AC Even steel plate mail 60 base AC becomes 360 base AC I'll put my Suggestion to fix this in the Alchemy/Crafting/Enchanter thread in the Suggestions Forum Whats funny about those numbers is they remind me of Tome Character numbers at the higher levels. Sort of the nature of the beast for open ended systems...the numbers do get out of hand at high levels. On the other hand...Enemy monsters get an equal or greater amount of damage at the same levels.
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Post by Variaz on Mar 27, 2008 14:07:49 GMT -5
1800 base AC I'm not worried about. 96d120 maybe, but maybe not. I don't want to add too many caps though, skills are supposed to be limitless, and you becoming god-like later on is all part of the game. Besides, 96d120 is more overkill than you need, because the enemy hp is capped at 20 000 000 hp anyway. And you still have to hit the monster, bypass their counters(high level enemies will have very high AC, and much nastier counters), a resistance of 100 still means 0 damages, and while a 1800 base AC plate will definitly protect you, one hit might be all what they will need to kill you.
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Post by phlinn on Mar 27, 2008 14:51:13 GMT -5
I'm feeling a little over armored at the moment, with Level 16, Crafting 46, Defense 15, Agility 8 (mostly from gear) and 5160 AC. That's with nothing better than Iron. Given that I can make steel ingots, i''m pretty sure I can improve on this. I'll try not to abuse combining an iron ingot with itself to generate steel, and hold out for the rifle parts as nominally required in k_info... On the other hand, towards the end game, you'd better have the block magic ability, magic defense, or reflect on your gear. I'd suggest some points in great guard, but i suspect damage will be so high at that point that you're better off just making all your gear eternal. Oh, and you considered the wrong Armor. Prismatic Dragon Plate mail, AC 500 becomes 3000. Good luck finding the mats though.
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Post by Variaz on Mar 27, 2008 17:28:25 GMT -5
5160 is not that much. It was in 0.2.1, because monsters did not receive +5% to their total to_hit for every dex points like the player did, but now they do in the current 0.3 upload. For example, Quazar's hit rate is 4404. This means he has probably about 45% chance of hitting you for more damages than you can take. Some high dex monsters are even worse. A Shadow Kunoichi, for example, at level 9 will have 5311 to_h. By the time they appear, however, they'll be much higher than that. It's a depth 29 enemy, so let's assume level 30(that's optimistic, most likely she'll be 40+). At level 30, her to_h is 15783. At 6 blows per rounds, with your AC of 5160, you're almost sure to take a few hits, which will probably be enough to kill you. Oh, and she has a dex of 172 at level 30, good luck blocking that. Great Guard could save you, but that's all down to luck.
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