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#21 |
Adept
Join Date: Oct 2007
Posts: 129
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AC is an attribute that I notice, if after I while I find myself thinking 'how come I'm finding orcs so difficult this time?' - the answer is usually an AC of 45 vs, say, 90.
But I agree with Patashu - if AC could somehow be communicated in a way similar to Saving Throw, or Weapon Damage, that would be great, either a Character screen stat (that gives a % damage reduction that reads similar to Saving Throw), or a handy line of info about damage avoidance/absorption, similar to the attack info you get when inspecting a weapon. Last edited by Mark; February 1, 2014 at 08:20. |
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#22 | |
Angband Devteam member
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Interesting debate. I can see the argument for making AC have the same range of values as other stats, though that should also apply to +hit, +searching etc. and wouldn't really make sense until full linearisation is done (3-40 not 3-18/220). I don't think it would be necessary to lose too many base items to achieve this: the half-dozen hats and boots would range from base AC 0 to 5, and body armours from 1 to 15 or so. But I wonder whether, given that this hasn't been necessary for hitting or searching, the other suggestion might be worth trying first. If people could see the change in damage absorption from a new piece of kit, that might make quite a bit of difference. We could even go so far as to add to monster memory "this creature has x% chance of hitting you at your current AC" so you could see the change to that too. [Prepares to blush with embarrassment if this has already been done.]
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#23 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Some very high-value light armors could increase your evasion, but it would need to be special ego-ability, not standard for any garment. OTOH absorbion could reduce some fraction of basic element spell and breath damages as well, so you would want heavy high-absorbion stuff late in game. Heavy armor should reduce evasion (based on weight of the armor). Big change to incorporate and balance, but could be worth thinking. |
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#24 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,077
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Titan attacks are then only partially affected by AC. The point remains though: "Its dangerous to melee because damage isnt diminished by AC" exactly describes why AC has little value. If the biggest melee threats (partially) ignore AC, why bother with it ? Why not do the opposite: have AC reduce titan damage twice. Crank up the melee damage of Titans to compensate; "an unlucky phasedoor next to a titan" (or a summon to!) will certainly kill the low ac character, but so does the offscreen breath to the resist-less character. That would change "hard to melee because they ignore AC" to "hard to melee without AC", creating a good reason to want AC. |
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#25 |
Swordsman
Join Date: Jun 2013
Posts: 428
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I really just wish I could see on my [C]haracter sheet what my AC is doing for me.
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#26 | |
Knight
Join Date: Aug 2009
Posts: 670
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