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Old March 26, 2021, 07:43   #1
wobbly
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Some calculations (AC and accuracy)

Just taking a bit of a look at how much difference AC and accuracy make. Figured I may as well post the numbers here as I go.

For a lvl 1 small kobold:
vs 0 AC = 95%
vs 6 AC = 90.69%
vs 12 AC = 81.39%
vs 18 AC = 72.09%
vs 24 AC = 62.79%
vs 30 AC = 53.48%
vs 36 AC = 44.18%
vs 42 AC = 34.88%
vs 48 AC = 25.58%
vs 54 AC = 16.27%
vs 60 AC = 12%

so the to-hit % drops roughly 10% / 6 AC

on a level 15 monster with a hit to hurt attack you need to double those AC numbers.

on a level 30 monster you triple those AC numbers.

lv 44 -> x4 AC
lv 58 -> x5 AC

etc.
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Old March 26, 2021, 08:30   #2
Selkie
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Great job, it was interesting to read.

I always neglect AC so much, but this goes to show the difference a couple of rings of protection could make in the early game.

What's a good example of a level 30 hard hitting monster?
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Old March 26, 2021, 09:35   #3
bughunter
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Fire Giant does 6d8, twice per turn. (But then, it's also fire branded, which may affect the calculation.)

Mithril Golem does 2x 3d8 and 2x 5d8 per turn.

Both are level 30.

I'm running 4.0.5 still (one more week) so those numbers may be outdated.
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Old March 26, 2021, 09:38   #4
bughunter
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Quote:
Originally Posted by wobbly View Post
so the to-hit % drops roughly 10% / 6 AC

on a level 15 monster with a hit to hurt attack you need to double those AC numbers.

on a level 30 monster you triple those AC numbers.

lv 44 -> x4 AC
lv 58 -> x5 AC

etc.
I've been operating under the impression that higher AC also reduces damage taken on a hit... is this also true?
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Old March 26, 2021, 09:59   #5
wobbly
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Quote:
Originally Posted by bughunter View Post
I've been operating under the impression that higher AC also reduces damage taken on a hit... is this also true?
Code:
/**
 * Calculate how much damage remains after armor is taken into account
 * (does for a physical attack what adjust_dam does for an elemental attack).
 */
int adjust_dam_armor(int damage, int ac)
{
	return damage - (damage * ((ac < 240) ? ac : 240) / 400);
}
This only applies to "physical" attacks (not hit to confuse, disenchant etc.). Though I believe base elemental melee is a mix of elemental/physical. So it's 60% reduction at 240 AC.
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Old March 26, 2021, 13:23   #6
wobbly
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Quote:
Originally Posted by Selkie View Post
Great job, it was interesting to read.

I always neglect AC so much, but this goes to show the difference a couple of rings of protection could make in the early game.

What's a good example of a level 30 hard hitting monster?
Level 30 is Bill, Bert and Tom. The hardest hitting non-unique would be an ogre chieftain.
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Old March 26, 2021, 20:08   #7
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I realize I've made an assumption.

This #monster is normally found at depths of #depth feet (level #dl)

Is #dl the same as the monster level?
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Old March 26, 2021, 20:35   #8
Pete Mack
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that is correct.
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Old March 27, 2021, 08:56   #9
wobbly
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Not sure how best to look at player accuracy: what class, race, clvl, do I do it vs AC? or some average AC vs monster level? etc.

For now some idle comparisons to the monster to-hits above.

a lvl 1 human priest/druid with no bonus is equivalent to a lvl 1 monster.
+1 to-hit is equivalent to +1 monster level

warrior: +8 to hit, +1.5 to hit/level (relative to priest)
mage: -3 to hit, +0.5 to hit/level
druid/priest: +0 to hit, +0.7 to hit/level
necromancer: -3 to hit, +0.8 to hit/level
paladin: +7 to hit, +1.3 to hit/level
rogue: -3 to hit, +1.5 to hit/level
ranger/blackguard: +5 to hit, +1.3 to hit/level

half-elf: -0.33 to hit
elf: -1.66 to hit
hobbit: -3.33 to hit
gnome: -2.66 to hit
dwarf: +5 to hit
half-orc: +4 to hit
half-troll: +6.66 to hit
dunadan: +5 to hit
high-elf: +3.33 to hit
kobold: -1.66 to hit
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Old March 27, 2021, 17:52   #10
wobbly
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So time for some fairly arbitrary numbers. I used a clvl 1 hobbit mage as the base point, so a clvl 1 human priest starts at +6 and a clvl 50 human warrior at +90.

Code:
vs AC 24 (small kobold)
+0 36%
+1 42.86%
+2 48.39%
+3 52.94%
+4 56.76%
+5 60%
+10 70.91%
+15 77.14%
+20 81.18%
+25 84%
+30 86.09%
+35 87.69%
+40 88.97%
+45 90%
+50 90.86%

AC 48 (large kobold/snaga)

+0 12%
+5 20%
+10 41.82%
+15 54.29%
+20 62.35%
+25 68%
+30 72.17%
+35 75.38%
+40 77.93%
+45 80%
+50 81.71%

AC 96 (mature dragon)

+0 12%
+5 12%
+10 12%
+15 12%
+20 24.71%
+25 36%
+30 44.35%
+35 50.77%
+40 55.86%
+45 60%
+50 63.43%
+55 66.32%
+60 68.78%
+65 70.91%
+70 72.77%
+80 75.84%
+100 80.31%

AC 180 (Morgoth)

+0 12%
+20 12%
+40 17%
+60 41.46%
+80 54.72%
+100 63.08%
+120 68.81%
+140 73.03%
+160 76.24%
+180 78.76%
+200 80.8%
So hmm... mostly a bunch of mostly meaningless numbers and I suspect with a bit of searching you can find a more organized version then this, but there is some basic patterns I can see there.

Accuracy matters up to the pt you hit around 60-70% or so then does very little. (you can see your % to-hit in monster memory).
Bless on a priest is a big booster early. For a lvl 5 human priest vs large kobold/snaga its around +25% damage (about +10% for the paladin).
Interestingly I'd say it matters for non-warriors melee-ing Morgoth, it's just everything else matters more.
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