Archived from groups: alt.games.everquest (
More info?)
On Sat, 11 Dec 2004 20:01:15 GMT, Tim Smith
<reply_in_group@mouse-potato.com> wrote:
>In article <j07kr0hftte7gb25cu3vnj05s6vk7dulbq@4ax.com>, Ben Sisson wrote:
>> in his opinion against hp. However, the dev said that if anything the 10x1
>> ratio was too kind to AC, and hinted the warriors should think in terms of
>> even higher ratios (more value to hp). When the warrior debated his side
>> more, the dev did say he knew the actual combat formulas, but that the
>> warrior could believe whatever he liked.
🙂
>
>Does anyone analyzing this kind of thing take into account things like
>downtime?
Of course, or more generally cost of recovery from damage taken.
It's no accident that highend tanks are reporting buffed ACs well
in excess of 2500. It's not uncommon to see advice along the lines
of "with only #### AC you'll need a second healer to tank there".
>For example, suppose you had 1000 HP and 0 AC, fighting a mob
>that does ~1000 points of damage to you in the time you can kill it, and you
>want to be able to take two of these back to back. Suppose you could raise
>HP to 2000 HP, or raise AC high enough to reduce the damage you take to 500.
>Both would let you on average take two of the mobs back to back.
>
>However, the "raise HP" approach would leave you with more downtime, as you
>have 2000 HP to get back, or would require more mana from the healers. The
>"raise AC" approach would leave you only needing to regen or be healed for
>1000 HP.
>
>On the other hand, the 2000 HP would be a lot nicer when you run into a
>caster mob whose attack doesn't give a damn about your AC, and dying
>certainly adds a lot of downtime.
🙂
>
>Anyway, I suspect to really figure out which is more important requires log
>parsing over a variety of encounters over a long time.
Actually, in-game experience is sufficient. If you're dying to damage
spikes you need more HP. If you're a mana sponge (i.e. you're running
your healer OOM) you need more AC. I think part of the reason HP are
often trumpeted as most crucial, besides the well known CH-chain
tactic, is that the former problem really demands rapid correction,
while the latter is less urgent and so gradual improvement is
acceptable to all.
kaev