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Ac Needed To Be Invincible


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#1 joanna

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Posted 08 January 2005 - 06:57 PM

Got bored today, and started testing pvp damage. Got quite a few results, including this one - the amount of AC you need to stop yourself getting hurt against a particular attack.

Berserk - 202
Rapid Fire - 283
Assassinate - 873

roll on 873ac 'Anti-Thief' armour :unsure:

#2 Tom

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Posted 08 January 2005 - 08:50 PM

i think theres summit wrong about that zerk/rapid did u get em mixed up?
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#3 Ryuku

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Posted 09 January 2005 - 01:14 AM

I think she did lol

#4 Evergrey

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Posted 09 January 2005 - 03:44 AM

Got bored today, and started testing pvp damage. Got quite a few results, including this one - the amount of AC you need to stop yourself getting hurt against a particular attack.

Berserk - 202
Rapid Fire - 283
Assassinate - 873

roll on 873ac 'Anti-Thief' armour :unsure:

I take it that 800+ ac from thieves is without taking misses into consideration? Since thieves aren't succesfully hitting stuff everytime they hit... the AC should drop with it.

Or did you actually make some staffer to tell you?

Edited by Evergrey, 09 January 2005 - 03:46 AM.

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#5 MistMaster

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Posted 10 January 2005 - 09:47 PM

Got bored today, and started testing pvp damage. Got quite a few results, including this one - the amount of AC you need to stop yourself getting hurt against a particular attack.

Berserk - 202
Rapid Fire - 283
Assassinate - 873

roll on 873ac 'Anti-Thief' armour :unsure:

First of all what the hell are you talking about?

#6 deadman

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Posted 12 January 2005 - 04:06 AM

i dont even know wtf she talkin bout lol
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#7 Eamon

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Posted 12 January 2005 - 05:25 AM

i dont even know wtf she talkin bout lol

/nod

How would one go about finding out the amount of armor to be invincible, just out of curiosity.

#8 Sneaky

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Posted 12 January 2005 - 03:36 PM

Call me crazy but I remember reading somewhere (when mages could stack armor spells) that if you had 250+ armor, any attack automatically does 0.
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#9 Squee

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Posted 12 January 2005 - 10:40 PM

I remember Alone saying that he learned from staff that every 2 armour increase your chance to take zero damage (dodge, fully block or whatever) by 1%. So 200 AC would make you impossible to hit.
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#10 Crane

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Posted 12 January 2005 - 10:45 PM

Dodging is computed from Dexterity, armour blocking is done by armour.

Not so long ago a Mage could spell-stack their armour-boosting spells and then cast Aura of Protection on top of it all, and in some cases the 200 armour mark had been breached, making for a virtually impenetrable crit that blocks all blows and resists or counterspells a lot of enemy spells!

2 armour = 1% for total block; I am not sure about partial blocking.
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#11 joanna

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Posted 12 January 2005 - 11:17 PM

Slight problem with my values earler, forgot to account for misses.... This will probably put the thief value highter, and the ranger one lower

But the values are the right way round, RF beats armour better then berserk

#12 Penguin

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Posted 14 January 2005 - 02:47 AM

interesting

#13 deadman

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Posted 14 January 2005 - 03:21 AM

lol and how did you find these values out?
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#14 Lifeless Void

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Posted 02 March 2005 - 05:53 PM

lol and how did you find these values out?

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#15 Ë£ Mëxíçåñø

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Posted 02 March 2005 - 11:14 PM

:\ just to edit you guys lol joannas a guy..
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#16 Evergrey

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Posted 30 April 2005 - 01:19 AM

Dodging is computed from Dexterity, armour blocking is done by armour.

Not so long ago a Mage could spell-stack their armour-boosting spells and then cast Aura of Protection on top of it all, and in some cases the 200 armour mark had been breached, making for a virtually impenetrable crit that blocks all blows and resists or counterspells a lot of enemy spells!

2 armour = 1% for total block; I am not sure about partial blocking.

Note... Mages can get 200+ ac with only aop using the right EQ's I've done it myself so I know what I'm talking about.
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#17 fallen

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Posted 02 May 2005 - 11:49 PM

wit champs belt can be done
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#18 Stigmata

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Posted 03 May 2005 - 02:43 AM

Not so long ago a Mage could spell-stack their armour-boosting spells and then cast Aura of Protection on top of it all, and in some cases the 200 armour mark had been breached, making for a virtually impenetrable crit that blocks all blows and resists or counterspells a lot of enemy spells!

I think you got confused there - Armor has nothing to do with spell resistance.
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#19 Crane

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Posted 08 June 2005 - 11:12 PM

Not so long ago a Mage could spell-stack their armour-boosting spells and then cast Aura of Protection on top of it all, and in some cases the 200 armour mark had been breached, making for a virtually impenetrable crit that blocks all blows and resists or counterspells a lot of enemy spells!

I think you got confused there - Armor has nothing to do with spell resistance.

I know I'm posting on an old topic here, but let's put that aside for the moment.

Re-reading what I posted there, I did sound misleading. I wasn't meaning armour affected spell resistance, but that the Mage had the natural ability to resist and counterspell enemy spells anyway (affected by Wisdom, I believe), so put that on top of 200 armour and you have a virtually impenetrable tank of a crit! Still, it has been sorted now so they cannot spell-stack.
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