#21
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People say to put points into stamina which only results in a relatively few hit points at max level. I always wondered if higher agility were to increase your dodge rate or defense rate it might offset or be more valuable by hit point savings from getting hit less as opposed to the hit points added by stamina.
I remember when I made my first toon way back when, a monk, I put all my points into Agi because that is what everyone said you should do. [You must be logged in to view images. Log in or Register.] I'm guessing someone has parsed this out or it would be common knowledge that agi is more valuable, but interesting nonetheless. | ||
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#22
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AC shown on the titanium client is not equal to your AC on p99. [You must be logged in to view images. Log in or Register.]
__________________
P99 Wiki
No longer active, thank you for the years of fun. No alt account and I do not post on the P99 forums. Told this to Rogean, Nilbog & Menden. | ||
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#23
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Bard with lute and regen playing with and without AGI jewelry against same low lvl rogue mob just let that shit parse overnight.
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#24
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AGI > Worn AC > HP if not tank
if warrior warn AC is able to be pushed to crazy levels everyone is right what u see in the client is not to be believed its fake the AC u get from AGI, while less in number than from worn AC behaves entirely different than the AC u get from worn AC u cant compare apples and oranges buffed and agi ac is > all, that is why a spell with +14 AC is like adding literally 2x levels of mitigation to your character feel free not believing me and do the parses same with secondary slot ac it is more special than pants ac also iksars meagure innate scalie 15 ac buff is not considered worn ac for the sake of ac calculatins its the cooler betterer AC the min maxers who play here and 'swear by classic' really have no idea what they are doing they just like seeing 'higher numbers' | ||
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#25
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Quote:
Quote:
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#26
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All you are doing is testing avoidance agi does fuck all for avoidance. Every one has basically the same avoidance.
Now test mitigation or total damage taken. | ||
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#27
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Quote:
As to mitigation, the below is meaningless due to small sample size, but here is how that decaying skeleton smacked down the empty inventory un armed unarmoured max defence level 1 warriors (dwarf and woodelf). The table shows the different damage values, how often they occurred, and what % of the hits were this damage. Code:
75 Agi: dmg | f | % 4 | 8 | 5.0 3 | 38 | 23.9 2 | 38 | 23.9 1 | 75 | 47.7 125 Agi: dmg | f | % 4 | 4 | 8.5 3 | 11 | 23.4 2 | 11 | 23.4 1 | 21 | 44.7 A statistician may disagree, I think at this point I have conclusively proved elves are pansies, and having 50 more agi than a dwarf does nothing to stop this. | |||
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#28
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Quote:
Unfortunately I only have my warrior on green else I would assist =/. | |||
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#29
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AC is composed of two values : mitigation and avoidance. It shows as one number but internally it is handled separately. AGI affects only the avoidance component, so increasing AGI will make your displayed number go up, but the question is how the game actually handles avoidance internally. There's some real questions here - the overall effect, or lack of it, (or the possibility that it's actually negative on P99) might be hard to directly notice so there's no way to tell without some rigorous old school parsing.
Getting in the wayback machine and looking at old material from Ranger's Glade, Steel Warriors, and The Safehouse might provide some context, but of course we'd need to parse P99.
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The Ancient Ranger
Awake again. | ||
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#30
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Anyone considering testing it should keep in mind a few quirks in other parts of EQ: When enemies green out/low blue it seems they are way more likely to not resist spells. It could be that agility too has similar functionality and that your avoidance is already at a maximum when fighting mobs on that lower end of the spectrum.
Try to use the exact same mob for all tests... a DWing enchanter/necro/mage pet would probably be ideal for saving on time/healing. They will simply give you more hits for less overall damage so it's less healing needed for the tester. Try to get the pet and the tester to be the exact same level to eliminate as much level differential noise there might be the equation. Strip tester naked for first test, and the second test only add agility buffs and any item that gives only agility or other stats but not AC. Shaman agility buff would obviously be great here. It would be ideal(but not necessary) if the tester had close to base 75 agility as possible, so you can create a greater relative agility discrepancy in the higher agility test. I'd be curious of the results, but as I said before it's not really going to change much due to the limited itemization found in the game. | ||
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