Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 11-29-2012, 04:45 PM
EchoedTruth EchoedTruth is offline
Sarnak

EchoedTruth's Avatar

Join Date: Oct 2012
Posts: 322
Question AC or HP for tanks - equivalency

Just wondering everyone's input on the equivalency of HP and AC for tanks (i.e 1 ac = 10hp)?

Also, what would be the softcap for AC where it becomes less useful?
  #2  
Old 11-29-2012, 05:44 PM
Kope Kope is offline
Fire Giant


Join Date: Jun 2011
Posts: 789
Default

It's difficult to say a stright exchange rate. The softcap for AC depends on level, and AC mitigates damage while HP just helps you take more of it. It depends on your healer etc..
  #3  
Old 11-29-2012, 06:05 PM
pasi pasi is offline
Planar Protector

pasi's Avatar

Join Date: Apr 2011
Posts: 1,077
Default

You really don't have too much of a choice in AC/HP until Augs come into play, but generally 1AC = 5 HP.

I'd side with the HP side of that equation though. CHeal is not capping on anyone on this server and such a large percent of Kunark damage comes from non-melee (or due to a large damage bonus rather than a high Damage Interval).

I'm not sure how it is on this server, but during this era on live (and through Velious), AC was hardcapped (Source = Khavok, developer). The high HP stuff generally came with a shit load of AC anyways.
  #4  
Old 11-29-2012, 06:46 PM
Galelor Galelor is offline
Kobold

Galelor's Avatar

Join Date: Oct 2011
Posts: 156
Default

Quote:
Originally Posted by pasi [You must be logged in to view images. Log in or Register.]
You really don't have too much of a choice in AC/HP until Augs come into play, but generally 1AC = 5 HP.

I'd side with the HP side of that equation though. CHeal is not capping on anyone on this server and such a large percent of Kunark damage comes from non-melee (or due to a large damage bonus rather than a high Damage Interval).

I'm not sure how it is on this server, but during this era on live (and through Velious), AC was hardcapped (Source = Khavok, developer). The high HP stuff generally came with a shit load of AC anyways.
Just for fun: I took all AC for my pally once augs came into play. I took a 1 to 10 ratio for hp/ac on gear. Pally was a twink, but he could out tank many of our mains due to his high AC.
  #5  
Old 11-29-2012, 07:56 PM
RahlaeRuffian RahlaeRuffian is offline
Kobold


Join Date: Aug 2011
Posts: 171
Default

From a warrior guide on the wiki...

"An items combat value (CV) is equal to its AC, plus one for every 1pt of Str, 15 HP, 6 Dex, 6 Agi, and 5 Sta. I also add one to its CV for every 1% haste increase.

CV = AC + Str + (total of hp, dex, agi, sta, and save bonuses) + % haste."

http://wiki.project1999.org/Guide_fo...g_My_Greave.3F
  #6  
Old 11-30-2012, 05:05 PM
Galelor Galelor is offline
Kobold

Galelor's Avatar

Join Date: Oct 2011
Posts: 156
Default

Just a thought, but i seem to remember warriors going full HP during velious/luclin/pop for max HP during CH chains?
  #7  
Old 11-30-2012, 06:27 PM
pharmakos pharmakos is offline
Planar Protector

pharmakos's Avatar

Join Date: Jun 2012
Posts: 1,910
Default

they both matter to an extent, but it also depends on who's healing you. if your only healer is a druid, then you wanna get as much AC as possible. if your healer is a cleric with Complete Heal, then obviously a larger HP reservoir is a good thing.
__________________
Escapegoat / Pharmakos / Madriax
  #8  
Old 12-01-2012, 04:05 PM
Cippofra Cippofra is offline
Sarnak


Join Date: Jun 2011
Posts: 365
Default

Imo complete heal makes this question pretty cut and dry
  #9  
Old 12-01-2012, 06:07 PM
Frieza_Prexus Frieza_Prexus is offline
Fire Giant

Frieza_Prexus's Avatar

Join Date: Oct 2010
Location: Houston, TX.
Posts: 749
Default

Quote:
Originally Posted by Cippofra [You must be logged in to view images. Log in or Register.]
Imo complete heal makes this question pretty cut and dry
Not necessarily. It's always going to involve a mathematical analysis. Keep in mind that CHs are not unlimited, and in a raid situation post-Velious, the manapools of the clerics will matter greatly. An increase in AC might lower a mobs average DPS more so that the speed at which the CH rotation fires slows resulting in a long term savings of mana. That said, if you're fighting a mob that's likely to hit for maximum damage very often, then HPs will likely come out ahead. Only at the extreme ends of the spectrum will it be cut and dry. Much of the middle is a balancing test to find a happy medium between the diminishing returns of AC versus +hp.
__________________
Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus
"I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6
  #10  
Old 12-01-2012, 06:36 PM
Galelor Galelor is offline
Kobold

Galelor's Avatar

Join Date: Oct 2011
Posts: 156
Default

Quote:
Originally Posted by Frieza_Prexus [You must be logged in to view images. Log in or Register.]
Not necessarily. It's always going to involve a mathematical analysis. Keep in mind that CHs are not unlimited, and in a raid situation post-Velious, the manapools of the clerics will matter greatly. An increase in AC might lower a mobs average DPS more so that the speed at which the CH rotation fires slows resulting in a long term savings of mana. That said, if you're fighting a mob that's likely to hit for maximum damage very often, then HPs will likely come out ahead. Only at the extreme ends of the spectrum will it be cut and dry. Much of the middle is a balancing test to find a happy medium between the diminishing returns of AC versus +hp.
I'm with you for all classes less warriors. I was thinking even more about this, and I remember the dozens of AoW fights. Lots of rounds hitting for full damage, and HP was flat out required. The low HP tanks would get 1 rounded. I seem to remember some NToV fights being the same way. Velious is the land of CH chain tanking...
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 10:52 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.