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General section => General Discussions => Topic started by: faopcurious on August 27, 2014, 11:36:52 PM

Title: Am I calculating Ac penalty correctly?
Post by: faopcurious on August 27, 2014, 11:36:52 PM
Trying to figure out AC penalty, it seems really important, I can get up to 90 AC running.
so please tell me if I am calculating this correctly someone?

these are the formulas from wiki.

Quote
range midifier
Distance to target less than effectiveRange:
rangeModifier = 95*(effectiveRange - distanceToTarget)/effectiveRange

Distance to target greater than effectiveRange:
rangeModifier = 1000*(effectiveRange - distanceToTarget)/effectiveRange


Quote
Skill above 150:
baseHitChance = 95 + (skill-150)*4 + rangeModifier

with 200 gunskill, a 60 range gun: effective range 40:  target range is 50 hexes.

95+(200-150)*4=295    +  1000*(40-50)/40  =-250
=45


  at range of 39 =2.3+295   = 297.3

Quote

acPenalty = AC*(22 - Perception)/4
ac of 90  with 10 perception = 270

So I am assuming you just subtract the ac penalty?
at a range of 50:39: hit chance = 297.3%-270 = (27.3 % to hit
at a range of 50: 45% - 270 = -225% (0% to hit)


NPC's don't seem to have a problem hitting me when I am running, but maybe it is different for players?

Title: Re: Am I calculating Ac penalty correctly?
Post by: John Porno on August 27, 2014, 11:50:30 PM
uhm, we actually decided to get rid of ac for now, until we've found an effect for it that is less annoying.
Title: Re: Am I calculating Ac penalty correctly?
Post by: faopcurious on August 27, 2014, 11:59:33 PM
What what what? >_> elaborate plz.
Do you just need a better formula or what is the deal? what do you mean effect?
Are you going to scrap the no AC +30% suppression trait?

JK, that is fine with me, but it is good to know what is going on.
Title: Re: Am I calculating Ac penalty correctly?
Post by: Lidae on August 28, 2014, 11:31:41 AM
We thought the effect in game was difficult to play with in practice, because it makes it very difficult to keep track of who you can shoot at what distance. The effect as it is described in the wiki basically only reduces the max-range at which you have 95% hit chance against a running target (with aimed shots), but since it depends on factors not only related to your own character but also the target, it's hard to display the effective range in a simple way. As a solution to that we tried making armor class reduce the max hit chance instead (so 20 AC would make the max hit chance 75% instead of 95%), but this also turned out to be really annoying. The hit chance indicator is just not visible enough, especially since you may only see a target for a short time and have to decide right away whether to shoot or not. Waiting to check your hit chance just didn't seem like a good mechanic.

So that's the reasoning behind the decision. Everything related to AC will be disabled until we come up with something better. Feel free to help with ideas if you have any, but tying it to hit chance seems like a bad idea right now.
Title: Re: Am I calculating Ac penalty correctly?
Post by: faopcurious on August 28, 2014, 12:23:06 PM
Here are some ideas, just off the top of my head ^_^
I have posted in suggestion thread.

http://fonline-aop.net/forum/index.php?topic=664.0 (http://fonline-aop.net/forum/index.php?topic=664.0)