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AR versus Physical Protection.
Posted: Thu Mar 29, 2012 4:05 am
by Yukiko
I was wondering how you all were handling the switch from the AR protection model to the physical resistance model? I'm not sure how to convert AR values to resistance values and need some ideas. I was attempting to come-up with some mathematical formula to convert AR to some reasonably equivalent physical resistance value but I'm at a loss to know what AR value equates to what percent of physical resistance.
I should note that I am using a modified version of the POL 0.95 Distro converted to POL 0.98.
Any help would be appreciated.
Re: AR versus Physical Protection.
Posted: Thu Mar 29, 2012 11:12 am
by *Edwards
Not sure which distro you are using. Physical protection can be found in the combat pkg. It may represent + 5% protect / level.
Level 1: -5% melee/ranged damage received.
Level 2: -10% melee/ranged damage received.
....
That is only if you are using the distro099.
Otherwise I would suggest you to look at your combat scripts. In my opinion this should be 2 different things. However, Im not sure what you have in mind.
Enjoy.
Note that you can find an exemple from pkg/systems/combat of how elemental protections are handled for combat.
Re: AR versus Physical Protection.
Posted: Sun Apr 01, 2012 4:45 am
by Yukiko
Thanks Edwards.
As I mentioned my server is based on the POL 0.95 DIstro converted to take advantage of multiple realms and things added to UO and supported by POL.
So from what I gather you have 1 AR int equal 5% physical resistance. I assume you have a cap at some point otherwise a player need only have 20 AR to be at 100% physical resistance. I think Austin had written the original resistances to cap out at 70% or something like that in the 0.97 damage.inc file.
Anyway, thanks for the input.
Re: AR versus Physical Protection.
Posted: Mon Apr 02, 2012 10:57 am
by *Edwards
Well, in my opinion ar rating & physical protection shall be 2 different things.
So on our server a player can wear a crafted armor with an average of 80-90 max ar rating then they can find physical protection from monster loot up to level 6 ( as defined previously +5% protection against melee/ranged damage each level ). The ar rating formula is found in pkg/systems/combat/include if you want a better understanding of how its handled.
By the way the combat script I use is pretty easy to catch in my opinion so have fun!
Re: AR versus Physical Protection.
Posted: Tue Apr 03, 2012 5:28 am
by Yukiko
I agree with you about AR being different than physical resistance but it appears from all evidence that EA Games doesn't and has deprecated AR and in its place has given us Physical Resistance. Since there is no place in the status or paper doll gumps to display an AR value I feel forced to either convert AR to some equivalent physical resistance value or create a custom paper doll or status gump with a place to display AR. There are other ways to allow a character to see their AR I suppose such as a <dot> command but it has traditionally been on the paper doll if I remember correctly.
I'd like to keep AR and physical resistance as separate things but I'm not up to creating custom gumps to replace the standard ones. So if anyone has any ideas I'd love to hear them.
Re: AR versus Physical Protection.
Posted: Wed Apr 04, 2012 9:51 am
by Tomi
The AR / Physical resistances shows up in the Status window, however AOS+ clients can choose which one to show by the setting AOSResistances in uoclient.cfg ( earlier clients always uses AR )
The difference between these 2 are how Pol handles them.
- AR is set in itemdescs the AR value of the full set and calculated using armzone.cfg values for different coverages.
- Physical Resistances is counted from every single piece of armor you are wearing ( itemdesc setting + mod ) aswell as same setting for the mobile itself. So with this you can make totally customized AR values for each ar piece you have and no need to count on pol calculating the values for single pieces using that armzone.cfg
So if you want to show these values to players without any custom gumps, the only way it the Status window and you have to choose 1 of them you can have both in that case.
Re: AR versus Physical Protection.
Posted: Thu Apr 05, 2012 4:05 am
by Yukiko
Thank you Tomi!
I must have forgot about the setting in uoclient.cfg to toggle AR/Physical Resistance display on the status gump. That certainly solves my problem with how to display AR for players.