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AC cap and AC Vs HPFollow

#1 Feb 20 2004 at 10:25 AM Rating: Decent
Hi all, ive a big question and dont know if its true or not.

Some people said that AC cap is 1250 in norrath escept planes that dont have cap. Some said that is 1250 in all EQ.
What is the real AC in each zone of game or what is real AC in all EQ, r there a difference in zones? I would like to see the info u got about it in the oficial page if its possible, ty.

One more question. What`s more important 4 a pally AC or HP. I`ve a pally and some of my guild told me that ive to look 4 items with HP others told me with AC. I think AC is more important but not sure, more AC less hard they hit me? plz reply me about it )

Im gonna crazy :P

Thank u all :)
#2 Feb 20 2004 at 10:46 AM Rating: Decent
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i would say Hit points then AC 'If' your AC is around 1200-1250 but i look to upgrade to get both.

At 59 my standard LDoN buffs make me 5500 hit points 1205 AC and i seem to hold up pretty well even on 'Hard'.
#3 Feb 20 2004 at 11:09 AM Rating: Decent
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You want both ac and hp. Ac makes it harder to hit you and can lower the damage you take when hit.
However in the raiding end you need hp more. Hp to let you live long enough for the ch to land. hp to resist the frenzy, and aoe spells a lot of the mobs use. Its a line to walk but dont worry too much until you are over level 50. If you are then start looking for the hp add ons.
#4 Feb 20 2004 at 12:45 PM Rating: Decent
65 Paladin here. In my opinion both are of equal importance nowadays.

Durilg the luclin ERA HP was definitly king, but since PoP came out AC has grown in importance substantially. The reason for this is two-fold:

First, in PoP the AC cap is Way above the Old World PrePoP zones. So you get more effective mitigation in PoP with higher AC.

Secondly, in PoP the mobs have a huge difference in their max and minimum hits. This is why AC is much more useful here.

For example: In Luclin zones a mob might have a max hit of 300, and a minimum of 175. Therefore High AC doesnt do that much for you since the minimum is so close to the maximum.

In PoP a mob might have a maximum hit of 800 and a minimum of 150. In this situation, AC makes a huge difference since the mob will hit for much lower more often.


I hope that helps.
#5 Feb 20 2004 at 8:28 PM Rating: Excellent
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I'm still amazed that folks keep trying to chase the idea of an "AC cap". They really don't exist. They never really have. The apparent cap on AC is based on the fact that the calcs in EQ are all on curves. So there's a range of AC to Offense where you get a lot of return for each point of AC (you're behind the curve and catching up). There will be a point at which you pass that "ideal" point, and each point of AC starts to get a diminishing return. At some point, the end result of adding more AC becomes so close to zero that folks parse it and call it an "AC cap".

You have to remember two things:


1. The AC caps are generated by parsings, typically by high level guilds against top end raid mobs.

2. We aren't all in high level guilds fighting top end content all the time.


Common sense tells us that the AC "cap" figured for a particular expansion is the point at which AC increases don't significantly effect damage taken against the *highest* mobs in the expansion. Odds are then, that even if you think your AC is a bit low (based on comparisons to posted caps), your AC is probably just fine for the mobs you are fighting (unless you're in one of those top guilds fighting top end mobs).

So... There's no hard and fast answer about HP vs AC. If your AC is very low, then you'll get more out of raising AC. If your AC is in the "mid range" for the stuff you are fighting, then you'll get more raising HP. I tend to agree with the majority. You should always look at raising both. It's worth it to spend a bit more on that armor upgrade if it's got an AC increase you want *and* has some +hp (or +sta). They do add up. When you factor in clerics and CH, the HP argument becomes even stronger.

I wouldn't run around wearing 0AC+100HP gear as a tank, but if you can find armor with extra HP on it, always try to get that when possible.
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#6 Feb 20 2004 at 9:07 PM Rating: Good
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What gbaji said.

There is no AC Cap.
#7 Feb 21 2004 at 1:34 AM Rating: Decent
Balance, Grasshopper.

When evaluating armor, choose some ratio: 1AC = 10HP, or 15HP, or as low as 3 to 5...or whatever feels right for you. I don't know! Perhaps others will advise you on the best ratio. (I'm a chanter, whole different can of worms.) Include the effects of Stamina in the HP boost the armor will give you.

If you feel unbalanced at some point, you can adjust the ratio.

Then you can choose wisely when you have a choice.
Meanwhile, enjoy the game.

Edited, Sat Feb 21 01:37:13 2004 by shyft
#8 Feb 23 2004 at 12:37 AM Rating: Good
The one person who knows whether you have enough AC or not is your healer.

Without buying into the argument about where the benefit curve flattens out and Luclin mob offense/attack vss PoP mob offense/attack;

I can tell you that melees with insuficient AC stand out like sore thumbs to healers (and are a lot more frustrating).

I was recently healer in a revolving PoJ group, the core of the group lasted for several hours, but the MA (and one or two others) changed a few times. A couple of stunning differences emerged. With one particular Pally and one Warrior, I never used anything excepty Celestial Health. (Hardly had to heal anyone else either except for the odd rat add attacking our mage) I filled in my time stunning and nuking and scratching my butt.

With a different Warrior and a Shadowknight I was constantly at half mana and using CH regularly as well as patching the HoT. I've witnessed this many times in LDoN, but there is always the possibility of the variation in group levels and variations in the mob spawn.

But in the PoJ situation, the only explanation is differences in AC.

The most frightening experience a healer can have is to see his tank's health draining faster than he can recast his heal spell. No matter how much HP you have the only thing that can prevent the rapid drain of health is strong AC!


Edit... Well good defensive skills help, but you know what I mean Smiley: smile

Edited, Mon Feb 23 00:42:40 2004 by Iluien
#9 Feb 23 2004 at 1:30 AM Rating: Decent
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Yep Iluien, maybe a bunch of defensive AA's having a fairly major effect there too Smiley: smile
#10 Feb 23 2004 at 3:11 AM Rating: Default
Steel warriors are obsessed with this stuff. Head to their site, and you will get about two hundred angles on this question.
#11 Feb 23 2004 at 7:33 AM Rating: Decent
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AC and HP are both important. In my opinion focus on HP more. The reason is that there is a lot of high AC armour out there without HP. Most high HP armour also has decent AC.

Efficiency of Complete Heal is a factor of how high the tanks HP is. I once was in a group with another Paladin who was a level higher than me. We had her tank, but she was dropping like a stone. After a conversation it transpired that she had AC focussed gear with maybe 200 more AC than me, but about a 1000 les HP. We were fighting bugs in PoD. I was HUGELY more effective as a tank.
#12 Feb 23 2004 at 10:36 AM Rating: Excellent
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gbaji wrote:

You have to remember two things:


1. The AC caps are generated by parsings, typically by high level guilds against top end raid mobs.

2. We aren't all in high level guilds fighting top end content all the time.


I don't disagree with your post, but I think your first point is a misconception. Truth be told, there's almost no parses done against raid level mobs whatsoever. I've seen one parse on xegony (since it's such a long fight, it allows a dataset for it), but past that, virtually no parses whatsoever on 'boss' targets. Almost no one is willing to risk a raid's time to parse low and high ac versus raid targets, so virtually all testing is done by people on their 'free' time against xp mobs. There's logs, but very little in that's really valuable from a statistical point of view. If anything, that's why people keep clamoring about an AC cap, since there's so little testing against the very high ATK raid mobs.
#13 Feb 23 2004 at 6:31 PM Rating: Good
Patrician wrote:


I once was in a group with another Paladin who was a level higher than me. We had her tank, but she was dropping like a stone. After a conversation it transpired that she had AC focussed gear with maybe 200 more AC than me, but about a 1000 les HP. We were fighting bugs in PoD. I was HUGELY more effective as a tank.



The difference here had to be defensive AA's as Bluie pointed out. The 1000 HP from a clerics point of view makes little difference. (It does make a difference of course, its a couple more hits before casting heal, but I am trying to understand what your definition of huge is here.)

I'm wondering what you mean by hugely more effective?

From a cleric's perspective, "more effective" means no stress on timing of heals and no stress on the mana pool. If you can manintain your mana pool at around two thirds full on a constant basis, it leaves enough to cover the emergencies (those occasions where suddenly you are having to heal several people at once while running around dodging mobs to avoid the interupts Smiley: smile).

True if you are in the situation where you have to use your CH constantly, healing for 6000 at a time instead of 5000 will eventually translate into using a little less mana. However in practice the mana cost for the 1000 HP is small compared to the lost regen time of having to constantly cast a 10 sec spell. The higher AC and better defenses a tank has, the more time the cleric gets in between casts for mana regen.

I know we are talking about some fine points here, and as Patrician started out saying both AC and HP are important, but I have seen such huge disparagences between tanks, that I believe there is quite a lot of misunderstanding amongst the tank community.

By the way, a cleric can also tell when a tank has gone over board on AC and doesn't have enough HP, when you cast CH on a level 50 tank at 30% health and you find that you have healed him for 1700 points you know that something is up.

(Actually the first thing you do is scroll back to see if that darned druid didn't sneek in a patch heal, Smiley: smile)

However, at my current level at least, a tank with high AC and low HP is an easier prospect to deal with in that you can just keep a HoT on him for most of the time and supplement with the odd CH now and then. Once you know what the score is its just a matter of timing and rarely presents mana regen concerns.

(Clearly though in a few more levels a tank with 3K to 4K is just not going to cut it no matter how much AC they have.)



#14 Feb 23 2004 at 6:38 PM Rating: Good
Heh, its ironic.

As a Ranger I was constantly obsessed with AC and HP and defensive skills.

Now as a Cleric I am constantly obsessed with AC and HP and defensive skills.

Smiley: grin

Maybe some day I should try playing a warrior?
#15 Feb 24 2004 at 7:23 AM Rating: Decent
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Quote:
The difference here had to be defensive AA's as Bluie pointed out. The 1000 HP from a clerics point of view makes little difference. (It does make a difference of course, its a couple more hits before casting heal, but I am trying to understand what your definition of huge is here.)


Doubt it as I didn't have any defensive AAs at the time.

Quote:
I'm wondering what you mean by hugely more effective?


Needing CHs much less often, DUH!

Quote:
True if you are in the situation where you have to use your CH constantly, healing for 6000 at a time instead of 5000 will eventually translate into using a little less mana.


Actually the difference was more like 4000 vs 3000. This was translating to being able to last roughly an extra two rounds before needing a complete heal.

Quote:
However in practice the mana cost for the 1000 HP is small compared to the lost regen time of having to constantly cast a 10 sec spell.


As stated, because my HP was so significantly higher, the cleric had to heal less often.

Quote:
The higher AC and better defenses a tank has, the more time the cleric gets in between casts for mana regen


You missed out part of the formula, what you meant was:

The higher HP, AC and better defenses a tank has, the more time the cleric gets in between casts for mana regen.

In this case, the amount my HP was superior had more impact that the amount her AC was superior.
#16 Feb 24 2004 at 8:10 AM Rating: Decent
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Quote:
However in practice the mana cost for the 1000 HP is small compared to the lost regen time of having to constantly cast a 10 sec spell


I was under the impression that when on a horse casters get sitting mana regen during casting. Correct me if I am wrong. If what I say is true, your argument has validity indoors/LDoN, but not in most of the main exp zones 50+ (read PoP). I know every caster I play with uses a mount.

So yes, if a player has low HP and high AC using heals over time may be more efficient than using CH, but generally, if the player has any sort of decent amount of HP then CHs are always going to be the more efficient use of mana.
#17 Feb 24 2004 at 10:39 AM Rating: Excellent
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I'm guessing 200 more AC just wasn't compensating for 1K fewer hit points, especially against mobs with a fairly low ATK. (Coincidentally, sometimes it's better to go with a lower level tank anyway as they hold aggro better, giving healers fewer group members to heal - all other things being somewhat equal.)

If I were leveling up a tank as my main, I'd switch goals between HP and AC regularly. Go for another 100 HP, then for another 50-100 AC, then for more HP, etc. Try to maintain a balance (not the same numbers, of course) until you hit the soft cap of 1200 or so AC, then concentrate on hit point gear.

They tend to go together as you get up in levels, anyway, and at that point you have less of a tradeoff.

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#18 Feb 24 2004 at 2:44 PM Rating: Decent
Lol, I can gaurantee you there is a difference in the AC cap from Luclin to PoP.

Once you get into zones like PoV, HoH, and BoT you will definitly notice it. When i first tanked in BoT I was getting hit for close to max on most of the mobs hits. I was at roughly 1250 AC at the time with about 6.5k hp. Now at 65, I have about 1420 AC and 7k hp. The extra HP does help, but the mobs miss alot more often, and I get hit for 200 a heck of a lot more than I get hit for 600-700. The major difference here is the AC. I have the same Defensive AA's I had on first comming into BoT, so those dont have a hand here in lowering the hits.

If i go hunt in Luclin, I am getting hit for the same amount of damage I used to at 1250 AC. Thus, the AC cap.

Gbaji is correct about there not really being an AC cap programmed into the game. It comes into play simply when your begin dealing with mobs that have a huge difference in their Max and Min hits. That is what i was saying earlier. Luclin mobs have a very small difference in their min and max hits, but PoP mobs have a large difference meaning AC is much more effective against PoP mobs.
#19 Feb 25 2004 at 7:25 PM Rating: Decent
First time I was at POV was lvl 58 (im a pally), at group was a pally 63 and he was the tank.

He has 6khp and round 1150 ac and he was the MT. Suddenly the tank was LD and i offtank mob and remain with the MT job until the 63 pally back.

The funniest of all this is that when the 63 pally arrived i said to pass the tank job to him but the cleric told i tanked better (he had to heal me less than the other pally) so all ask me how much AC and HP i had. at that lvl i had arround 5khp but more than 1300AC.

With this i want to mean that is better hav more AC (more than 1250 at planes) because the mobs have a range of DMG (from 100 to 700, for example) and with better AC they hit with less DMG than with low AC, so the cleric wont need to heal me so many times than the other pally.

Now im 63 and hav 6.2k hp (buffed) and i can tank most of BOT nameds better than a 7khp tank because i hav round 1.4kAC (i only hav Innate run AA :P ). Allways we are going to kill a named the cleric ask me how many hp i have and when i say 6.2 he say isnt enought. The surprise comes when i tank better than higher chars because of my AC :)
#20 Feb 26 2004 at 6:54 AM Rating: Good
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Just to add something. Level plays a huge part in there as well. I'm frankly surprised that a level 58 tank would take less damage over time then a level 63 tank ragardless of relative AC/HP.

Um... But then again, 1150 is a *very* low AC to have at level 63, so that would have something to do with it.

Although there are trends with each release, there's still no real "AC cap" on a per release basis. There are noticable differences per mob within a release as well. If you normally tank tier2/3 mobs, go back and tank tier1 yard trash for awhile just for fun. Now, take of a few pieces of armor so you AC drop a hundred points or so. You'll notice that you don't take signifigantly more damage. Take off that same hundred points of AC against higher level mobs and you will.

The point at which you hit a diminishing return on AC increases will vary with expansion, zone, and creatures within a zone (level based primarily, but not always). Unless you plan on having different sets of armor for different situations, I'd just recommend going for as much of both as possible. That's not to say that I don't whip out a shield and a +AC one hander if I feel I'm getting hit on the high side of the damage range against mobs I'm tanking, but more then that is probably going to be a waste in the long run.


Oh. And just to clarify something Cal. I was talking about *old* "top end raid targets". And perhaps "top end" and "raid" was being a bit too exclusive. The last time I recall anyone seriously trying to pin down expansion based AC caps was Velious (the idea had pretty firmly been abandoned by SoL IIRC). I do recall that a *lot* of damage parses (and certainly ones used to attempt to determin AC caps), were based on what at that time were higher end raid targets. Folks parsed planar mobs in the original game. They parsed VP mobs in Kunark. They parsed NToV and ST mobs in Velious.

IIRC, it was the extensive parsings someone did against mobs in Western Wastes (I don't remember which, but they weren't raid targets by any stretch), that cracked the whole "AC cap by expansion" idea. He found that there was a much lower cap against those mobs (which were easily soloable, which was why he was parsing them). The only explanation was that the AC versus ATK equation was curved so that there would be variable "cap" against any particular mob.

I was referring to what people used to parse against back in the day that determined the old AC caps for those expansions. To my knowledge, no one's taken the expansion based caps seriously since, and thus, no-one bothers to parse for caps on mobs in VT, Ele-planes, or Time. Heh. I remember folks trying really hard to fit their ideas of caps into the game though. They'd talk about how you had to have a 1k AC to tank in the old world, a 1200 AC to tank in Kunark, and a 1300 AC (some said 1400, but again that was probably because they parsed against different mobs) in Velious. Theres no way they came up with those figures parsing against normal exp mobs. I've seen parsings since that time that show 60th level characters hitting a "cap" at around a 900AC against exp type mobs in all three of those earlier expansions.


That's not to say that AC recommendations aren't still valid today. Certainly, you'll notice a damage rate difference between 1100 and 1300 AC when tanking mobs in BoT. Whether it's bigger then having a thousand extra HPs is still questionable though.


Oh. Another thing to think about is AAs and the order you'll likely pick them up as a tank. This is one of the reasons the "Get more HP" camp has some weight. Your best bang for the buck is to get your run3/regen3 first to get to archtype. Then you'll want to get CA3, LR5, then ND3, then maybe go for some "fun" stuff, then come back to CS3. Point here being that you'll get the most out of the early AAs you get that effectively add to your avoidance AC. Having that and high HPs is a good thing, and will probably help you more then having that and a high AC, but low HP. As mentioned before (and Pat's argued very well), once you are above the prime AC point when fighting a particular mob, you don't gain much from getting more AC (or stuff that adds effective AC like those early AAs). However, more HPs always makes you a better tank. As a tank you will likely switch back and forth between tanking raid mobs and exp group mobs. You'll want those AAs for when you're tanking those higher mobs, but you'll be wasting them when fighting exp mobs. Again, unless you plan on having two sets of gear, you'll get more bang for the buck going for HP on your gear and moderate AC (at least try for 1200 pre-buff as a bare minimum though), then going high AC and moderate HP. You'll be able to survive against your raid targets, while being a more efficient tank to heal when exp grouping that way.

As you hit higher raid targets, you'll presumably get better gear that has the AC *and* HP you need (who cares if you've got "too much" AC in a group if you're covered in +200HP gear?), but until then, try to keep the dual role you'll play in mind when chossing gear.
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