PleasingFungus wrote:ventricule wrote:Naive question: wouldn't it be possible to smooth the values of AC/EV for all practical calculations (say to the first decimal, like skills), so that these threshold effects become irrelevant?
It seems like it'd be unfortunate for "15 EV" and "15 EV" to have different gameplay effects, depending on a hidden decimal.
ydeve wrote:Would it be hard to display that decimal?
Exactly, display that decimal so you can see you have 19.6 AC and 15.1 EV.
Strength, intelligence, and dexterity are primary stats. They only get modified discreetly. There is never any rounding used to determine your primary stats.
Your derived defensive stats are different. They are a function of armor properties, stats, size, skilling, etc. So there is heavy rounding involved in determining them. The AC/EV granularity is coarse enough for people like Sprucery and Moose to get worked up over skilling breakpoints. I don't see people worrying over fighting skill breakpoints and how much more fighting you need to get 1 more max HP, because granularity of max HP gains from fighting is finer. It's also hard to guess which armor is better when swapping between them to check out the AC/EV difference. Maybe with one armor you'll get an extra AC by training 0.1 more armor skill, and with another you'll get an extra AC by training 5 more armor skill. Figuring out EV breakpoints is even more complicated (calculating next AC breakpoint is easy) because EV uses not just 1 skill the way AC does (armor), but 2 skills (armor and dodging) plus 2 stats (strength and dexterity).
By smoothing the effective values of AC/EV and displaying them with one decimal place, you will:
- make it plainly obvious that base AC is different from +X enchantments of AC (you apply an enchant scroll to your armor at 11 skill and your AC goes up by only 1, not 1.5)
- make it easier to see the effect of stats and skills because it won't be muddied by rounding (you put on ring of +5 STR and your EV increases by 2.3)
- make un-silly the silliness of auxiliary slot base AC adding to total armor base AC (boots might say: +0 armor of this type will give you 1.4 AC)
Edit: and of course you will make announcing EV/AC gains unnecessary.