System Overhaul: Player AC
Monster to-hit and the grazing hit system has been adjusted with the following goals in mind:
* On Normal and Casual difficulties, a casual player that has made a moderate attempt at raising their Armor Class (level-appropriate items or buffs to Natural Armor, Protection and wearing full plate and a shield) should take a lot less damage from most monsters. This should apply all the way from level 1 to 20.
* On Elite difficulty, a highly optimised first life character that has gone out of their way to acquire high-quality defensive equipment and that uses some form of defensive combat stance should take noticeably less damage from most monsters.
* On Epic difficulty, a highly optimised multi-TR character that is decked out in top-notch defensively-oriented raid/epic loot and that fights in a defensive combat stance should be missed often enough to matter by the majority of monsters and should take noticeably less damage from the tougher raid bosses.
* A wider range of AC should be relevant in all content. Currently in Shroud Normal, an AC of 8 is the same as an AC of 40 (everything hits you on a 2) and likewise an AC of 77 is the same as an AC of 97 (everything misses you on an 18, grazes on a 19 and hits on a 20).
* High AC should not make you unable to be damaged on its own, but should allow you to survive longer – maybe even much longer – between healing.
* If possible, the d20 system's '5% auto-hit, 5% auto-miss' will be preserved.
To achieve those goals:
* Monsters of significant power now roll more than 1d20 on their attack rolls. Red and purple named bosses roll an additional 1d20 in all content. All monsters in Epic difficulty content roll an additional 1d20. Monster to-hit has been reassessed (downwards) to take this into account.
* Where monsters roll more than one attack die, only the first die rolled determines critical threats, automatic hits for rolling a 20, automatic misses for rolling a 1, or grazing hits.
* Grazing hits are now dealt on rolls of 15 or higher on all difficulties. Grazing hits now deal 15/20/25/30/40% of the attacker's base damage (c/n/h/e/EP) and do not proc special effects.
* Monster to-hit varies widely within quests on the same difficulty level.
Consider the Lord of Blades on Epic difficulty (a purple-named boss). For this example, he has been reassessed to have +76 To-Hit, and as an epic purple name, he rolls 3d20. His critical threat range is 17-20 and he has a special effect (Touch of the Mournlands) that procs on critical hits. Consider a player with 101 AC being attacked by him.
If the LOB rolls 2, 2, 20: The attack misses. LOB has rolled 100, and the player's AC is higher than that.
If he rolls 20, 1, 1 – the attack is an automatic hit and critical threat.
If he rolls 15, 2, 3 – the attack is a grazing hit. The LOB has rolled only 96 and the player's AC is higher than this, but as the first die is at least 15, this qualifies as a graze. Being Epic difficulty, the player suffers 40% of the regular damage, and would not suffer any special weapon procs such as Flaming or Wounding if the LOB somehow got one of them.
If he rolls 15, 12, 1 – the attack is a hit. The LOB has rolled 104, higher than the player's AC, and the '1' isn't on the first roll and so does not matter.
If he rolls 13, 11, 19 – the attack is a hit, but does not threaten a critical hit as the '19' was not on the magic first roll.
If he rolls 19, 2, 2: The attack misses but lands a grazing hit. Despite '19' being a possible critical threat, the overall roll wasn't high enough to make it hit. This does not proc Touch of the Mournlands.
If he rolls 19, 7, 9: The attack is a critical threat. If successfully confirmed, this will inflict Touch of the Mournlands, even if the extra damage is blocked by fortification.