The relevant numbers are:
86 - to hit bonus
"monster AC" - the monster AC, unknown
2, aka 10% - the to hit roll
He needed more than a 10% to hit, so he missed.
To compare, let's say the monster AC was 75.
If I swing at the monster with a to hit bonus of 50, and I roll a 10 - do I hit?
Chance to hit = (50 + 10.5) / (2* 75) + .25
= 60.5 / 150 +.25
So I have a 65% chance to hit, that means I need a 7 or higher on a d20 to hit. I rolled a 10, which is higher, so I hit!
Yeah, his "to hit bonus" plus his "to hit roll" was 88 and my "to hit bonus" plus my "to hit roll" was 60, but the sum of your to hit bonus and your to hit roll have nothing to do with combat since MotU.
Rolling a 10% with an 86 attack bonus will miss.
Rolling a 50% with a 76 attack bonus will hit.
A 50% is a significantly better attack roll than a 10%, but an 86 isn't that much better than a 76. The die roll is a big part of if you hit. Makes sense. It isn't PnP D&D, and it's complicated and very hard to do in your head, but it can still make sense.
PnP systems need to be simple enough to handle doing the math in your head or you get bogged down with calculators and looking at tables instead of playing the game. DDO has the advantage of the GM being a computer, and it can do the math just as fast either way, so that's not really a limitation anymore. It was decided that making a wider range of to-hit and AC relevant was more important than keeping the math simple enough to do in your head.
Part of the issue here is people dont like the fact that they cant build to always hit on a 2 roll or better on a d20 nowdays, which used to be possible pre-AC pass, due to the simplicity of an absolute system (versus the percentage based system we have today).
The whole dodge mechanic smacks of Palladium games, not D&D.
Yes, it will be amusing indeed.
Last edited by Chai; 09-03-2013 at 09:50 AM.
Advocating repeated nerfs in the name of "balancing the game" then complaining about how DDO is moving away from D&D, is a direct contradiction in logic - D&D 3.5 (what DDO is based on) is not a balanced game. We can either have a balanced clone MMO with homogenized classes, or we can have a D&D game. We cant have both.
PRR is nice and makes, it make sense that armor should absorb some of the damage. What's dumb is that your actual armor isn't that import with all the sheltering and other bonuses, and monk earth-stance is over-powered giving more protection than heavy armor.
AC? NO end-game players build for it. It's the least important part of the layered defense.
I hate to say this as Turbing will probably make things worse but we need a second defensive pass.
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