Enemy to hit numbers vs. AC in Might and Magic 6-7-8
BelgarathMTH
Member Posts: 5,653
@JuliusBorisov , You're the only person here I know for sure might be interested in this topic and have some input about it, but I'm hoping other RPG numbers game lovers might be interested as well. I also posted this over at Celestial Heavens.
So, I was really curious about game behavior I've been observing in MM 6, 7, and 8 about enemy hit rate versus armor class. So, I looked up the formula.
It's (Monster Level * 2 + 5) divided by (Monster Level * 2 + 10 + Player Armor Class)
That alone didn't tell me much. What exactly does, for example, AC 25 do for you, vs. AC 50, or AC 100? And, is it worth it to give up dual wielding or attack bonuses in favor of armor class?
I started plugging in a lot of numbers to the formula. Monster level 10 vs. AC 25. Monster level 25 vs. AC 50. Monster level 50 vs. AC 100. And also lower level monsters vs. very high AC.
I discovered something very, very interesting about the statistical curve I got.
No matter the monster level or the AC, the monster's base chance to hit before taking into account any armor was 95 to 98 percent. AC 50 started approaching a mathematical limit of 75% vs. just about any monster level. AC 100 started approaching a mathematical limit of 50% vs. just about any monster level.
Conclusions? It looks like no matter how much AC you put together, the highest level monsters are *always* going to have a 50/50 chance to hit you, vs. a 3/4 chance if you wear light armor, and close to 100% if you wear no armor at all.
So, considering that armor slows you down and reduces your attack rate, is it worth it to ever wear heavy armor or use shields? Higher dps seems better, because if you kill them faster they will stop swinging sooner.
Does Might and Magic basically follow the "Armor is Useless" trope, then?
It looks like the very complicated "Thac0" formula used in MM can be reduced mathematically to simply rolling a d4 to hit vs. AC 0, 25, 50, or 100. (Bigger numbers are better in MM, unlike in BG.)
So, I was really curious about game behavior I've been observing in MM 6, 7, and 8 about enemy hit rate versus armor class. So, I looked up the formula.
It's (Monster Level * 2 + 5) divided by (Monster Level * 2 + 10 + Player Armor Class)
That alone didn't tell me much. What exactly does, for example, AC 25 do for you, vs. AC 50, or AC 100? And, is it worth it to give up dual wielding or attack bonuses in favor of armor class?
I started plugging in a lot of numbers to the formula. Monster level 10 vs. AC 25. Monster level 25 vs. AC 50. Monster level 50 vs. AC 100. And also lower level monsters vs. very high AC.
I discovered something very, very interesting about the statistical curve I got.
No matter the monster level or the AC, the monster's base chance to hit before taking into account any armor was 95 to 98 percent. AC 50 started approaching a mathematical limit of 75% vs. just about any monster level. AC 100 started approaching a mathematical limit of 50% vs. just about any monster level.
Conclusions? It looks like no matter how much AC you put together, the highest level monsters are *always* going to have a 50/50 chance to hit you, vs. a 3/4 chance if you wear light armor, and close to 100% if you wear no armor at all.
So, considering that armor slows you down and reduces your attack rate, is it worth it to ever wear heavy armor or use shields? Higher dps seems better, because if you kill them faster they will stop swinging sooner.
Does Might and Magic basically follow the "Armor is Useless" trope, then?
It looks like the very complicated "Thac0" formula used in MM can be reduced mathematically to simply rolling a d4 to hit vs. AC 0, 25, 50, or 100. (Bigger numbers are better in MM, unlike in BG.)
2
Comments
I do always dual wield though, as soon as possible - sword for knight, dagger for thief/mage/druid/vampire. Only give the shield to clerics and paladins, the rest get two-handers.
I wouldn't say so. Few monsters are above level 50, and getting twice as much AC is not a big problem - remember that you can boost it by high speed, a whole box of jewelry and stone skin.
The "my_attack / my_attack + their_defense" is actually a very common scaling formula used for hit chance (and sometimes damage resistance) in RPGs with unlimited stat progressions, e.g. Diablo and Sacred. You really can't simulate it with dice. M&M in fact takes simpler route by scrapping attack rate for monsters and using their level instead.
BTW, that Grayface link is where I got my information for this post. Note that advanced armor skill does not give any damage reduction in MM6 - that was added in MM7.
Don't know if it'll happen at Beamdog, but it is indeed my dream to make a spiritual successor to MM7
Now that you mention it, yes.
About the armor class, I think AC is most probably not as important as it is in BG or so, but still has importance. The only game that I know which Armor should be disregarded is Might and Magic X Legacy from Ubisoft, due to it's own skill system. And even that game had some nice features and a good tactical combat, though the game was a bit strange.
I can't help but think about how 3DO messed up a great company, New World Computing, and what else they could have produced if they continued. The atmosphere in some of their games is really hard to be found in anything else. Bad bad 3DO
Enemies like minotaur kings, cuisinarts, and dragons are still quite a problem, though, as they seem to be able to hit AC100 almost at will. I'm sure I have some confirmation bias going on with that, though. Even if they're hitting 25-50 percent less of the time, that's 25-50 percent less damage on my party. And you can't take those things down quickly unless you manage to outlevel them significantly, which wouldn't be until very late game.
So I'm still undecided about the issue. AC probably is doing more good for my party than I was thinking at first. It probably just doesn't seem to do much good in the early game when your gear is practically made of cardboard and duct tape.
I love Might and Magic games.