Fine, a sword hitting a steel plate will do the same thing to the same steel plate in a different place. The point of contact of the side of your sword will get through a plate chest piece just as easily as a plate gorget, unless the gorget is thinner or you hit a weak spot or intersection. Not sure what picture you're trying to paint but steel plate is steel plate. They don't make it paper thin just because it goes around the neck.
Lol...the picture I'm painting is just the laws of physics. I've said equal thickness from the start. I'll just agree to disagree and say no more.
if you considered my post to be inflammatory then you have not read an inflammatory post written by me. whether or not you, dalavar, believe that a 1d30 system is more sane or less sane than a 3d10 system is not really at issue. the way which i understand this server's mechanics work is that we: 1) start with a UOR-accurate system 2) carefully consider changes to the system in the context of "a world without trammel" 3) if a changeset is deemed to be a desirable diversion from IE mechanics, then implement! anything that does not conform to this system i consider to be broken. it's not about feelings or how valid your ideas are relative to mine. i just want things to work like people expect them to when they come to a non-"custom" server. THAT is intuitive.
As someone previously stated this subject was exhaustively covered in a previous thread http://uorforum.com/threads/why-melee-damage-is-so-low-and-0-damage-hits.6703/ The issues that still need to be addressed IMO: 1) The melee damage calculations, this has been stated by numerous people and should be reviewed and adjusted. 2) AR values for leather armor and studded leather armor for the reason that it offers no reason one shouldn't choose leather armor over metal. AR of 37 for a suit of leather is simply ridiculous. 3) Dex loss for metal armor, again poses the question why anyone would want to wear metal armor as both studded and leather offer plenty of protection for melee combat as the values stand on this server.
Correct, it is not accurate to the mechanics of the day. My understanding is that this was a conscious decision due to server constraints and the amount of processing power needed every time a random number needs to be generated. I don't consider conscious design decisions "broken", especially since it works out in favor of the players. (The Liches might not like it though). But regardless, this is semantics. I don't consider the damage rolls to be something that warrants addressing, given that I am not the one paying for the server bills. And, again, because this really works out in favor of the players. Even though it looks annoying and *feels* like you're hitting the liches for 3 every time, you are killing them faster than if you were rolling more dice.
I thought that depending on where you get hit the armor protecting that area determined the damage reduction. For example: Im wearing a plate chest (30AR) a studded Gorget (3AR) and nothing on my hands (0AR). I get hit in the CHEST (44% of hits hit here) the game acts as I have 30 ar and reduces the damage accordingly. I get hit in the NECK the game acts as I have only 3 ar and reduces the damage accordingly, not by much. I get hit in the HANDS the game acts as I have zeroAR and I take full damage from the hit. Is that wrong? Does the game assume I have the same AR on all parts of my body? also... Sorry, couldnt resist
a plate CHEST has 30 AR right? thats total AR for a leather suit. If the system works, neck hits should hit a target with an AR of like 5.
Sometimes the best fashion comes at a price. I mean how badass is it to ride around flaunting that? "How badass is ol' headwound harry eh?"
Correct. However, the "all armor pieces protect the same" only applies if you're wearing the same type of armor with the same type of bonus everywhere. That is, if you have a plain Plate Gorget (AR 30), a Leather Cap (AR 13), and a Chain Tunic of Invulnerability (AR 45), then the body location being chosen randomly does have a big impact on the damage you take. (AR numbers just made up for illustration). If you're wearing armor with the same AR value everywhere - which 95% of people do on this shard, because there's no reason not to - it doesn't much matter where you get hit.