and what about damage shields?=)Originally posted by Miir
As you increase in levels, mob AC increases.
Damage absorption is a set integer that is based on AC alone.
For argument sake, I'll use a very simplistic calculation. I will not figure in crits, +dmg rings/nanos and attack rating damage bonus. They do help the faster damage weapons slightly more than slower weapons but not enough to overcome the innate flaws with AOs AC damage absorption equation.
Player A is wielding a weapon that does 1-100 damage every 3 seconds.
Player B is wielding a weapon that does 1-165 damage every 5 seconds.
Player C is wielding a weapon that does 1-300 damage every 10 seconds.
Against a mob with zero AC, these weapons deal virtually identical damage over time. A maximum 2000 damage per minute(DPM).
Against a mob with 500AC (50 points damage absorption)
Player A max DPM drops to 1000
Player B max DPM drops to 1380
Player C max DPM drops to 1500
Against a mob with 750AC (75 points damage absorption)
Player A max DPM drops to 500
Player B max DPM drops to 1080
Player C max DPM drops to 1350
Against a mob with 1000AC (100 points damage absorption)
Player A max DPM drops to 20 (minimum damage every hit)
Player B max DPM drops to 780
Player C max DPM drops to 1200
The player with the slow, high-damage is still effective, while the player with the quick, low-damage weapon is useless. This becomes painfully obvious post level 100.
This is why 95% of enforcers are using beams and hammer. No other weapons are as effective at higher levels.
This is why nobody uses pistols.
This is why Vektor Shotguns are the weapon of choice for every ranged profession.
If AC damage absorption was changed to a percentage of damage dealt (ie: 1000AC absorbs 10% of damage inflicted), every weapon would maintain their relative effectiveness regardless of level.