
| Original Message: A few questions about MM7 |
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I've been playing MM7 to blow off steam of late and I've built up a few questions. Seeing that this is the only reasonably active MM community I was able to find, this seems like the place to ask. This is my first post here, but as you'll see, I have not been idle in terms of checking the various Web sites that are out there. 1. How high can you usefully take your AC? I would expect it to stop helping you around 90 according to the formulae on Bones' site, but for reasons alluded to in my next question I have become convinced that those either aren't the whole story, or work differently for party members. I ask because, just entering Eofel (and so getting close to the end of the game), all my characters' ACs are over 100 with the Monk pushing 200, and I'm wondering if there's any point in half the stuff they've got adding to it. 2. The formulae on Bones' site seem to suggest that, at the very least, you will always have at least a (10 + to-hit bonus)% chance to hit any given critter independantly of its AC. But against Ancient Behemoths (at least), said Monk misses a lot more than the 10% or so of the time I would expect based on this. Discuss. 3. Any ideas on how Luck works? TEF's site suggests it's basically resistance to the same things that the Protection from Magic spell helps you against, but that's the closest thing to solid information on it that I've been able to find anywhere. 4. Related to 3, what, if anything, helps you against instant-death attacks like that of Blood Titans. I realize Grandmaster-level Protection from Magic would protect me from those, but my party has no Cleric so that isn't an option. It's kind of neat having an enemy I still have to flee from even at a point where I'm no longer afraid of dragons, but I'm getting tired of raising my Archer from the dead every five minutes. And you can imagine how my Archer feels about it. 5. A funny thing happened on the way to |
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