UndeadHalfOrc: Unlike the basic AC stat, it was so good that they balanced it out by slightly lowering your evasion every level unless you ALSO raised your agility to keep it up.
In other words, they made it so that leveling up can make you worse in that particular respect, which is a mechanic I happen to dislike.
dtgreene: Unless your AC is close to the enemy's attack bonus, increasing your AC isn't going to make a difference. (This problem is found on all RPGs that use a similar to-hit mechanic and which are played at higher level; this includes some D&D-based games, and even sometimes D&D itself (particularly something like, say, 3e's epic levels).
UndeadHalfOrc: Back when I used to play Diablo II, in the early 2000s this was also the case.
They had to implement
two separate evasion stat mechanics to compensate for this flaw, for crying out loud!!!!
A) The basic armor class, (useless at higher difficulty levels for the exact scaling reason you just described)
and
B) Shield evasion dependant on: your level, your agility stat, and the shield's own evasion stat.
It was not just shields that used this formula, either, if I recall every class has a special evasion skill that used a similar formula, and for some of them it was tied to their weapon.
Unlike the basic AC stat, it was so good that they balanced it out by slightly lowering your evasion every level unless you ALSO raised your agility to keep it up.
Don't get me wrong they clearly put a LOT of thought behind this mechanic but it made basic armor class EVEN MORE pointless, armor worth was solely judged by its enchantments.
UndeadHalfOrc: Back when I used to play Diablo II, in the early 2000s this was also the case.
They had to implement
two separate evasion stat mechanics to compensate for this flaw, for crying out loud!!!!
A) The basic armor class, (useless at higher difficulty levels for the exact scaling reason you just described)
and
B) Shield evasion dependant on: your level, your agility stat, and the shield's own evasion stat.
It was not just shields that used this formula, either, if I recall every class has a special evasion skill that used a similar formula, and for some of them it was tied to their weapon.
Unlike the basic AC stat, it was so good that they balanced it out by slightly lowering your evasion every level unless you ALSO raised your agility to keep it up.
Don't get me wrong they clearly put a LOT of thought behind this mechanic but it made basic armor class EVEN MORE pointless, armor worth was solely judged by its enchantments.
UndeadHalfOrc: The solution is to either:
* Not use a fixed die size when determining whether an attack hits. (See, for example, the Disgaea series, where the accuracy rule still feels semi-reasonable at high levels, or at least more reasonable than the d20 approach.)
* Get rid of AC boosting evasion. Instead, have AC reduce damage received, which is a lot easier to balance, particularly at higher levels. It also makes more sense, as a mechanic. (Don't have armor reduce evasion, however; that's one of the issues that FF2 has.)
* Not use a fixed die size when determining whether an attack hits. (See, for example, the Disgaea series, where the accuracy rule still feels semi-reasonable at high levels, or at least more reasonable than the d20 approach.)
* Get rid of AC boosting evasion. Instead, have AC reduce damage received, which is a lot easier to balance, particularly at higher levels. It also makes more sense, as a mechanic. (Don't have armor reduce evasion, however; that's one of the issues that FF2 has.)