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Changing Luck Stats

 
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5/3/2013 5:52:22   
goldslayer1
Member

i been thinking up a new idea concept about luck.

how about switching the luck types around and making them static?
for example
Block Chance and hit chance, they wouldn't be on the same stat type (dex)

crit chance and crit prevention different stats.

stun resistance, different stats.

suggested placements. (feel free to suggest any changes on where the stats should be)

HP: Crit Resistance
Energy: Stun Resistance
Str: Block chance
Dex: Hit Chance
Tech: Deflect prevention (could use a new name like hit chance is to blocks)
Support: Crit chance and deflect chance

the chances would be static.

so X dex would give me Y% hit chance.
no smokescreen or reflex boost can change that. meaning buffs and nerf skills would no longer affect these chances.

by making these static, there would be a difference vs other opponents with the same stats as me.

so if i have 172 support, and my enemy has the same support
than our crit chances would not be based crit chances. it would be whatever chances 172 support gives.
and his support cant reduce my crit chance, so we would have equal chance to crit, but probably not equal chance to prevent the crit.

this would add more dynamics in build making.
the progressions for the chance should be the same, this way there isn't inflation as more stats from levels and items are added.

< Message edited by goldslayer1 -- 5/3/2013 6:29:06 >
AQW Epic  Post #: 1
5/4/2013 0:12:50   
Goony
Constructive!


I like this idea and i think it would as you say create a much more dynamic game. That way it would be possible to have a better chance to strike someone, but less off a chance to block someone. With the way the stat association is at the moment if you have more of 1 stat it works both ways... Definitely something that should be considered.
Epic  Post #: 2
5/4/2013 2:03:37   
Xendran
Member

An interesting way to do block would have it be Additional block chance, not just block chance.

Let's say the enemy has 7% additional block.
If somebody has 95% chance to hit, 5% of the time they would miss
The other 95% of the time they hit, but then the opponents block comes into play, and it rolls again vs block chance, so 93%.
This ends up in an 11.7% chance to block overall.
AQ DF Epic  Post #: 3
5/15/2013 9:28:36   
goldslayer1
Member

to add more to this, there should be some type of way to reduce the effectiveness of each type of luck.
crits ignore 45% of the enemy's defense, what if there was a way to increase/reduce that % ignore
for example support might improve crit chance, but the dex decides how much defense the crits ignore.

the same should be applied to deflects and blocks, however each must have a minimum and a maximum.

and again, if the progressions were the same, there shouldn't be inflation of luck factors.
AQW Epic  Post #: 4
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