Ranloth
Banned
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This is more of an open-discussion like suggestion. Looking at the Battle Mechanics, and First Strike in particular, I've noticed each player has 50% chance to start first and then level + stats are accounted for. Pretty good way to deal with it, since only your level + stats play a role, nothing else. What if the same mechanism was applied to critical hits, blocks, and deflections? Critical Hits: Retain their current system, and start at, say, 5% for both players. Afterwards, the difference in Support would be calculated as well as any passive cores they have. - Can drop to 0% (no chance to land a critical hit) unless a specific skill has built-in chance to do so, i.e. CheapShot.
- A cap of 20-25%, which cannot be exceeded through any means - including cores.
- Slow scaling, to prevent abuse, where the difference in Support may be big enough to not let you Crit, at all.
Blocks: We're applying First Strike mechanism. - Cores and Dex to assist you.
- You start with 75% chance to hit and 25% chance to get blocked - then difference in Dex is accounted for.
- Slow scaling, so not even extreme cases would warrant 100% chance to block + 100% chance to hit.
- Truly a block; 100% damage is blocked. *see Calculations*
Deflections: Exactly the same mechanism as above, but faster scaling since deflections would only reduce the damage by 50%. Calculations: Of course, 75% chance to hit and 25% chance for the opponent to hit, would be a bit absurd. So all these effects would be calculated per hit basis. - Berzerker as an example - 3 hits. You could end up blocking first 2 hits but not the 3rd one.
Deflections would remain as they are, since there aren't multi-hit deflectable skills. Crits would be rolled out on per hit basis as well, excluding dual-shot Guns which would either both Crit or neither of the shots would. Do you think this system would work better? Take into consideration that there'd be: [1] no cap, but for crits, [2] passive cores would be somewhat re-balanced but not exactly nerfed, [3] luck factors would end up getting reduced greatly due to working purely off your stats, and [4] perhaps the mechanism could be simplified and displayed in-game (show your chance for ___ attack to be blocked/deflected/critted).
< Message edited by Trans -- 1/19/2014 6:37:38 >
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