Sapphire
Member
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To me, the issue is with how strong the MRM boosts, blinds, thecold, etc are. In addition, in the older days if you saw blocking boosts, it was usually to ONE MRM..not universal. The combination of omni defboosts and how strong they are is the issue *because blocking/accuracy is linear.* They need to go back and reduce/reformulate how much melee % blocking/blind, etc is worth and Re-sweep everything with those effects. In addition, these should be calculated for each MRM and then omni defboosts should be worth triple. Make it much more difficult to stack. Think about this..... On the flipside, defloss has almost always been element specific. Not even MRM specific, and here are IRC 3 or 4 omni defloss effects in the entire game to the monster. Look at mindbreaker shield. It's NINE defloss for 2 turns and -20 save is worth 21% melee. (If I'm reading the info subs correctly) This is 18 total. 18 = 21% melee. Yet the blind is worth 55.5% melee and is 28.34 blind for 2 turns, or 56.68 in total. So 1 blind > 1% melee. On a linear platform, that's too much. Now, let's set that aside. There are ways to mitigate this. And monster power compared to players keep widening. Player power is being powercrept as we speak. And monster Dex only serves to help with initiative, and nothing more unless they have a ranged attack. While auto hit is one way to help for sure, we don't want every monster auto hitting every hit. So what if we find something for monster Dex that helps? What if it's a Ranger mechanic? What if one simple mechanic can help both define Rangers identity and provide *some*mitigation by giving monsters something, too? This is partially why I have said and still say Dex/25% to all attacks auto hit mechanic. No damage penalty. For rangers, code down ADPT to account for a 10% rate auto hit that brings the ADPT back up to normal, and include this with whatever other damage identity is decided. For monsters, those with dex will bypass your blocking stack 10% of the time (if they have 250 dex) so it's not going to be some sort of universal tactic. IMO, this is more practical than some wholesale band-aid, recode from scratch, or some other "fix". It's an issue, yes, but I think some new mechanics and a bit of backtracking with how such effects are valued in terms of melee %.
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