Baron Dante
Member
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Doesn't that mean that the further along we go with the list, the worse the stats come in practice, as for it to even matter, it requires all the previous checks to fail? (Of course, the critical fail only really matters if one of said checks worked) Because I'm ever so good at explaining things, let's have an example. I could imagine a high-level player having ~50 M/P/M, depending what kind of gear he might be sporting. Using some of the fairly standard defensive skills give you B/D/P a boost of 140. In theory, it means that M/P/M has a 50% chance of blocking a move, and B/D/P each have a 70% chance to block the move from an enemy with 0 Bonus. In actuality, that wouldn't be the case, now would it? It first checks against M/P/M, and that get's the full 50%. Now, with Block, there's already a 50% chance it doesn't even matter anymore. So instead of the full 70%, it would be 35%. Next with Dodge, there's already been 85% chance the move was blocked. Only 15% of Dodges actually matter. 70% turns into 10,5% instead. And then it does Parry. Add the 10,5% to the previous 85% chance, and you've got 95,5% rate of preventing the move before Parry even matters. So, a whopping 4,5% of Parry has a purpose. The 70% is now 3,15%. (That's a total of 98,65% chance of an attack ot going through before that critical failure being included, but eh) Now, there are two things to note here: The first one is that none of this really matters, except for maybe how you'll see less Parry than the other stats. (Unless it checks all of them and picks one of the successful ones on random, but then, the specific order would barely even matter) The second is that outside of skills (Which usually boosts B/D/P each, instead of just one) this is barely noticeable. Even at high levels, you're not too likely to even get all three of the stats past 10. Also, looking at the first post description of LUK, where exactly does the increased chance to avoid attack go?
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