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Posts
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Quote:Do they happen one in twenty times?I sometimes jab myself in the cheek with my straw, does that count? I'd imagine those rare occurrences would be higher if I was being shot at.
When I bowl, I usually end up with a score around 200. Yet, every once in a while, I gutter ball it.
I sometimes trip while walking up stairs, and I do that basic activity all the freakin' time. Don't even get me started on making sure my standing bio breaks end up 100% in the toilet.
No? Less?
Then don't force me to unavoidably fail one in twenty times. -
Quote:I do not jab myself in the cheek every one in twenty times I try to eat a forkful of something.The chance for a miss, only makes sense, it hapens in real lif, even the pro's fumble from time to time.
90% or higher *nitpick* -
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Good to know. Continuing this topic derailment, is there a finite amount of jumps a power can make?
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I <3 Multiquote
Quote:See Cap. Fabulous' post on the subject. It's the same with me. Little nits that add up.I kind of wonder; does anyone feel that changing this aspect of the game, whether trivially easy or terribly hard, would prevent anyone who was planning on leaving the game from doing so, or convince anyone who wasn't going to play to decide to subscribe?
Is the flag caster-specific? -
Quote:Total aside: Does that mean CI is more likely to chain if there's a clump of enemies in the same area? Hm. I wonder how they made it so that the chains don't loop back.Chain induction requires a hit. However its an AoE with a 1 target cap (or rather, the jumps are) and the jump has enhanced accuracy. If there are no targets in range or the jump actually misses all of the targets in range, the jump fails.
Also, <3 Arca's thoroughness. -
Quote:Except you still need a buttload of "meaningless" accuracy to reach that vaunted 100%.At this point..... you're asking for way too much.
Giving someone an option when they simply can't hit a target, fine.....
But you're suggesting we make accuracy meaningless.
At which point, I agree..... I don't think you should ever MISS personally based on some hit CAP.
But people around here are acting like your suggesting this somehow gets around DEF.
That's not what either of us are suggesting.
We're suggesting that the 5% hit penalty be avoidable somehow. That someone build to never miss, should in fact never miss a target without DEF.
A deflect due to DEF is not a MISS. -
Quote:Then you can still hit him because the 5% chance to hit floor stays.A 5% to always hit, and a 5% to always miss, represent critical success and critical failure on a d20 die. It exists in DnD, and in other games I've played, and I don't have a problem with it.
Plus, what would you do if suddenly Mako's evasion was 100%? Or even just 97.5%?
Lots of new code for bugger all benefit. Surely that won't break anywhere. It's also a completely different thing than what this thread was made to discuss. Oh, it'd also unfairly penalize all defense-based builds and enemies. Now imagine building for having absurd recharge on your first attack and slotting in six procs.
Quote:Also, the problem you intend to solve is to reduce the frustration of a 5% miss rate.
My solution takes away the frustration. You have one power that you're guaranteed will never miss. I hardly find a miss frustrating unless I'm in a do or die, or I'm opening with a snipe/AS. -
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Thus my suggestion of Placate Hide being unbreakable
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Well, I for one like it on the basis that it simplifies the AT. Instead of "you crit from hide, or randomly", you only ever crit from hide. Simple, pithy, effective.
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*squint*
I don't see you mentioning the removal of crits. -
...I like the idea of switching Hide's defenses to the Hidden status. Maybe make Hide give better defenses immediately after Hiding?
And, mm. How about this:
[Edit]AHEM. Treat this as a summary of Siolfir's excellent suggestion.
-Hiding provides a short-term defense boost.
-OR Hide can't be interrupted for 2-4 seconds by incoming fire
-REMOVAL of random crits
-INSTEAD you have a random chance to Hide, which you can leverage into a crit wherever you want.
There should be some DISTINCT way of giving the player feedback that "the attack you're about to throw out will hide you. Make use of it". A sound. A flash. SOMETHING. -
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Quote:In theory, that aggro should go onto the brickier members, since they generate more of it. This'll also let the Stalker use the AS debuff mid-battle.The idea is to make stalkers more desirable on teams. Shedding aggro like water off a duck's back is okay, provided you're not sending that aggro over to your teamed squishies.
The quickest way stalkers get booted from teams is by abandoning their team in the name of "scouting." But only SLIGHTLY LESS OFFENSIVE are the stalkers who get teammates killed through consistently poor use of placate in big fights. Giving it an AoE -taunt effect WITH THE INTENTION of sending that aggro to the rest of your team is just asking to have stalkers shunned in the future. -
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Quote:Personally, I think 5% is too much if it happens even for absurd levels of accuracy.Personally, I think this request is pointless - 5% is not that often, we have the streak breaker to make sure that it doesn't completely screw us over, and if it were removed, the 5% guaranteed hit chance would have to be removed for balance reasons, making some enemies unhittable by certain characters.
The removal of the 5% floor is a fallacy. There is no "have to" about it. NONE.
Quote: -
Quote:No, no you don't have to. There is nothing to remotely suggest that being fair. Especially with how absurdly powerful reducing enemy tohit to 5% is already.Of course you realise that if you remove the hard cap at 95% accuracy, you must also remove the similar hard cap at 5% accuracy as well to remain fair? So yeah, go ahead and do that but be aware it works both ways. Tohit debuffing enemies are annoying enough without literally having no chance to hit them, IMO.
Quote:Well, I am willing to bet "we" have all seen this. Yeah, the missing the box thing, a lowly min just looking at me after a my grand opening whooosh, etc.
But IMO, we need this cap still because:
1) This game is ridiculously easy already. We may as well get rid of accuracy if we are going to be able to slot and never miss.
2) On teams, especially steamrolling massive AOE teams, it is very unlikely that up to all 8 players are going to miss all the same mobs. Even if a tiny few survive, they are quickly cut down.
3) IME, this is a perception thing, especially when soloing. You remember those "missed boxes" but not the 100 other mobs you just slaughtered.
2) Yes, but some of us love to solo. And that's when it's worst.
3) Yes, I am very aware of this. AND IT BUGS THE EVERLOVING CRAP OUT OF ME. -
Irritant. Subtle but significant.
Also, hmm. How about this:
Placate becomes semi-AoE. Your main target gets placated as it is now, but all other nearby (large radius) foes get a strong -taunt. Solo, you'll still top their aggro lists, but in a team, they're very likely to go after your teammates when you Placate.
Also, for a brief period after Placating (2-3s) your Hide cannot be broken by incoming damage. -
Quote:With 95, your allowed maximum miss streak is one.with 95%and you miss three times and land the fourth in a forced hit?
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No. Insane amounts of dev effort, bugger all benefit.
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Mm, a ragey title. Mmmm. Ahem.
The 95% I'm referring to is the hard-cap of accuracy, used to represent the everpresent chance to fumble an attack by rolling a natural 1 on a D20. Which, well, I hate it.
Why? Simple.
Ask yourself, do you remember gobbling a pair of yellows, only to whiff the first attack?
Hitting Aim, Build Up, lining up a perfect shot on a unexpecting enemy, only to have the shot go wide?
Missed a defenseless crate?
Lined up a Built Up Assassin's Strike, queued up a follow-up attack, only for the AS to go wide and your crit be wasted on the followup?
Yeah, so do I. And due to how human perception works, I remember those occurrences happening disproportionately often.
And I don't want it to happen. If I attack, in favorable circumstances, against an enemy with no defenses, I want to hit. This isn't about the 5.26% increase in DPS. This is about going "okay, he has a sliver of health, this should finish him off" and not having to follow it up with a "FFFFFFFFFFFFF-"
So what's this change I want to suggest? Surely I wish to abolish all to-hit rolls, meaning everything hits ever? Well, no, not really.
What I want to see done is the following:
The 95% To-Hit hard cap becomes a soft cap
There. That's it. If I want 95% To-Hit, I slot exactly as I would right now. If I want more, I need to heavily slot accuracy, because with 95% being a soft-cap, the end to-hit ends up less than what it actually is. But I only have 5% to fill anyway. But what would it be past the soft-cap? 5 to 1? That'd mean I'd have to get 120%. 10 to 1 becomes 155%. Unreachable? Pff. My Widow has a native pre-cap end to-hit of, depending on attack, between 179,3% and 200,2%. You could make it count 20 to 1 and Eviscerate would still have a end tohit of 100%. So yeah. Can be done.
Of course, all that applies only to a defense-less, even-con target. As it damn well should. I'm not asking for buffs against harder-to hit targets. I just want targets that should by all rights be hit, be hit. I want the ability to build my character so that it doesn't ever miss.
I want to never again hit Aim and miss a even-con defenseless mob.
Never.
Again.
Please.
PS: Why did I build the Widow like that? I kinda didn't realize how much IO bonus +Acc I was packing, and I overslot for Acc. So, whoops?
PS2: ....why didn't I think to name the thread "Enough with the 95% c(r)ap!"? -
I'd rather not. I'm not fond of random chance. Additionally, most of the time you have an attack queued up already so it'd be just another chance to random crit.