Never Miss for PVE only Recipe/IO
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Since they made PVP only IO sets they have proved at least that part can be done. So here's my idea. An IO that allows you to never miss in PVE. You always hit, but then you get another roll to give you a percentage of the damage that you <can> do based on your damage slots. In PVE it would work as just a regular accuracy IO of its particular level with no damage roll needed.
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So you want a rework of the entire attack mechanic system to allow for the Clamp function to be a binary variable based upon whether or not you've got this IO slotted and then have the damage system be further overhauled to allow for a variable damage system? That's more than a bit of work for something so minor.
I'm gonna have to give it a nice big thumbs down.
I'm so glad its not your very own private game. You could give feedback while being a bit less snarky?
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I'm so glad its not your very own private game. You could give feedback while being a bit less snarky?
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I can give more feedback, but I don't think I can go without the snark. Snark is kind of my thing.
The problem is that you're trying to make a fundamental portion of the chance to hit calculator (the final clamp value) become a binary variable based upon whether the IO in question is slotted. Personally, I don't really see the point of it, especially since we've got streakbreaker, which is functionally rendered irrelevant by your idea and already gives the player a greater than 95% average chance to hit if s/he's already sitting at the 95% cap (it's actually 95.25% thanks to streakbreaker, if you're curious). You also further complicate it by requiring a rather complete rework of the manner in which damage is dealt (making it percentage based dependent upon whatever arbitrary system is determined) rather than binary system that is currently in place (all damage is dealt or all damage is not dealt). In order to put your system in place a rather comprehensive rework of powers (or a new system entirely) would need to be put into place to generate your variable damage system, which you didn't actually give any definable qualification for and thusly left it up to the rather random perceptions of those that are reading it.
The entire point I'm making is that the question "Why?" isn't really answered, much less addressed, in you post. Neither is the actual issue of "cost:benefit" which, considering how much you want to mess with fundamental systems, is actually something that would need to be addressed considering I'm reasonably sure that very few people would actually give much of a difference unless the IO itself was designed to completely remove the need to make a tohit roll at all rather than simply bypass the Clamp mechanic (which would be horribly overpowered).
Have you ever heard of characters that don't miss? Who's very powers are accuracy? Character concept is why I suggested this. And the reason I even bothered is because they have proved this exact thing <can> be done via their PVP recipes.
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Have you ever heard of characters that don't miss? Who's very powers are accuracy? Character concept is why I suggested this.
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Right, and there are also characters that have the very power of simply never being hit or being able to dodge anything. Interestingly, we're allowed to ignore those points specifically because this is a game, not a comic book. Keep in mind that what you slot into your powers is not derivative of what you power is. If a character's power was accuracy, he would need to have a higher base accuracy and lots of innate tohit, not be heavily slotted for accuracy or have an IO that allows him/her to completely ignore the basic mechanics of the chance to hit.
How would you deal with NPCs that pop Elude? If you hit them, then go down rather quickly. If you could always hit (even if you dealt less damage from the target having higher defense compared to your tohit/accuracy), you would take out those targets without much effort at all. Other enemies that stacked heavy amounts of +def would be similarly effective.
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And the reason I even bothered is because they have proved this exact thing <can> be done via their PVP recipes.
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No, it can't. They've demonstrated that they're capable of splitting PvP and PvE functionality. There has been nothing done to prove that they can (though I'm sure they could) or even want to put something like this into game considering the amount of work (bypassing the Clamp mechanic and generating the random damage tables and modifying all powers to account for this via a percent method that is current not in game unless you'd want to have some kind of -dam mechanic which would be horribly easy to exploit considering the amount of +dam that players are able to access) that would be required to put it in.
You seem to be under the impression that I'm saying it's not likely because the devs can't split PvE and PvP functionality. I'm not saying that, nor have I ever. If you actually read and comprehend what I've written, you would see that I have a problem with the effect that you want to occur in PvE insofar as never missing and the mechanics for bypassing the normal chance to hit and instead replacing it with whatever table of percent damage would be inserted specifically for this IO.
In short, it's way too much work to get the specific mechanic you want for such a minor effect as what you are trying to get.
Since they made PVP only IO sets they have proved at least that part can be done. So here's my idea. An IO that allows you to never miss in PVE. You always hit, but then you get another roll to give you a percentage of the damage that you <can> do based on your damage slots. In PVE it would work as just a regular accuracy IO of its particular level with no damage roll needed.