Quote:
Originally Posted by KLS
Yeah I made it as a bonus, if it's set to 0 combat should be pretty much the same as it is now.
Accuracy isn't exactly right in that description. 10% = 1% but that 1% is then applied to the already existing accuracy. So you have say a 50% chance to hit and a 250 accuracy rating it would be 50% + (50% * 250 / 1000) or 62.5%
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Great work KLS!
I don't wont to start another thread, so my quetsion is regarding:
"KLS: Agility will now affect a defenders chance to be missed slightly."
what are the exact numbers?
Also - how about making DEX improve To Hit chance (for players mainly, and on related note- does DEX curently totaly useless for mobs?)? I am not looking for damage, just for ability to hit , cuase curently (for exmaple) caster/priest classes ability to score a hit is prety much non existant at higher levels
I mean, even if my wizard/druid will hit 2-3 times as often in melee, for a meager 10-20 dmg at lev 70 - that can't posibly break the game- can it? =)
But this will give people a purpose to build a DEX for something else other than procs/parry (specialy for classes who do not get such skills)
PERHAPS consider this - add a RULE which when turned ON, will make DEX to act as a BONUS to Hit chance. (so 0 is dex turned off, greater than 0 - how extra +1% to hit is gained per X dex specified as value)
and perhaps even same for agilty?
Oh another thing- a RULE for To Hit chance cap and to Dodge chance cap for ALL classes