Attack Rating isn't rewarding enough

"
ScrotieMcB wrote:
Buffing Attack Rating doesn't work, because it makes the Evasion weaker, and it's already weak enough... either that, or it makes it too strong.

Downright paradoxical how that works. But it's the truth: take some of your "attack rating over 100%" situations and try attacking them from an evasion standpoint, pretend to be the defender. Linear solutions simply don't work.


I don't think you addressed why linear solutions don't work. Here's what I'd do against an attacker in the situation you described - get more evasion. If I have low evasion, then I shouldn't expect to dodge them that often anyway.

A linear solution does work to get the OP's desired outcome because it rewards heavily investing in accuracy, and it rewards heavily investing in evasion. Investing in accuracy is currently not worthwhile, and this change would make it worthwhile and at the same time also make investing in evasion worthwhile. It would make "accuracy vs evasion" more of an 'arms race' and less of an 'accuracy sucks' race.

There are definitely arguments against a more linear system, though.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
"
ScrotieMcB wrote:
Buffing Attack Rating doesn't work, because it makes the Evasion weaker, and it's already weak enough... either that, or it makes it too strong.

Downright paradoxical how that works. But it's the truth: take some of your "attack rating over 100%" situations and try attacking them from an evasion standpoint, pretend to be the defender. Linear solutions simply don't work.


It actually makes high evasion better. So you're absolutely wrong. Linear would also make 100% evasion possible, so the more linear you get, the more you can work to push the enemy off the RNG with both stats.

(It makes low evasion worse, but who cares).

Regardless, linear isn't even the only solution. You just need the curve to cross 100%, not stop at 95% at the limit.

Also, 'to hit' is based on the expected evasion vs. monsters of your level. Having 100% to hit monsters of your level is perfectly okay. It is not an absolute number against everything. If you go up against a player with high evasion, you won't be hitting 100% even if your character sheet says 100%, because they have a lot higher evasion than the monsters.

(I find it hilarious that people want to consider the impact of high accuracy on evasion, but Resolute Technique totally ignoring evasion is okay. This is why accuracy sucks).
Last edited by Squirrelloid#1102 on May 5, 2013, 8:13:06 AM
Accuracy is the most build disabler system at Poe it makes leveling punishing. Since most of the crit chance nodes near shadow-witch zone going with RT is no brainer unless u going with bow crits and using Lionseye. All those bs with build diversity and we got this accuracy block which leads to us RT attackers or crit Spellcasters.

It needs to change.
Would it be possible to bias very highly accurate strikes towards a critical chance? That would be good for players as high dex attackers. And since evasion is very useful for avoiding those same crits...
"
Taelis wrote:
If 100% is achievable without the keystone or LEG, both of those things become obsolete. Either get one of them or deal with the fact you cant hit every time.


This bears commenting on:

Making accuracy/dex investment better in no way makes RT or the uniques which always hit substantially worse. These methods of bypassing accuracy entirely free up a lot of passive skill points to use elsewhere. I mean, RT means no dex investment ever, which is huge. That remains true even if investing in Dex gets ultimately better results. Indeed, that implies investing in dex should get ultimately better results, because you're dedicating more resources (skill points) to it. Similarly, the couple unique bows which bypass accuracy cap your needed dex investment. (All you need is sufficient dexterity to equip the bows - and that's probably achievable on *gear alone*).

Dedicating more resources should generate superior results. That it currently is substantially worse is beyond ridiculous.

At which point it's not enough to be able to hit 100% accuracy, you need to get something for accuracy beyond that 100% point. Which is why I recommend crit chance and multiplier. If you could get both those on accuracy, the agile precision-strike fighter would be a viable build. As it is now, just getting the evasive part down takes a substantial investment in life nodes and evasion nodes. Then you get shafted on accuracy, and you definitely don't have the skill points for crit nodes.

Report Forum Post

Report Account:

Report Type

Additional Info