Accuracy – The Last Remnant of Action?

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wyldmage wrote:

MATH


Malice has (probably) figured out the formula for Accuracy (until 9.3).

From the Critical strike formula thread

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I did some more investigation, and as far as the character sheet is concerned, it seems this same formula is also used for damage reduction, evasion, and accuracy. These formulas were accurate across multiple characters with varying amounts of each stat:

Damage Reduction = Armour Rating / ( Armour Rating + ( Character Level * 50 ) )

Chance to Evade = Evasion Rating / ( Evasion Rating + ( Character Level * 50 ) )

Chance to hit uses Character Level * 5 instead of * 50
Chance to Hit = Accuracy Rating / ( Accuracy Rating + ( Character Level * 5 ) )


This matches my characters.

It's also a very punishing formula as you approach 90% accuracy. Later in the game getting to that point seems a waste of resources.

Lvl 60 for 85% accuracy: 1700 Acc
Lvl 60 for 90% accuracy: 2700 Acc

Astoundingly my ranger still has 92% hit with nearly 4000 accuracy.

We'll see what 9.3 brings.

Last edited by aimlessgun#1443 on Sep 28, 2011, 3:01:00 AM
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Rawrbomb wrote:
I think a fix would be to have accuracy passives give say +1%, +2% chance to hit. So regardless of the level it's a solid upgrade.


As we have Accuracy at the moment in 0.9.3, this is the case! All characters have an inbuilt accuracy that increases as they level - And all Accuracy passives increase your total accuracy by a %. So every passive will always give you a constant benefit, and more of a benefit if you have Accuracy on items. I'm testing out how well it works at the moment, so let's see how it plays out.
Balance & Design
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Rory wrote:
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Rawrbomb wrote:
I think a fix would be to have accuracy passives give say +1%, +2% chance to hit. So regardless of the level it's a solid upgrade.


As we have Accuracy at the moment in 0.9.3, this is the case! All characters have an inbuilt accuracy that increases as they level - And all Accuracy passives increase your total accuracy by a %. So every passive will always give you a constant benefit, and more of a benefit if you have Accuracy on items. I'm testing out how well it works at the moment, so let's see how it plays out.


Interesting! Though I think what Rawrbomb was saying is that passives should give a flat +1% to hit, much like Endurance Charges give a flat +4% armor mitigation :D
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Rory wrote:
As we have Accuracy at the moment in 0.9.3, this is the case! All characters have an inbuilt accuracy that increases as they level - And all Accuracy passives increase your total accuracy by a %. So every passive will always give you a constant benefit, and more of a benefit if you have Accuracy on items. I'm testing out how well it works at the moment, so let's see how it plays out.


Hope "chance to hit" factor between players and mobs will stay remain, as when encountering with higher level ones, the scale gets larger. And let's hope Accuracy would not be skill only by putting a few points to get the benefit of.

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Rawrbomb wrote:
Another small fix, would be if your attack misses, or doesn't hit an enemy, it doesn't consume mana.


Can't agree with this, all in all you had already concentrated on your attack whether you hit or miss; that's another story. What i mean you just can't keep your mana for the sake of having missed.

"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Sep 28, 2011, 3:54:00 AM
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aimlessgun wrote:
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wyldmage wrote:

MATH


Malice has (probably) figured out the formula for Accuracy (until 9.3).

From the Critical strike formula thread

"

I did some more investigation, and as far as the character sheet is concerned, it seems this same formula is also used for damage reduction, evasion, and accuracy. These formulas were accurate across multiple characters with varying amounts of each stat:

Damage Reduction = Armour Rating / ( Armour Rating + ( Character Level * 50 ) )

Chance to Evade = Evasion Rating / ( Evasion Rating + ( Character Level * 50 ) )

Chance to hit uses Character Level * 5 instead of * 50
Chance to Hit = Accuracy Rating / ( Accuracy Rating + ( Character Level * 5 ) )


This matches my characters.

It's also a very punishing formula as you approach 90% accuracy. Later in the game getting to that point seems a waste of resources.

Lvl 60 for 85% accuracy: 1700 Acc
Lvl 60 for 90% accuracy: 2700 Acc

Astoundingly my ranger still has 92% hit with nearly 4000 accuracy.

We'll see what 9.3 brings.


According to the formula:
Level 60
75% to-hit = 900 accuracy = 7 skill points
80% = 1200 = 10 skill points
85% = 1700 = 16 skill points
90% = 2700 = 27 skill points

So to be making it to 90%, you likely need 20-24 skill points, plus gear, when you have earned 60 skill points total.
NewDude: I killed Brutus. Now I have no quest. So what now?
Guy: I guess there are people that NEED quests for direction.
Guy2: I always wonder how those people get through life.
GuyMontag: They get married. Wives are like quest-givers.
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Wittgenstein wrote:
There is no difference between,

(a) putting points into accuracy to raise the skill

-and-

(b) putting points into accuracy to diminish the effect of the % lost for every level gained.

The difference is the range of the values involved, your examples are like saying there's no difference between a Cruise missile or a Nuclear missile because they both fly through the air and explode.

Also "it feels bad" is a perfectly acceptable argument against accuracy, the extreme fluctuation it creates only brings a negative experience. There's nothing accuracy brings to the game that another similar statistic couldn't.
Okay so theres one issue that we can agree on - the relatively many points one should use on accuracy compared to other passives for a balanced build. Rory already said its been adressed, so its completely pointless discussion untill we can test the changes.

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Also "it feels bad" is a perfectly acceptable argument against accuracy, the extreme fluctuation it creates only brings a negative experience. There's nothing accuracy brings to the game that another similar statistic couldn't.


Feeling is not a valid argument when youre trying to persuade someone who doesn't share the same feeling, especially when you have no other arguments. Thats why this is such a neverending but pointless discussion at the moment.

Edit: to explain even better, I have the opposite feeling. I do like when theres bigger variety of mods, some of which can bring more varying results, like accuracy. For me taking that out is making my game more boring. So unless theres some real argument (but there hasn't been) about accuracy mechanic itself, youre only telling me that I shouldn't like what I do like. For me the games fine with accuracy just like dozens of RPG before it.
Last edited by nermind#6181 on Sep 28, 2011, 7:54:14 AM
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nermind wrote:
I do like when theres bigger variety of mods, some of which can bring more varying results, like accuracy.

What? Ok your misunderstanding two very important things.

First, I'm not trying to convince anyone(ex GGG) of anything. I'm simply saying that not liking the effect accuracy has on gameplay is a perfectly valid reason to want it removed.

Second, there is no choice with accuracy. If you are a physical damage character then accuracy is the best stat you can have for damage until you reach 100% or diminishing returns makes too expensive compared to alternatives, the latter being the worse case scenario because we'd be forced to live with those miss streaks forever.

Accuracy isn't like other stats. You have a choice when it comes to other stats, you can choose how much of each and can make do with have you can get. However you MUST have accuracy or suffer significantly and when accuracy is available too you its almost ALWAYS the best option.

From my perspective accuracy only brings limitation and frustration to the game. Out of all the possible stats they could add, accuracy should be one of the lowest on the list.

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teh_axi wrote:
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nermind wrote:
I do like when theres bigger variety of mods, some of which can bring more varying results, like accuracy.

What? Ok your misunderstanding two very important things.

First, I'm not trying to convince anyone(ex GGG) of anything. I'm simply saying that not liking the effect accuracy has on gameplay is a perfectly valid reason to want it removed.

Second, there is no choice with accuracy. If you are a physical damage character then accuracy is the best stat you can have for damage until you reach 100% or diminishing returns makes too expensive compared to alternatives, the latter being the worse case scenario because we'd be forced to live with those miss streaks forever.

Accuracy isn't like other stats. You have a choice when it comes to other stats, you can choose how much of each and can make do with have you can get. However you MUST have accuracy or suffer significantly and when accuracy is available too you its almost ALWAYS the best option.

From my perspective accuracy only brings limitation and frustration to the game. Out of all the possible stats they could add, accuracy should be one of the lowest on the list.





I disagree completely ... part of building a melee character is making sure he can hit the intended targets.

The more mods in the game, the better the builds, the more variety we are going to see, and more looting. Leading to rarer items and hunting for that elitest gear which is half the fun. I would hate to see items drop with the same mods on them all the time. The fun factor would last to lvl 100 in this game and then there would be nothing left to do but search for another game.

We need as many builds and item factors as possible if you want to keep a huge fanbase like blizzard was able to with the diablo series.


Removing accuracy would be lazy and a huge step backwards.. it would be disgusting to see a mod like this removed from the game.
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wyldmage wrote:
On my Witch, I run 1 Life Flask, 1 Vial, and 3 Mana Flasks. I have never ran out, even 1 on 1 with a boss.

I... I know. That's what I said. The numbers are off. You need to get Accuracy nodes too often, and don't need to get Mana nodes often enough. They need tweaking. It's a beta, that's not surprising.

But that doesn't meant that Accuracy has to go wholesale.

And again, I'm not saying it doesn't — just that your arguments why it does are not convincing me.

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