For the love of god, please, rework DEXTERITY. (Updated)
"I thought I'd pop in here and comment. While it's true that the chance to evade, and the physical damage reduction, shown in the character screen, are estimates, the chance to evade will, in general, be a pretty good estimate assuming you're fighting monsters of your level. We know how much accuracy we expect such monsters to have - there aren't that many which differ wildly. Damage is much, much harder to estimate accurately, and as such the estimate of damage reduction is more likely to be off. There are several reasons for this, and the major ones which come to mind are: 1) Monsters don't always deal the same damage. While monsters have a set accuracy rating, they have a range of damage, such as 200 - 400. Where a particular hit falls in that range will have a big effect on damage reduction for that hit. This is a factor that's not there for accuracy, which is the same between hits. 2) Monster damage ranges vary much more than accuracy. Monsters aren't balanced based on damage dealt, they're based on DPS. Once we have the DPS that monster needs, we can work out the damage it should do per hit based on how quickly it attacks, which can vary wildly between different monsters for all kinds of reasons- from what looks good with the art to how we decide to separate different monster types. As such, for monsters of a given level, their damage ranges per hit will likely be significantly more varied than their accuracy. 3) Critical Strikes. Critical Strikes happen, and have a huge effect on damage for that hit, and absolutely no effect on accuracy. Yet another factor that makes estimation of damage reduction much less accurate than of chance to evade. 4) More in-game factors affect damage than accuracy Monster accuracy is increased by the accuracy mod, and the accuracy aura. Monster damage is increased by damage mods, critical strike mods, two different damage auras, skill use by some monsters (skills do different damage to the default attack), rarities (magic/rare/unique monsters inherently have increased damage, but not accuracy), There are simply far more things which can increase damage above the expected "normal" values, compared to those that increase accuracy. So while both "chance to evade" and "estimated physical damage reduction" are both estimates based on an expected average for monsters of your level, the estimation of chance to evade is reasonably accurate, where the estimation of damage reduction is likely to be wildly off for some hits. When we changed to the current damage reduction mechanics, we stopped estimating physical damage reduction on the character screen because we didn't feel it was accurate enough to bother doing - it's back now not because it's more accurate, but because people apparently prefer even a very inaccurate estimation to none at all (and because we put in some work to make an estimate of average damage for monster level). We never considered taking out the chance to evade estimation, as it never had this problem. In short, it's not correct that because they're both estimations, they're equivalent in how accurate those estimations are. I'm following this thread with interest, and I'm certainly not saying that evasion is perfectly fine as-is, but I thought that clearing that up might help the discussion move forward. Last edited by Mark_GGG#0000 on Feb 16, 2012, 7:45:59 PM
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"You are correct -I'd forgotten that changed. "I didn't forget it, it just wasn't relevant to my central point, which was the less accurate nature of estimated physical damage reduciton compared to estimated chance to evade. | |
The average monster damage estimation is accurate for a standard hit from a default attack of a monster of that level. I don't know if it accounts for critical strikes, I'm certain it doesn't account for any of the things I mentioned in 4) in my post.
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" Magic, rare and unique monsters have the following, increasing more with each rarity: Increased Life Increased Experience Increased Drop Rarity & Quantity Increased Damage Increased Flask Charges Granted Reduced chance to flee | |
"This is intentional. It's an important part of the design of the charge system that the base effects of all the charges are useful to all the classes. This is also why frenzy grants cast speed as well as attack speed. If endurance charges provided an increase to armour, they would be of much less use to non-str classes, which isn't how the charges are supposed to work. "The point was never for "str classes" to be weak against large hits, it was for armour, specifically, to be weaker against large hits - which it is. |