Accuracy Changes Suggestion

If I may be so bold, but might I suggested changing the way Accuracy works to mimic something like FFXIV "direct hit."
For those unfamiliar, it's a chance to do a set "25% more damage" on a given hit.

I would reconfigure it to be a logarithmic scaling function on both % chance on hit (to maybe a maximum of 60-80%; with lesser value for ranged attacks) and % more damage to a flat maximum of 20-40% more (10-20% more for ranged attacks). So that means scaling accuracy both increases the chance for a direct hit and increasing the amount of damage a direct hit does.

Like FFXIV I would also suggest that it's possible to critically direct hit, with separate instances of damage calcs scaling like % more.

As for why, Accuracy seems like a very strange and somewhat oddly punishing stat for Melee and bow/xbow users. You need enough of the stat just to hit, but anything beyond that is useless. Compared to spells it's a stat that is completely irrelevant and doesn't need to be managed for.

I would keep and "evasive" monster mod and scale it down slightly, but also have it apply to spells.

This is subjective, but I feel like this would be a significant buff for melee and better rewards the inherent danger of being close to mobs.
Last bumped on Dec 20, 2024, 2:39:37 PM

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