Crit and Critical Weakness

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Herpy_Derpleson wrote:
I think I was getting confused with cumulative effect rolls, such as evasion, where higher roll = better, not crit chance = lower roll better.

I'm too used to paper and pen(D&D type)/tabletop games, where physical rolling of dice and calculations are standardised, and everyone actually has to learn the mechanics to play.
Most games will tend either towards high roll = good, or low roll = good, when different rolls for different things require high or low values to succeed, and you don't have these "rulebooks" to actually follow and learn from.

*sigh* Perhaps I need to just commit to memory all the damage calculations once I'm sober.
It almost seems to me that each equation is approached differently in this game, nothing is standard and nothing crosses over.


I am basing it off my experience with D&D as well, but back in the old second series, AD&D where things like THAC0 existed and such. Death rolls were done with D100s and you needed a low roll for things.

In the case of alot of scaling percents that im used to, being under the percent is normally easier to calculate then figuring the other half of the available percent and then rolling for landing into that value. ie (45% is a 45 or less, or 55 or higher, its easier to just go 45 or less. Granted, this is an easy one but what if you had a 37.24123745123%... do you really want to figure out the inverse of that?)

Side note/edit: THAC0 was a horrible horrible idea and someone needs to be shot for that.
And if you close your eyes, does it feel like your exalt almost hit this time~
Last edited by Eternallight#2338 on Jun 9, 2013, 2:52:13 AM

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