Monster Accuracy and Evasion changes in 0.11.2

The first thing that became apparent was that dexterity-based monsters had enough Accuracy to act as very hard counter to player Evasion. If you evade 50% of the time at level 50 but encounter a Ghost (which is a heavily dexterity-oriented monster), they'd be able to hit you around 70% of the time. Evasion based characters often prematurely ended their adventures in Wraeclast when they ran into groups of Flicker Striking ghosts.

In 0.11.2 we are making several changes to monster Accuracy and Evasion. We are completely removing Accuracy bonuses for dexterity-based monsters. Magic and Rare Monsters can still receive increases to accuracy from their mods but overall monster categories will no longer just wreck Evasion characters. As a contrast to this, dexterity-based monsters now demonstrate their dexterity by evading more than they did before.

Accuracy and Evasion values on monsters at higher levels have been heavily reduced. The exponential increases monsters gained made stacking Accuracy and Evasion a losing battle. Now if you choose to stack these values you will be rewarded with better chances to hit and evade.

This change has made a big difference to high level play. It has many beneficial consequences like increasing the value of good Rare Thicket Bows relative to Lioneye's Glare.

Here's another snippet from the new (still not final!) Ranger section of the tree.

Have a great weekend!
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Last edited by Chris on Jul 14, 2013, 12:06:02 AM
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SavageMinnow wrote:
I don't think this actually does anything about the fact that evasion-based characters get 1shot by enemies with high damage if they land a hit.


This is why we have evasion help mitigate crits. At the end of the day though, the mechanic is designed to be a boolean defense like that. It's certainly something we could change in the future (glancing blows?) but not yet. Please try out the new changes and let us know what you think.
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