Sorry for bumping this one, but:
Cavedude: excatly HOW you derive "1.52" from 37 CHA ?
and 0.34 from 400 CHA?
whats the formula?
KLS:
I was hoping to continue discussion on Avoidance and Hit chance Rules given by entire group of classes (heavy, Light etc)
Do they realy work for anyone? The way I see (the way classes are assigned to the groups) they create more restriction than freedom (see my prevous comments) I endded up setting everyone to 1.0 since I could not find a reason to justify why paladin can dodge as well as monk =)
I serously sugest you scrap the current 4 types approach and do them by class - then we can REALY customize.
And once again on To HIt chance- again doing it by gruop types is bad, cuase it forces number of classes into a single pattern. And what is realy important these Hit Bonuses feel artificial.
Yes I know that on LIVE Hit Chance is not realy based of anything, but if you realy wish to give a useful customization rule, why not a make a diffirent (set OFF by default) to use appraoch I described before:
Quote:
Perhaps it would be more logical if you would start from skill of 0 and lower initial To Hit base (again we have it now nicely controlled via a Rule- thank you very much), and then give bonus based on actual skill , not basing it on the fact if ist maxed for the level or not. This way weapon skill will DIRECTLY contribute to your hit chance. (if person has 183 in 1hs - then he gets bonus from 183 in 1hs, regardless what level he is or what his curent max cap)
we allready have all 16 classes fine tune system - in the class skill table in DB! =)
If we set warrior to one cap per level in say Defensive, and monk to another- then the server should NOT even care what class player is - it will look at players current Defensive skill and calculate accordingly.
The only thing thats always bugged me is why we have weapon skill AND offensive? By default they both contribute to same thing - ATK - so whats the difirence?
Unless we make one of then resposible for ATk only (ofensive) and weapon skill for To Hit chance
then you have nice layout of:
Offesive (atk) vs Defensive (AC) = dmg done
Weapon Skill (to hit) vs Dodge (avoid) = final chance to hit
So let say:
Base Hit CHance: 50%
To Hit bonus from Skill: +1% per say 25 skill (abstract number)
so with 250 weapon skill - you have +10%
logicly this can grow unlimitly but on other hand- mobs avodance and dodge should also be growing. So even if players has +150% to hit chance, but mob has 75% chance to avoid - thats 150-75=75 only leave actual 75% chance to hit the mob (again abstract numbers)
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or alternativly let us have a Rule where DEX contributes to Hit CHance (off by default) - this way players other than rangers will seek to build it up