02-25-2017, 12:41 PM
So you know how weapons have an accuracy/hit number and how it's labeled as a percentage.
Then when the game calculates the hit chance, it adds and subtracts the values in an additive fashion.
Considering every other mathmatical values are in multiplitive fashion, This is something regarding that difference.
Let's say you have a sword with 85% hit and a spear with 115% hit, If you look in your stats tab, you would have 30 more hit with the spear. So then why do the weapons label hit values in Percentages?
My suggestion here is this...
Keep the values on all the weapons as they are, Unaltered.
However, To change the math behind the hitting and dodging factor.
An example:
How it is now: Base hit + weapon hit + other factors.
New formula suggestion: Base hit x weapon hit + other factors.
I'll use the sword and spear values i posted earlier for the examples.
say i have 40 skill, thats a base of 80 hit + the 85 you get from the sword since it adds them currently, Then add around 20 since thats roughly the base with 0 skill. You'd have about 180 hit.
With the new system it'll look something more like...
20 + [(skill(40x2) + Luck 0 in this case] = 100 x Weapon accuracy 1.85 = New hit value formula
In the case of spears, it's 115% would equate to 2.15
It'll give certain players more or less hit depending on their weapons, will add a slight boost or nerf to their hit making builds a bit more diverse. I personally don't think this new formula will change things too drastically, But enough to give high hit or high dodge players a slightly better edge in various situations.
Then when the game calculates the hit chance, it adds and subtracts the values in an additive fashion.
Considering every other mathmatical values are in multiplitive fashion, This is something regarding that difference.
Let's say you have a sword with 85% hit and a spear with 115% hit, If you look in your stats tab, you would have 30 more hit with the spear. So then why do the weapons label hit values in Percentages?
My suggestion here is this...
Keep the values on all the weapons as they are, Unaltered.
However, To change the math behind the hitting and dodging factor.
An example:
How it is now: Base hit + weapon hit + other factors.
New formula suggestion: Base hit x weapon hit + other factors.
I'll use the sword and spear values i posted earlier for the examples.
say i have 40 skill, thats a base of 80 hit + the 85 you get from the sword since it adds them currently, Then add around 20 since thats roughly the base with 0 skill. You'd have about 180 hit.
With the new system it'll look something more like...
20 + [(skill(40x2) + Luck 0 in this case] = 100 x Weapon accuracy 1.85 = New hit value formula
In the case of spears, it's 115% would equate to 2.15
It'll give certain players more or less hit depending on their weapons, will add a slight boost or nerf to their hit making builds a bit more diverse. I personally don't think this new formula will change things too drastically, But enough to give high hit or high dodge players a slightly better edge in various situations.