I like this, I won't lie. But there's something that's very unfair happening with this.
Glancing Blows is an extra layer of nudge towards evasion and that's fine. What's not fine is how it completely denies on-hit/on-crit effects and on top of that, reduces damage so sharply. It might as well as be an insignificant miss and a pat on the back of someone who's finally evenly matched with a dodger.
So!
Requesting a few changes in regards to this mechanic, making it more a gamble on the dodger's side and the hitter's side. So my proposition is as simple as this:
Glancing Blows should roll 4 times, and on each 'Hit' from an enemy, the damage reduction and interactions should be altered this way:
0 Hits
- The attack misses completely.
1 Hit
Defender
- 60% damage reduction.
- Counts as 'evaded' for passive skill effects.
- Ignores luck-based status infliction.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Nothing
2 Hits
Defender
- 40% damage reduction
- Counts as 'evaded' for passive skill effects.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Counts as 'hit' for passive skill effects.
- Status Infliction applies at 50% effectiveness.
3 Hits
Defender
- 20% damage reduction
- Retaliation effects apply (such as Electroshield, Fang-Faced Shield, etc.)
Attacker
- On-Hit/On-Crit Effects apply.
- Skill statuses apply. (Skills that send you airborne, knock you back, etc.)
- Status Infliction applies at 75% effectiveness.
4 Hits
- The attack hits completely.
Glancing Blows is an extra layer of nudge towards evasion and that's fine. What's not fine is how it completely denies on-hit/on-crit effects and on top of that, reduces damage so sharply. It might as well as be an insignificant miss and a pat on the back of someone who's finally evenly matched with a dodger.
So!
Requesting a few changes in regards to this mechanic, making it more a gamble on the dodger's side and the hitter's side. So my proposition is as simple as this:
Glancing Blows should roll 4 times, and on each 'Hit' from an enemy, the damage reduction and interactions should be altered this way:
0 Hits
- The attack misses completely.
1 Hit
Defender
- 60% damage reduction.
- Counts as 'evaded' for passive skill effects.
- Ignores luck-based status infliction.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Nothing
2 Hits
Defender
- 40% damage reduction
- Counts as 'evaded' for passive skill effects.
- Ignores skill statuses (Skills that send you airborne, knock you back, etc.)
Attacker
- Counts as 'hit' for passive skill effects.
- Status Infliction applies at 50% effectiveness.
3 Hits
Defender
- 20% damage reduction
- Retaliation effects apply (such as Electroshield, Fang-Faced Shield, etc.)
Attacker
- On-Hit/On-Crit Effects apply.
- Skill statuses apply. (Skills that send you airborne, knock you back, etc.)
- Status Infliction applies at 75% effectiveness.
4 Hits
- The attack hits completely.