Posts: 4,553
Threads: 730
Likes Received: 890 in 467 posts
Likes Given: 1,353
Joined: Sep 2015
Evasion for everyone, using up to 50% of your Scaled CEL to define the damage reduction would be pretty decent.
Then the armor types would be to define how often they trigger, 100% for Unarmored, 50% for Light and 0% for Heavy. (Not 100% chance, 100% as a multiplier for Evasion check.)
Just brainstorming, don't kill me.
•
Posts: 2,022
Threads: 254
Likes Received: 199 in 114 posts
Likes Given: 70
Joined: Nov 2014
Evasion for all and rogues are just sorta better at it, problem solved,
REMOVE armor of eyes and staff of eyes, or give them different effects, you cannot balance evade vs hit with these existing.
•
Posts: 267
Threads: 48
Likes Received: 39 in 15 posts
Likes Given: 15
Joined: Dec 2016
"Lolzytripd" Wrote:REMOVE armor of eyes and staff of eyes, or give them different effects, you cannot balance evade vs hit with these existing.
Removing those items won't solve the problem here, at all. In fact, it would give the Evade stackers a upper hand and they'll never be hit with basic attacks.
•
Posts: 2,022
Threads: 254
Likes Received: 199 in 114 posts
Likes Given: 70
Joined: Nov 2014
you are looking at it backwards lonestar
the existance of these items makes it impossible to balance a evade vs hit scale without it being horrendously weighed down by these items.
Someone with 40-50 skill scaled, a good weapon with 80-100 hit, should always have a "fair" chance of hitting.
If you balance evade about having a "Fair" chance to evade the eyes items you end up with normal hit having "no" Chance.
So why not just remove the problem. Armor of eyes and staff of eyes weren't always a thing.
•
Posts: 4,152
Threads: 948
Likes Received: 1,340 in 524 posts
Likes Given: 466
Joined: Feb 2015
I'd say changing the effects of armor of eyes would help at least, staff of eyes takes up a secondary slot or main weapon slot and its scaling isn't that great.
Without Staff of Eyes and armor of eyes I can actually have a decent chance to miss a target, about 50-60% hit rate on a high dodgy, with both of these items I usually scale much higher than that however.
Evade/Hit is a delicate balanced that isn't solved with just one change however, and as I recall this is a data collection thread.
•