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Accuracy
#1
We've been preaching about this problem during the GR2 beta testing phase, but it made it live and showed that what we were saying was correct.



Youkai's, Youkais evokes, and skills/spells that do not use the weapon hit are very much so lacking. It's more apparent in PVE whenever the mob has some evasive options. Due to this, those skills and spells are barely used or flat-out ignored in most cases.

The game at the moment relies heavily on how many hits someone can gather and or how much evade someone has. It affects both PVE and PVP; In middle (45~50) level dungeons and high (55+), these, unless under the right circumstances, become very useless.

Not to mention Event mobs as those are frequently more robust than the standard dungeon monsters.

In PVP? Unless the person is a tank? That has no CEL investment at all, these become somewhat unusable. They require endless setup and debuffing to even increase the chance for just a glance; if you're lucky, a clean hit, but that's about it.

The standard evade reaches 200~205 while spells/Skills that fall under this group range from 130 to 220 (Lowers being youkai, the highest being Player Skill/spells). These are not increased with effects and buffs that go towards weapons. This means Blessed, Bloodhunt, Dynamic Shooting, and so on do not aid them.

This means these spells/Skills cannot glance without a large setup and if the support class does not have such an option, these are rendered completely useless.

How can we go about fixing these?

Firstly summoners: Youkais and Youkais Evokers are quite bad at the moment. They did not age well with the current game era as they're only usable against targets that do not have Cel investment. Otherwise, it's pointless to summon them even in PVE.

[Image: unknown.png]

First problem: There are a handful of Summons whereas their Skill stats are less than 40. Add that with their youkai weapon that is only 80 base accuracy with no other multiplier or boost, and you'll learn their hit is around 150~160. Lower for if they're less than 40 skills. The standard individual that builds the Evade base is 150~160. This means those youkais will always miss.

[Image: unknown.png?width=844&height=459]

Vs

[Image: unknown.png]


How to fix this? Firstly, I believe all Youkais need their Skill to reach at least 45 ~ 55. This will make them somewhat usable in PVE.

[Image: unknown.png?width=857&height=459]



Next step; Youkai weapons all need an enchantment to aid with their overall hit. I believe Raging from the mini-boss should fit well. This will grant them a hit base on their level. This effect halved if the Evoker was used by the player.

This I believe should not be affected by Hit cap.

[Image: unknown.png?width=984&height=332]


This way, the youkai's have a higher chance of at least procing Glancing but will not easily overpower individuals at their best without additional help.

As for the Halved when used by the player: As it stands, a decently buffed skill player has no chance of landing these Evokers without the aid of Glow, Magnet, and so on but the problem is.

They will not be enough to get by; at that point, it's better to risk a skill that scales with your weapon than something that has a very high chance to miss its mark. This would offer the player a small wiggle room to operate as a Summoner that uses their Evoker.

[Image: unknown.png]







Skills that do not scale with weapon accuracy.


These fall under the same situation as the summoner using their Youkai Evoker. The same screenshot applies here as it requires an endless amount of buffs and debuffs as well as pure luck for these skills to even hit glancing or a clean hit. This is a turn away as people will refuse to use them as they do not scale well against tanks and they cannot if they barely hit their mark against Evade without a large setup.

[Image: unknown.png]

This image also applies for players using Youkai Evokers. It displayers their hit.

How can we fix this? Allow these skills to scale from the user's current weapon hit. Their SWA does not need to be included, only the weapon's hit chance, including hit buffs and so on aimed towards the said weapon.


List of Skills/Spells that falls under this group:

Board Shaker
Bellowing Stag
Crashing Bull
Retaliate
Gravestone
Fire Trap
Ice Trap
Gust Trap
All but three Youkai Evoker (Lord Flame, Whirlpool and Phasing)




Youkais with less than 40~45 Skill - At level 60

Hippogriph: 39 Skill
Ascended Seiryuu and Normal Seiryuu: 37 Skill
Chun: 37 Skill
Jhuun: 37 Skill
Hatsu: 37 Skill
Asrai: 26 Skill
Wawa: 36 Skill
Izabe: 26 Skill
Carbuncle: 35 Skill
Sazae-Oni: 37 Skill
Terrasque: 35 Skill
Phase Python: 35 Skill
Drowned Woman: 34 Skill
Jack o Lantern: 27 Skill
Vampiric Legume: 25 Skill
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[Image: fa5d9fd2e3f77f27206bb134638b5f28.png]
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#2
Alternatively, instead of 'accuracy', you could make it so it's a direct difference between SKI vs CEL turned into a percentage, without factoring hit buffs from the attacker, but also not factoring evade buffs from the defender's side. (So on paper, let's say "Attacker SKI - Defender CEL + 25"% to determine the success rate of those no-weapon skills and spells.)

That would be retro since we had a lot of those pre-GR, but helluva better than what we got now, really. The number is too arbitrary to even put forth as a proof.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#3
Perhaps you could even add a skill to base summoner that makes it so, for the duration it's active, your youkai use your own hit rate.
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#4
That'd be cool too.

"Sync Overload"
Targets one Youkai and creates a mental link with it for 5 rounds. Increases the Youkai's Hit by the Summoner's Class LV. This will drain 5% of your maximum FP while active.

"Reverse Install"
Targets one Youkai and creates a mental link with it for 5 rounds. While the buff is active, the Youkai's stats are doubled and their Hit will be the same as the Summoner's, but the Summoner's momentum will be reduced to 0.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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