07-31-2016, 04:51 PM
Except, due to the modifiers, you can't even remotely approach "near perfection" with a nine-and-a-half foot pole. In fact, "near perfection" should be struck from internet vocabulary completely. One person's idea of perfection is another person's idea of a total fustercluck.
For example. Blessed gives + Hit equal to your scaled faith. Say you have 40 faith. This means one of two scenarios: If you CAN hit decently (Say 50-60% chance without blessed) without faith, Blessed basically invalidates dodge. If you CAN'T hit decently (say, 0-20%) without it, then you NEED it and/or other modifiers to even land a hit at all. But you know what? This is FINE. It lets people specialize in different things, like dodge and hit, if they so choose, but doesn't actively punish them for NOT doing it since against opposing non-specialists, they're still in a decent spot. Against someone with 4 Celerity, that +40 hit from blessed is wasted. And that's the cost of a build; good at some things, not at others.
That said, on the topic of rounded builds, Autohits are an essential evil. Without them, dodge becomes the god status and the instant meta. Or, if dodge is nerfed, then boom, instant tank meta and no one ever tries to dodge again. That said, the issue stems entirely from their current power; unless you have a crit-ccentric build, they very often do more damage than your hit rolls. While the overall nerf to crits in favor of Guile boosting crits was a very interesting change that allows people to specialize in crits, which is cool, it also helped indirectly buff autohits since you need to sink a considerable amount into both luck and Guile before skills that perform basic attacks are as viable - stats you could have poured into your defenses or stats powering your autohits.
A lot of moves that are currently autohits, I do believe should be changed to be non-autohits. Such as Mad Chop (Let's face it, there's plenty of ways to boost it's accuracy to make it good against all but the most specialized of dodgewhores) or Thousand Stab (It's so pathetically weak right now, giving it the ability to CRIT would still leave it weak, but at least remotely useable if you can't hit with your other skills at that angle?) As well, many autohits need a drop in power purely to make it so a crit outdamages them and makes basics worth using; some extremely gimmicky autohits, such as Engineer Flamethrower, sound intense on paper but not so much in practice (90% fire attack + 100% scaled weapon attack = even with a mutated gun Narcus and 80 str you're not doing insane damage and can outdamage it with crits. Crystal rose is in a similar boat for raw power but it's AOE makes it more useful than Flamethrower) but some others, especially those veering into the territory of 150% scaled weapon attack, can get kind of absurd.
In my own personal opinion, the perfect place for autohits is in between Basic Non-Crits and Crits; not weak and only remotely useable when you can't hit, but not your FOOS (First-order-optimal-strategy, or the concept that if A is a more accessible and immediately viable option than B, then you just use A nonstop. Such as when Shinken could doublehit, that saw a lot of spam.) As well, you don't want to hand an automatic win to the dodger who needs to be hit with autohits either, if the autohits are a weak and poor option.
Personally, I suggest the following global changes to autohits in general:
- 1 turn cooldown (You can use it on the next turn; this basically makes it so if you can't hit something, you need to rotate autohits, and can't just slap that one "best" autohit in your list as insurance.
- A change in power, reaching no higher than 125% at Rank 5 for a 3M move (Things with higher momentum costs are fair game for more power.) Again, better than normals, but can be outperformed by crits without too much guile. Weapons scaling with partial weapon and partial elemental are not as guilty of being absurd. Usually, but could probably stand to have a minor nerf as well.
- "Projectile" Autohits, such as shinken, nitrogen drop, crescent rook, wretched oil, etc, are easier for evasion to proc against than "instant" autohits, like sear. Perhaps -5 Hit per tile?
Just my opinion. I realize very few people ever agree with me.
For example. Blessed gives + Hit equal to your scaled faith. Say you have 40 faith. This means one of two scenarios: If you CAN hit decently (Say 50-60% chance without blessed) without faith, Blessed basically invalidates dodge. If you CAN'T hit decently (say, 0-20%) without it, then you NEED it and/or other modifiers to even land a hit at all. But you know what? This is FINE. It lets people specialize in different things, like dodge and hit, if they so choose, but doesn't actively punish them for NOT doing it since against opposing non-specialists, they're still in a decent spot. Against someone with 4 Celerity, that +40 hit from blessed is wasted. And that's the cost of a build; good at some things, not at others.
That said, on the topic of rounded builds, Autohits are an essential evil. Without them, dodge becomes the god status and the instant meta. Or, if dodge is nerfed, then boom, instant tank meta and no one ever tries to dodge again. That said, the issue stems entirely from their current power; unless you have a crit-ccentric build, they very often do more damage than your hit rolls. While the overall nerf to crits in favor of Guile boosting crits was a very interesting change that allows people to specialize in crits, which is cool, it also helped indirectly buff autohits since you need to sink a considerable amount into both luck and Guile before skills that perform basic attacks are as viable - stats you could have poured into your defenses or stats powering your autohits.
A lot of moves that are currently autohits, I do believe should be changed to be non-autohits. Such as Mad Chop (Let's face it, there's plenty of ways to boost it's accuracy to make it good against all but the most specialized of dodgewhores) or Thousand Stab (It's so pathetically weak right now, giving it the ability to CRIT would still leave it weak, but at least remotely useable if you can't hit with your other skills at that angle?) As well, many autohits need a drop in power purely to make it so a crit outdamages them and makes basics worth using; some extremely gimmicky autohits, such as Engineer Flamethrower, sound intense on paper but not so much in practice (90% fire attack + 100% scaled weapon attack = even with a mutated gun Narcus and 80 str you're not doing insane damage and can outdamage it with crits. Crystal rose is in a similar boat for raw power but it's AOE makes it more useful than Flamethrower) but some others, especially those veering into the territory of 150% scaled weapon attack, can get kind of absurd.
In my own personal opinion, the perfect place for autohits is in between Basic Non-Crits and Crits; not weak and only remotely useable when you can't hit, but not your FOOS (First-order-optimal-strategy, or the concept that if A is a more accessible and immediately viable option than B, then you just use A nonstop. Such as when Shinken could doublehit, that saw a lot of spam.) As well, you don't want to hand an automatic win to the dodger who needs to be hit with autohits either, if the autohits are a weak and poor option.
Personally, I suggest the following global changes to autohits in general:
- 1 turn cooldown (You can use it on the next turn; this basically makes it so if you can't hit something, you need to rotate autohits, and can't just slap that one "best" autohit in your list as insurance.
- A change in power, reaching no higher than 125% at Rank 5 for a 3M move (Things with higher momentum costs are fair game for more power.) Again, better than normals, but can be outperformed by crits without too much guile. Weapons scaling with partial weapon and partial elemental are not as guilty of being absurd. Usually, but could probably stand to have a minor nerf as well.
- "Projectile" Autohits, such as shinken, nitrogen drop, crescent rook, wretched oil, etc, are easier for evasion to proc against than "instant" autohits, like sear. Perhaps -5 Hit per tile?
Just my opinion. I realize very few people ever agree with me.
*loud burp*