06-23-2017, 01:47 PM
Quote:When hit by a basic attack (or a skill, we'll get another topic for that soon), if the Hit roll result is equal to or less than your Scaled CEL * (armor unique multiplier), it becomes a glancing blow, dealing 50% of its normal damage. (NOTE: By Hit roll, it basically means that the game performs hit checks this way; first do HIT - EVADE, then roll 1d100. If the result is equal to or less than that number, it becomes a glancing blow.
Pre or after all other reductions? I assume pre, so 50% can get quite powerful. But I have a little idea that might Combat that a tiny bit. I´ll mention it below.
Quote:Glancing blows do not check for critical hits (this might be a little tricky if we start involving skills in glancing blows because of lightning criticals).I assume you mean a critical hits can´t be a glancing blow? Or that glancing blows can´t be a critical? If the former:
I believe it has to work with crits aswell. Alone because of lightning crits being a thing. Else we just buff the already strongest combat elemet with the highest damage output to even more. While logically speaking you can´t really be critically hit when you only received a glancing blow we could make the message it throws out a tiny bit differnt like:
"X Attacked with a critical blow, but Y managed to avoid most damage!" Or something for Critical glanceing blows.
Quote:An example; Hit 275 versus Evade 200 (with Scaled CEL of 50). 75% chance to hit; roll 1d100. If the result is 1-50, it's a glancing blow. If 51-75, it's a normal hit that deals full damage. If 76-100, it's a miss.While this of course needs a high amount of Cel to even be so reasonbly high I got a few question as to how it works for example:
Hit 275 vs 150 Evade (Let´s still assume 50 scaled Cel). 125% chance to hit. There is no chance to miss but would the "overflowing" hit lower the chance to trigger a glancing hit, since the aim is just so much better in comparasion? in this case 0 Miss 1-25 glancing blow 26-100 hit? (50 glance range-Hitchance over 100%)
And to my idea since 50% can be quite powerful, even more so when at the beginning of damage calculation, we could after a test phase to see just how much this makes dodge superior, see if we can split the range up a bit more in Devs example, using devs formula, it would be 1-25 full glance (full 50% reduction) 26-50 half glance (25% reduction) 51-75 normal hit and 76-100 a miss.
But I agree with Mega that Miss-Glance-Hit is more intuative. Or in this case Miss-full glance-half glance-Hit.
I believe that could combat it a bit if it becomes to extreme with it´s damage reduction. Even though...It does need a lot of scaled Cel so not sure if nessecary, needs some testing first I guess.