03-27-2015, 01:45 AM
Pepperidge Farm remembers.
With so many good auto-hits (as well as DEF's recent buff which saw its importance soar over evade), evade has been devalued to a frustrating degree. Evade is pointless when people can just check their hit on you and then hit you with an equally (or more) powerful auto-hit. Fortunately, I think there's a way to fix this without sacrificing reliability on either side. This can be accomplished by causing (non-AOE/non magic) auto-hits to do reduced damage on enemies with higher evade than the attacker's accuracy. A good example:
Attacker has 70% Hit on the enemy, and uses a 60 damage Crescent Rook.
Attacker receives a damage penalty equal to how much evade the opponent has over their hit, divided by 2 (30/2% = 15%).
Crescent Rook loses 9 damage (I'm not sure whether before or after modifiers would be more fair to be honest), bringing its damage down to 51.
Important notes:
• Damage reduction from evade would be capped at 30% reduction.
• Again, this would not affect AOE or magic skills. This is primarily because magic already tends to be heavily resisted, and AOEs are not reasonably dodgeable.
• Having over 100% hit on a target would not grant increased damage when using auto-hits.
This helps ensure that evade can't simply be trampled over by things like Turnover, Kick, etc., and creates a balance between the strength of relying on a chance to hit an enemy, and the reliability of using an auto-hit.
With so many good auto-hits (as well as DEF's recent buff which saw its importance soar over evade), evade has been devalued to a frustrating degree. Evade is pointless when people can just check their hit on you and then hit you with an equally (or more) powerful auto-hit. Fortunately, I think there's a way to fix this without sacrificing reliability on either side. This can be accomplished by causing (non-AOE/non magic) auto-hits to do reduced damage on enemies with higher evade than the attacker's accuracy. A good example:
Attacker has 70% Hit on the enemy, and uses a 60 damage Crescent Rook.
Attacker receives a damage penalty equal to how much evade the opponent has over their hit, divided by 2 (30/2% = 15%).
Crescent Rook loses 9 damage (I'm not sure whether before or after modifiers would be more fair to be honest), bringing its damage down to 51.
Important notes:
• Damage reduction from evade would be capped at 30% reduction.
• Again, this would not affect AOE or magic skills. This is primarily because magic already tends to be heavily resisted, and AOEs are not reasonably dodgeable.
• Having over 100% hit on a target would not grant increased damage when using auto-hits.
This helps ensure that evade can't simply be trampled over by things like Turnover, Kick, etc., and creates a balance between the strength of relying on a chance to hit an enemy, and the reliability of using an auto-hit.