![]() ![]() I could see if a character has 250dex/end, then the character gets a small amount of universal MRM.nothing significant, but also something defining.Īltho it might make thematic sense to make ranged damage more inconsistent/random (however upon mentioning, surgeons are supposed to be dextrous but I wouldn't want one to operate on me if they were extremely random-heavy), it doesn't really change how the builds would play, just how effective they are in each given battle. So as I said elsewhere, maybe we have an If, then relationship between END and each Mainstat that gives the player something unique that helps define the playstyle. I am not against giving Rangers better blocking somehow, though, as I feel it makes thematic sense. It's being a primary and secondary stat at the same time. In addition, I feel as though Ranged by definition feels like getting the first hit in is going to happen more often than not, so what if at Least 100 proc bows get an initiative bonus?Īs for blocking, IMO as long as dexterity provides any type of universal blocking, it will be a primary reason to train it over Strength. 75, what if you could have a Dex-based Lucky Strike like damage add-on called Precision Hit that is bringing the overall ADPT up closer to Melee damage, and maybe you could either make this a separate feature than lucky strikes and LS can still occur with or w/o Precision hit, or you rename Lucky Strikes to Precision Hit and just give ranged weapons a different formulation. Maybe, to piggyback off your idea, and throw in mine, maybe we make Ranged damage extremely "random". This idea also changed lucky strikes for the bows similarly to frostval crown, so it reduced the rate to 5% but increased the damage to 1.5. I once made a suggestion on 100 proc bows and in that, I renamed lucky strikes using 100 proc bows to "Precision Hit". With partial investment, you reach the average block rate of 15%, plus/minus 5% depending on your build. Maxing out Dexterity would provide another 10%. In keeping with the average 15% block rate, here's what I'm suggesting:ġ0% of those 15 would be moved to MainStat - you violently shove your foe, making them miss, or you parry the attack with grace and elegance, or you quickly weave a defensive ward. Presuming a partial investment seems like a better strategy, in that it rewards investing in the right stats instead of punishing people for diversifying. I'd like to move away from the default idea that you have maximum stat-based blocking. I'm simply using 75% and 100% melee because that's what people are used to. It's possible to go 80% base with 95% conditional damage, or 60% base with 115% conditional, or anything else, really. Each ranged hit gains a stacking damage bonus if the last hit connected, with a miss resetting the effect. The idea is to disrupt their footing, leaving the monster enable to defend against you as effectively. Monster can shake it off at the start of each turn - but while the status is present, you deal melee-level damage against it. Attacks inflict status like 'On Back Foot' (name subject to change). The basic idea is not that you hit harder, but that you slip past your foe's guard to hit where it hurts. There are several ways I can see it happening: The obvious solution here is to give Dexterity low damage originally (maybe 75% like Int?) and a conditional damage boost that can bring it up to melee levels. Whichever way I turn it, giving ranged weapons the same damage as melee ones would be both unbalanced and detrimental to the idea of having a distinct identity. ![]() When you focus on Dexterity? You become better at outmaneuvering your foes. When you increase your Intellect, you gain a deeper understanding of spell mechanics and formulae. When you invest in Strength, you start hitting harder. So, how can we make Rangers (FD and FO) functionally different from warriors? In my opinion, we should go back to the drawing board, taking a step back from math and focusing on what Dexterity is. With the week's release out, debates over giving Dex a distinct identity should probably be moved to another thread, so I figured I might as well start it up.
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