Not so random suggestion of the week.Before saying what I want to suggest. Let review the stat distribution of the mobs.
http://ehwiki.org/wiki/Monster_Lab#Monster_ClassesGiant have
very high END, normal DEX and
very low WIS.
Elemental have
very low END, normal DEX and
very high WIS.
Undead have high END, normal DEX and
very low WIS.
Humanoid have low END,
very high DEX and normal WIS.
Giant is the toughest mob due to its high hp. And humanoid is rather weak due to its low HP.
It is strange to me than a monster that having super low WIS is strong against magic; while a monster that having super high DEX is weak against melee. For elemental.....is there any elemental? They are all dead before mage notice them (IMG:[
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As the current ADB/MDB/EDB are developed and modification may require a complete gears review, my suggestion this time is about the
critical chance, that can affect the final damage output and weapon's proc.
Currently, the critical chance from base stat is
CODE
Phys. Crit Chance = 5% + (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 - Min((Max((Burden - 70)^1.5, 0) * 0.02^1.5), 1))
Magic Crit Chance = 5% + (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min((Interference * 0.02)^1.5, 1)))
http://ehwiki.org/wiki/Character_Stats#Cri...l_Strike_ChanceThe equip bonus from different equipments and supporting magic (HS/AF) are added multiplicatively. The
"1 -" before the base stat term should be typo (mistake of the wiki editor) and the correct form should be like this.
CODE
Phys. Crit Chance = 5% + (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (3750 / (3750 + DEX + STR / 2)) * (1 - Min((Max((Burden - 70)^1.5, 0) * 0.02^1.5), 1))
Magic Crit Chance = 5% + (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (3750 / (3750 + WIS + INT / 2)) * (1 - Min((Interference * 0.02)^1.5, 1)))
Anyway, the monster stats have no effect to critical chance at the moment.My suggestion about this is to add a critical chance reduction attribute to both players and monsters.
CODE
Critical chance reduction (melee) = DEX / (5000 + DEX) = 1 - 5000 / (5000 + DEX)
Critical chance reduction (magic) = WIS/ (5000 + WIS) = 1 - 5000 / (5000 + WIS)
And make the final critical chance to
CODE
Final critical chance = critical chance - target's critical chance reduction
To compensate the reduction in critical chance, make the terms in the critical chance
additive rather than
multiplicative. i.e.:
CODE
New Phys. Crit Chance = 5% + equip_bonus + prof_bonus + HS bonus + (1 - 3750 / (3750 + DEX + STR / 2))) - Burden penalty
New Magic Crit Chance = 5% + equip_bonus + prof_bonus + AF bonus + (1 - 3750 / (3750 + WIS + INT / 2))) - Interference penalty
I do think both the
Burden penalty and
Interference penalty are rather pointless as mage never have Interference and melee already got attack speed and evade penalty for burden. So please remove those penalty to critical chance. (IMG:[
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In fact there is a hidden buff to players as the critical hit from monsters will be greatly reduced. Dun tell 10B, ok?Any one have idea about the critical damage bonus?
Edit: typo (IMG:[
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This post has been edited by Colman: Jul 8 2014, 20:54