QUOTE(Tenboro @ Nov 1 2025, 04:01)

For all calculation purposes, Accuracy and Evade both have a +100 base minimum value, meaning you need at least 300 of a stat to hit the avoidance range cap.
- The chance to crit for players is now based on the to-hit chance; the initial crit chance is the hit chance recalculated with half accuracy, capped to 50%. Players can now also continue stacking multiple crits for melee attacks; the chance for stacking crit rolls is the hit chance with one-fourth accuracy, capped to 25%, and keeps rolling until the roll fails or it reaches a 9x crit, which with a x1.5 base crit multiplier gives 1 + (0.5 * 9) = 5.5x damage.
- Block and Parry now rolls against Accuracy on a linear scale. Having Block/Parry equal to Accuracy gives a 25% success chance, capping at 75% chance if Block/Parry is >3x and 1% chance if Accuracy is >3x, unless the intercept stat is 0, in which case there is no roll. This rolls twice, where getting one success roll gives half damage and half proc chance, and two success rolls give zero damage and full proc chance.
闪避和命中计算时保底按100算。也就是说开局加命中很重要。
其次就是自己的闪避刷不到100+那就是没意义的。 这直接杜绝了3重甲+立场/塔盾+2其他甲提高闪避的途径。除非你上feather weight
前期会有一段时间在这两个属性上是0提升
暴击和命中挂钩又提升了命中的重要性。
格挡和招架看和命中属性差线性成长。怪也能格挡和招架所以又提升了命中的重要度
那就是平衡后缀咯。前期不溢出的话,平衡后缀有最强的输出属性了。但是你得能活
然后格挡和招架第一次roll成功是擦伤,第二次成功免伤。
两次roll就是x^2. 对一个属性收益会越来越高。建议集中堆一个属性
影甲+塔/立场盾估计不错吧。格挡闪避都有。这两个都是物理魔法都生效的
感觉轻装战士前期可能会很有优势
另外10b说能闪避的同时格挡并且招架了。那影纱可以不停了(这个难度也停不了吧)