Quote Originally Posted by Motenten View Post
2) Adjust the accuracy of the skillchain effect. This is very vague, as we really have no idea what affects the "magic accuracy" of the skillchain damage. I would be inclined to take a page from blue magic and make the accuracy the same as the accuracy of the mainhand weapon that closed the chain, but I have no reference point as to how that would compare to the current system.

The sc accuracy is obviously checked against the mob's magic evasion. We know that mages and cors can do respectable damage with nukes (ie: non-resisted, generally), aside from certain elements on particular mobs, and we know that the magic accuracy available to them is in the same general vicinity as the physical accuracy available to melee. So why is it that the melee's skillchain damage is lucky to break double digits on higher end mobs (the equivalent of a third or fourth tier resist)?

Whatever the cause, it needs fixing.
SC's don't work due to the timing involved. Two or three people can reasonably coordinate a SC, anymore after that and someone will either be holding TP or interrupting the SC. The magic accuracy used for the SC is the same as what's used for magical WS. The magic accuracy of the closing SC member with their weapon skill used as the base component. Since heavy DD's don't WS with magic accuracy gear on you end up with dicey magic accuracy and thus seemingly random SC values. SC damage should be unresistable flat damage, but it's SE.