I totally agree that melee accuracy is broken at the moment. Rings, earrings, ammo, belts, etc. are introduced that give great stats, boosts to DA, TA, QA, etc., but they can't be used because many melee (with a few exceptions) need to use accuracy pieces in those places, along with having perfectly augmented reisenjima accuracy armor and the best accuracy food in the game and full buffs and full debuffs on the enemy to even hope of hitting some of the highest tier enemies. Magic damage is already unbalanced (I could go on for days about that subject) due to magic bursts, but the damage is made more apparent since, while magic accuracy is needed, even with lower accuracy, the mages can still do damage. There is a reason people only (mostly) want mages for end content: they can many times do more damage with their spells when at cap accuracy, can stay out of the horrible aoe range, and can actually do damage even with lower accuracy (unlike melees); a win-win there. Giving melees access to Reisenjima armor with higher stat caps is nice, but when you are then forced to try to get perfect accuracy augs over all else to be able to even hit enemies (and give up DA, TA, QA, base stat boosts, etc.), there is something wrong. As a side note, it may say that the melee hit rate can't fall below 20%, but testing I have done with hundreds and hundreds and hundreds of attacks, have put an average hit rate floor at 2-5%. I realize this could be luck of the draw (as I have the worst luck), but others have the same issue. Finally, I would like to agree with the prior posts in saying that never in the history of this game have players been forced to give up so much in gear to stack accuracy in order to hit things.

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