Display evasion rates as in player evasion or monster evasion relative to the player's accuracy? If it's the latter, then this might create an issue on a player end. I'd actually preffer to know what the magic cap for accuracy would be instead of constantly eyeballing numbers and wondering if you're stacking too much accuracy. It certainly made gearing less of a headache.
More stats thrown into the mix = more chance for exploitation. Utsusemi tanking was largely backed by evasion-stacking. Rogues in WoW eventually figured out how to stack evasion to allow them to tank raid bosses. That's just two examples.
This can be countered or worked around by designing classes and jobs with mechanics that rely on critical hits.The one reason i kind of like how they have split up Crit stats is because when you have a base Crit does x2. then the tweaking of crit chance has to be down behind the scenes or everyone just stacks crit chance
The only time I've seen crit values adjusted under the x2 system is when crit rating on gear gets ridiculously high accross the board instead of just for the classes with mechanics that rely on crits.With what they have now, you can stack crit chance. but your crits wont be huge, or you can stack crit atk power, and have less crits that hit harder. Or find your sweet spot where you like it. As a crit enthusiest, i like that choice. Plenty of games do the base x2 type of crit. And you'll often see on patches "Crit chance of X adjusted" because thats how they dial down your double damage.



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