Quote Originally Posted by ApolloGenX View Post
I was under the impression that this stuff generally improved with gear- reducing the variance and making progression meaningful by giving more control, predictability, and power to player actions.

That would be different from an extreme RNG system that was win/lose based.
You can increase things like crit chance and what not with gear, but the outcome can still only be one of two things, either you crit or you don't, even if you have a 98% hit chance you can still miss, it is still dice rolls. With atma you either get it or you don't, still only two outcomes, still based on a dice roll, the only difference is you can't adjust it with gear.