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  1. #18
    Player
    Nurvus's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    61
    Character
    Damascea Unjou
    World
    Omega
    Main Class
    Dragoon Lv 74
    Quote Originally Posted by Kabooa View Post
    Accuracy doesn't just represent making contact

    It represents penetrating the natural armor they have - 'Miss' is just the universal word for 'ya done !@#%ed up.' It's the same reasoning why Full Plate has the same armor class as someone with 26 Dexterity; The armor stops the hit, the dexterity dodges the hit, but they're both classified in the general term of "Armor Class".

    That being said, Accuracy as a stat has been outdated for the past decade.
    I disagree. You're trying to mix completely different game concepts.
    In games like D&D, armor class represents chance to get hit, but when you get hit, there is no mitigation apart from special abilities, spells and items.
    In MMOs armor reduces the damage, and that is represented in the % damage reduction it provides.
    Translating it to realistic terms, if you wear plate and get hit with a sword in a protected part of your armor, you won't take the full slashing damage, but the impact should still result in blunt damage, resulting in a bruise instead of a lethal wound.
    The armor did its job protecting you.

    What you're describing is the difference between hitting where it hurts the most, and hitting where it hurts the least.
    There's already a stat that covers that - Critical Hit Rate - it determines how good you are at aiming for vulnerable spots.

    Accuracy, on the other hand, is how good your hand-eye (or spell-eye) coordination is. How close to where you want to hit you actually manage to hit.
    Did it hit right where you wanted to, close, or barely?

    Likewise, I believe Dodge should not always necessarily succeed 100%.
    You might dodge part of the damage by turning a perfect hit into a glancing blow.

    Same thing with Parry. You might not always perfectly parry a blow, but greatly reduce its damage.

    What I'm defending here is making hit, dodge, parry, etc, less "all or nothing".
    At least where it comes to hitting, you should never, ever get a "nothing" without interference from the enemy.
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    Last edited by Nurvus; 10-13-2015 at 11:22 AM.