About (my) Chance To Hit dilemma
Posted: Tue Mar 28, 2017 5:32 pm
I was wondering if you could factor in dex as a positive mod in the melee to hit calculations. I don't know what kind of formula the old archery uses for to hit calculations that throwing has at the moment, but I like it.
And so I was thinking that maybe all of the primary stats could have secondary benefits and be available as buffs in magic items. Intelligence could give passive mana regen increase at the rate of 1%*max int every 5 seconds, strength already gives health and damage, and dexterity could be the stat to secondarily add Chance to hit, in addition to also lowering the swing timer. For example, a kryss could give +6 to fencing, have +2 dmg and additionally add +4 to dex and +3 to int.
I don't know how time consuming this kind of change is to implement or how would it affect the balance of things, but it's an idea for min-maxin a toon.
And so I was thinking that maybe all of the primary stats could have secondary benefits and be available as buffs in magic items. Intelligence could give passive mana regen increase at the rate of 1%*max int every 5 seconds, strength already gives health and damage, and dexterity could be the stat to secondarily add Chance to hit, in addition to also lowering the swing timer. For example, a kryss could give +6 to fencing, have +2 dmg and additionally add +4 to dex and +3 to int.
I don't know how time consuming this kind of change is to implement or how would it affect the balance of things, but it's an idea for min-maxin a toon.