![]() | A minute of your time please![]() |
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muahahahhaah
And i got some stuff to back it up
The theoretical advantages of being dex is that
1. I can flee and attack
2. I have higher ac
3. I have a couple new dodging techniques
4. I have a natural higher hit roll
If this was true... i would not be complaining
ac well thats good and all, and dodging well i can never tell if im dodging in pkill but..... fleeing and hitting is all bs
sure i can flee... but so can the other guy WHENEVER HE LIKES ie my fight against "player x" where i blinded him and he crashed into a mob... was kicking his butt because he couldn't flee but right when he does get away and i jump him... he always flees from me with 0 failures.... something is definitely wrong there
now on hitting... i KNOW and many can vouch for me that con fighters are getting more attacks in then they should... and no i was not siting no my ac was not low, and no they themselves do not have more than a 5 hit roll.. but even though they still get there 11 attacks in...
now headbutts are cool and although i believe they are way too good to be a one stat special (con) i won't complain...
but stunning headbutts is another thing...
when ever i get headbutted... i do not absorb the first attacks stunned and immediately pop out... instead i get two wait another whole round... and these aren't even those worse for wear ones... which are like 3 rounds thats alright although it makes other stuff look pathetic ie my knock out choke on "player x"... where i knocked him out and he snaped out of it in the next round INSTANTLY.... it was worthless and these worse for wear stuns too where people are snapping out of them in one round also.... hmmmm
i hope that there is something that can be done so that when someone gets a worse for wear stun, it last for a 2 round Minimum.. but no more than 3 in general i don't like the length para backstabs last... and para warcrie but that just sucks for me... and i don't believe they should be changed actually... getting a para warcry is like frequent as getting a para choke in some cases... so thus they last as long as a choke... which is not that long... backstabs are alright cause they happen less frequently... but chokes, warcries, headbutts, and stuns must be changed
this is not just to annoy people... im just trying to show some logic here and make pkill more logical.... i hope many of you know or have seen this happen in pkill... not against mobs... but for pkill and will agree with me... but if not show me where im flawed
thanks for your time
Take Sho for example, he lasts along time cuz he does different stuff. He trys something new almost every fight i fight him. Good call, and let the good times roll...
-Asmodean, the guy that is destined to never hit 100 mil....
More on hitroll... what's the purpose of hitroll if lvl has so much a factor in calculating it? I have been lvling a newbie, and on a para warc, he can't get one hit in against a cappie with 20ish hitroll, and about 3 lvls later, he starts getting about 3 attacks in. No stat change (too busy lvling to wait for eq and stuff) and not even a change in strategy. On parry/block, it's kinda pointless to wield a heavy weapon, it seems. On paper, yeah, we get more max dam/avg dam per round, but they only need to parry one of those and our damage for that round is like 1/5 or 1/4... so much for raging/bash damage when they simply dodge one attack and kill damroll benefits.
As far as flee goes, you can flee reliably with 20 dex if there are 5 exits, and you'll probably need about 10-15 more for 4 exits, maybe about 50-60ish for 3 exits... dex being able to flee only comes in handy in 1-exit rooms, or if you also have perc, in rooms with those hidden exit thingies.
Dex seems to have been slightly underpowered on its own, but it's still better than just having strength, anyway...
As far as ac goes... with an armor spell, any con mage can get -100ac (my 20dex mage has -85, so dodge-enabled mages should easily reach that :P) oops, make that any cause mage, but then again they can gain 10str (3damroll) or 5 hitroll just as easily... where the hell am i going with this append.
oh yeah. str still sucks, tho not as badly :P
At level 1, you are 76% likely to hit a 100ac mob with 0 hitroll.
At level 26, you are 50% likely to hit a 0 ac mob with 0 hitroll.
At level 50, you are 26% likely to hit a -100 ac mob with 0 hitroll.
At any level, at any position your victim might be in, etc, there is ALWAYS (no exceptions) a 5% chance of missing. There is also a 5% chance of automatically hitting.
For a level 1 character, their chance to hit a lvl 50 mob is about -17% not considering the 5% auto-hit bonus. That means they need at least 22 hitroll to have at least an equal chance to hit a lvl 50 mob. At stunned, They would still need approximately 11 hitroll to hit 5 times out of every 100 swings.
If you take three equal fighters, and set them flopping against each other (assume 30 stats in 2 fight skills, and 100 in the other) The dex fighter is twice as likely to hit as the other two, str fighters do twice as much damage, and con fighters last about twice as long.
As to pkill and how many shots hit, the line is really erraneous, because 'blocked' shots are seen as 'hits'. A blocked shot is defined as a shot that strikes armor but does no damage to the player.
How this is calculated is versus a 'naked' ac. That is no armor class bonuses by items, so it's the character's modified dexterity, modified perception (because +stat gear still counts), detracted from 100. At best (100 in each) this comes out to about 40 ac, and a level 50 with 0 hitroll has greater than a 100% chance of hitting that. Many of those shots that show up as 'hits' are merely absorbed by your armor, sometimes doing damage to it, sometimes not.
-Ruf
and no, blindness doesn't have an affect on fleeing. -Ruf
thanks rufus