Accuracy is a Joke...
Accuracy is by far the most worthless stat in the game... My Ruthless Templar had 70 dexterity and still had a 80% chance to hit. How? After normal, I would expect my chance to strike something with that low of dexterity to be more on the lines of 20-30%. This stat is a complete joke in its current state. I go out of my way to make sure I don't pick up accuracy nodes just because there is no return for investing in them. Why take accuracy nodes when I could grab increased attack speed or just higher damage?
Ask yourself if you ever thought modding your attack with Additional Accuracy support gem. Either you sit at 90% chance to hit, you sit at 80% chance to hit, or you grab Resolute Technique. There is hardly any way in this game currently to have a relatively bad % chance to hit. Even in the lower levels when your accuracy starts to fall, if you grab 2 rings with accuracy rating your 75% will turn to 85%+. |
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I think if the accuracy were any lower it would make the game less fun for me.
Anything below 70% base accuracy is way too low imo. Maybe lower the amount of accuracy dex and passive nodes give so people don't get up to 90%+ so easily, if it's actually even a problem. That is not dead which can eternal lie.
And with strange aeons even death may die. |
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If it were possible to give yourself a poor chance to hit, they'd become necessary. I assume they're balanced to give, relatively, the same amount of damage on average as other similar stats.
Ancient and unwise, SSF only since 2012
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Might serve a purpose in pvp?
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accuracy I can imagine is a huge deal...
if you do 10000 damage, 1 time per second, with 80% hit, thats only 8000 damage per second sure, you could add 100 damage to that, or 1% hit. Hit is HUGE as it modifies in to your previous rolled damage and scales better as you are stronger. at weak levels, its not as big. there is a reason in WoW hit was considered the single most important stat until cap, even with a base hit of 83% on bosses for ranged classes. its huge. |
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Accuracy nodes are only percentage based. Getting more base dexterity as well as flat accuracy and dexterity on equipment makes a massive difference.
Currently accuracy is a bit ignorable since one of the to-hit components is level difference, and if you're 10+ levels over the hardest areas, you have a very high chance to hit even with base accuracy. Last edited by pneuma#0134 on Jun 27, 2012, 2:13:57 AM
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Gotto agree with the mod, accuracy is indeed like a joke ! From start of the game you already start with a high accuracy that you won't worry about its ratio because it already supply you pretty high rate.
In Hellfire with the latest patch a monk starts with 62% To Hit value, in PoE that number is 80%. Pretty humongous difference. And 'To Hit' values being low makes battles much more fun and challenging dramatically. Hope accuracy would not be that easy to achieve in future at least. "This is too good for you, very powerful ! You want - You take"
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I have a level 71 marauder with 62% chance to hit. He has 83 dex and no accuracy bonuses. Accuracy doesn't just appear out of nowhere; you actually have to get it somehow. It's certainly not a joke if you don't have it.
I think it's good that accuracy doesn't require a heavy investment. If it did, we would see people complaining about that, instead. It's not hard to get a decent chance to hit, requiring some passives or gear properties, but it takes quite an investment to get a very high chance to hit. You need that if you want to hit reliably against high-level enemies with good evasion, especially in PvP. Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits! |
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<90% is a bad to hit %.
It's certainly not a useless stat by any means. +accuracy on my Str focussed Marauder (lvl72) gives a higher dps increase than the equivalent level damage mod. Accuracy being a non-issue for dex focussed builds seems pretty obvious to me, and it'll always be like that however you choose to balance it. Make Elite IV:Dangerous happen!
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I'm quite glad accuracy is something that you do not have to invest in heavily.
Chance to miss is a very random way of penalising the player. It's also one of the least satisfying stats to gain, because it is very hard to make the negative observation "I'm missing less", even if you go from something like 85 to 90 (which is a HUGE reduction in misses, 33%). I would prefer if they dropped it entirely and replaced it with something more interesting that became more of a build option - I'm not sure it's providing much interesting gameplay atm. |
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