STR vs INT vs DEX disucussion

Yeah I've also noticed that the higher lvl you are the more useless accuracy bonus becomes, and your hit chance is getting lower even if you invest heavily on DEX.

Agreed. There is nothing more annoying to level up and your DPS goes down because of the accuracy rating.
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Mobs/Players can "Evade" Crits, so Accuracy increasing the chance of a Crit hitting (not being Evaded), is a logical reasoning for making Dex give spell crit :P

I always thought Accuracy was useless, until I leveled as a non-Resolute melee class with 350+Dex. Suffice to say, I never needed any Accuracy nodes, it was heaven.
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If I was in charge, I'd implement the following 5 points:
  • Each attribute would add accuracy rating, but with a subset of weapons. For example, Strength would give accuracy with maces, axes, scepters, staves and swords, while intelligence would add accuracy with caster weapons. Dexterity would only give accuracy to axes, bows, claws, daggers, and swords. (Resolute Technique would still be good, but much less mandatory.)
  • Spells would be subject to evasion; however, spells would have a special property that evaded damage is halved, not reduced completely (old-school D&D homage). Curses could also be evaded, negating them, and spell criticals could be reduced to regular hits through evasion. Intelligence would increase spell accuracy. Spell damage would be increased slightly to compensate for miss chance.
  • Dexterity would add flat evasion, not percent evasion. I'm thinking 3 evasion per dex (which would then be multiplied by % modifiers), but the number would be subject to tuning.
  • Dexterity would increase attack speed 0.1% per point.
  • I'd add a new green support gem named Spellshot. This would convert a projectile spell into a projectile attack, adding weapon damage to whatever damage the spell had previously. A bow or wand would be required. Since it's now an attack, it would use attack speed instead of cast speed. (The idea here is to give Dexterity its own Iron Will.)

To use OP's metrics, 30 Dex would give 1% attack speed (1 small node) plus maybe about 90 evasion (ideally balanced to be worth about about 0.3 of a small node). Accuracy wouldn't even enter the equation, as all three attributes effect accuracy.
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Last edited by ScrotieMcB on Jun 11, 2013, 2:47:32 PM
I am a crit lover myself, but I think 1% is too much for every 5 dex. Let us split it to 0.4% crit chance and 1% crit damage. High crit chance characters can become too OP past 70+ lvls because of the elemental effects, and the recent change to reflect damage mobs.

how about spell evasion? :)
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I really don't like the idea of adding critical strike chance as any of the attribute bonuses. Am I the only one here who thinks increasing it should be a choice, not a side effect?

Plus, critical strikes in this game are an intelligence focus, not dexterity (as stated by the developers). There's a big difference between hitting your opponent and hitting your opponent in the right spot.
same name in-game
I wouldn't like any build determining changes at all, but if there had to be any, it should be a very low percentage of attack speed. Keep critical strikes out of dexterity.
I'd just like to get an useful % chance to hit. All points I spent into increasing my accuracy didn't make my character stronger - we even started with a useful chance to hit - they weren't even sufficient to keep him from getting weaker.
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