I’ve noticed that you are making many changes to improve certain physical builds.
I think there is no physical build that can get TOO STRONG boosting its hit chance, so, instead of adding some attack rating here and there, you should make a more general adjustment to the Hit Chance of physical attacks.
There is no comparison in the power of a physical build and a caster build… a naked lvl 85 blizzard sorc or hammerdin can clear easily many areas of the game, while a semi good geared physical build, struggle to advance even in low lvl areas.
I’m not sure they fully have grasped the roll AR has in this game. Their solution to ‘fix’ most builds has been to add damage. All the damage in the world won’t help if you can’t hit.
Just wear Angelic amu+angelic rings
cheap and all ar problems solved
Or if you dont want to give up CBF from raven, hsarus boots+belt(belt is getting good because you are gonna be able to upgrade sets so no more 8 slot belt)
You’re not JUST giving up Raven’s CBF, but a big chunk of Attack rating, PLUS you’re giving up your amulet, so +1 skills and ~35% critical strike, which WILL break your build and make it no longer usable properly. It’d actually be better to miss.
And after ALL OF THAT, you still will only hit most enemies ~48% of the time because block rates.
IF, and it’s a big if, ONLY the ~800 net attack rating makes a sizable difference in hit rates, which again…it won’t. Because we’re talking about the difference between 47.5% hit rate at 'such high attack rating vs. enemy defense that you can achieve “95% chance to hit” except damn near everything has a 50% chance to block or more" and “30% chance to hit because of the same, and if you add 200 AR, you get it up to 35 or so.”
so you might lose an effective 12.5% hit but when you do hit, you can have a 100% chance to deal double damage. Effectively trading 12.5% hit for an additional 35% chance of doing 100% more damage. …Which we say, is about a 35% increase in damage.
I know there are solutions, but you are mentioning 4 items to solve this problem, and they are both set bonuses… dont you think you kinda have too few options?
Im wearing the same pendant+ring from lvl 20 to lvl 95, going through 3 difficulties with the same items because you cant take them off… is that good? is that fun? It doesn´t even make sense to me.
They need to fix the stats so we don’t just dump everything on vitality.
More AR per point in strength or agility would be a good place to solve both those issues with one change.
Is it bad that you have to choose to deal more dmg, but can’t always land a hit, or deal less dmg, but can land more hits while melee and ranged? It’s more life like this way. Than again this is a fantasy game, where casters have insane dmg and can always hit.
Well I see few options for improvement:
A) Dex gives +15ar per point instead of +5
B) We get +10 AR per level
C) We get 1 % AR per level
C would gain a huge boost but maybe it is too much.
Probably option B would be perfect middle ground so let say common lvl is 90-92 that would be 890-910 more AR which multiplied by skills/passives would give a lot of extra AR.
Option A is close if you have atleast 90-100 dex you would gain and extra 900-1000 AR so similar to option B. However classes that go for block would be even stronger without any costs so maybe option B is the best.
There is definetively a problem with hit chances, but I dont think it comes from AR. I think the problems comes from the impact of the monster lvl in the hit chances calculation.
Chance To Hit = 200% * {AR / (AR + DR)} * {Alvl / (Alvl + Dlvl)}
Abbreviations:
AR = Attacker’s Attack Rating
DR = Defender’s Defense rating
Alvl = Attacker’s level
Dlvl = Defender’s level
There are ways to increase your hit chances without boosting AR, like Ignore Target Defense (doesnt work on bosses) or -ennemy Defense. But AR, ITD and -ennemy def only affect 1 part of the formula.
Example : Even with 1 000 000 AR you would never have 100% hit chances against uber bosses, because of their lvl. If I remember correctly, Uber baal is lvl 112.
Proposed solution :
Reduce the impact of the Defender’s lvl in the calculation. How much? Idk, maybe a 0.9 or 0.75 factor would be enough.
The biggest problem is that we’re talking the difference between ~60% chance to hit and 800 Attack Rating giving you about 5% extra chance to hit, while you are higher level than the enemies you’re fighting (level 85 zones, so 87 for champs, while you’re level 93)
And then you halve them 'cause of block rates being about 50% across the board at that level.
There are breakpoints around that point, where the scales tip a bit faster, that we can’t actually get to without sacrificing so much damage that the build no longer functions.
Yupp. The whole calculations if . That needs to be reworked, or recalculate it or how to say it.
I mean are we talking hitting from AR or dealing damage with each blow? Cause honestly I’ve had little issues with AR and hit chance as a whole… most builds are capable of having good enough AR to hit especially with regular mobs. However, act bosses and ubers for example… i can hit with AR no problem but get blocked 50% of time… sometimes block happens frequently enough that lifesteal and lifetap won’t happen and I die.
This is exactly where smite shines. Many other classes and builds can do ubers yes… but never miss AND never gets blocked smite attacks means you ALWAYS hit… thus always proc lifetap etc… Even for example Amazon’s Guided Arrow which always hits (ignore’s ar calculation) still gets blocked … sometimes back and forth… sometimes 10 arrows in a row.
Most skills in the game have a scaling % Attack rating every level. Like…Zeal. Zeal has +200% attack rating at level 20. Blade Fury had 0. If Blade fury had that 200%, it’d propel it into the high 60s-low 70s in % hit chances alone with the majority of your attack rating coming from Raven Frost and Dexterity. (High Dex investment)
But it’s got 0. Well, it’s got 10% on PTR.
10% per level would be fantastic, it would give us enough % increase to make it worth using additional attack rating elsewhere – perhaps on charms, or sacrificing a +1 skill ring for a crafted or rare high AR/leech ring, and get actual benefits from it. As it stands, we’re talking…1%. Maybe 2%. From all of that.
I’m not saying we need to have 20k+ attack rating on Blade Fury, but with reliance on a merc, you CAN get you amazing damage. Since you have such little attack rating as it is, you need to rely on Act 1 Merc’s Inner sight, rather than Act 2 Merc’s Blessed Aim, though.