Fortunately, a large majority of skills add Attack Rating values/% to your character. There are also items that can add large amounts of attack rating (angelic combo comes to mind), or even large amounts of % boost to attack rating (Insight, now able to be crafted in bows, has a huge +%bonus to attack rating, for example). There are also always charms you can use, there’s a reason charms with attack rating are so sought after. You can also always add some more dex, though for pure attack rating, this is often the worst solution, it is still something. Of course, you can also boost/buff your character with Enchant, which lasts a long time, easily available via Demon Limb, and they’re even adding it to Act 3 mercenaries you can use. Always Act 2 mercenaries with Blessed Aim as well. And of course don’t forget items/skills/abilities/modifiers that lower defense from enemies, like Battle Cry (also coming to Barbarian merc), Conviction, Cloak of Shadows, Inner Sight, Soul Drainer gloves, Eth rune, etc. So idk…seems like there’s far and away many many ways to remedy attack rating problems. Have you tried any of them?
Thanks for message, and yes I do, and You are right, but the cap is 95% and I would like to go beyond like 95+ and with higher value 99.99%, because it really hurts physical builds that things do miss, and missing is huge “dps” loss
Buffing AR is simpler than buffing all weapons, this change would help greatly
Fortunately, the game is balanced with 95% attack rating being the cap, and physical builds are also balanced with “dps” loss in mind from missing, being blocked, etc. Simply buffing AR would help greatly, sure, but it’s also unnecessary. Or, if you wanna do that, then I guess you also want to buff spell damages across the board? But you can see how slippery this slope is going, right? Then why don’t we also buff monster HP and damage, too, otherwise D2 just becomes “even easier”. I mean, I’m human, I get it, I like things to be easy or easier too. But you gotta think about it more than just your base wants/desires. You gotta think about how it would actually affect the game, what you’re actually doing to it, all the consequences that would follow. There’s a reason the game was “resurrected” largely as the same game it has been for 10+ years. Because it’s already very well thought out and very well crafted, you/me/we may not know exactly how, all the rhymes or reasons of it all, but rest assured, it is. If it needed sweeping changes to core systems/functionalities, like Attack Rating, then we would have seen it by now. Of course, idk the future, and of course, this is D2R and not Blizzard North anymore, so who knows what will happen (just look at 2.4 for proof of that) with changes and whatnot.
Listen, naked soso with blizzard obliterate cows on hell, literally no items needed
Physical builds fights in close combat and have no splash damage to hit things aoe, there is no way that change to AR would dramatically flip gameplay in first place
At least it would help in leveling process for those classes and help at end game in hell
The idea was to buff a bit things, without detronizing obviously soso/javas/hamerdins
I agree because of the fact that at best you’ll have a 70% or so chance to hit Ubers with physical attacks which is why smiter is really the only used melee class. It would be nice if other builds could realistically compete with smite
You’re right, it’s not; it’s the next step/evolution of D&D. Idk if you know, but Diablo IS based on D&D, all the things in your character sheet are supposed to actually matter, and not everything is supposed to be a cakewalk with no thought. If you want to play a Diablo game that strayed far away from D&D roots, Diablo 3 is right there around the corner for you to click once and hit everything all the time with no struggle or effort.
Did you read my post? It doesn’t matter if you have 1 million accuracy in your player sheet, you will still miss miss miss hit because of monster block.
All the game tells you is be a Smiter for Ubers or get out.
Stacking AR is a lie. Go play a modded offline version and add 1 billion AR and see how all your attacks will miss exactly the same.
The bottom line is, to make physical builds lands their attack in consistent fashion.
I am not Blizzard coder, it is up to Them to make it happen.
Things need to change and it still would not be on pair with soso java hamerdins builds. The idea of 2.4 was to buff a little, and see how it goes, that is why I dlike mele classes to hit enemies more consistent.
death - eth berzerker axe
chains of honor - elite armor base
phoenix - elite pally shield base
andarial’s visage - socket with whatever you want, is use eth zod’d
20ias gloves - i use laying of hands but crafted crushing blow are good too
tgods belt
gore rider boots
highlord ammy
2x raven frost ring
fill inventory with as much max damage / attack rating / life charms as you can get your hands on. These are very expensive but form the core of a good melee character. you are as good as your charms basically.
for merc:
act 2 might aura (nightmare offensive)
guillies hat 15ias/resist jewel
treachery armor
eth reapers toll with 15ias/dmg jewel
20 pt sacrifice
20 pt zeal
20 pt holy sheild
20 pt defiance
20 pt fanat
max at lvl 96, after that put extra points into blessed aim
if you use this setup in a public chaos run, the hdins and light sorcs will have a hard time keeping up with you, its that strong. you are always getting topped off on life and mana thanks to phoenix, you have 100% deadly strike and like 3.5-11k tooltip damage, attack like 5 times a second, basically always hit everything.
melee don’t need a buff for pvm, just require very good gear and knowledge of the game compared to a begginer character like a sorc or hdin.
especially when you factor in that Magic is ranged and safer, and yet we have to get in the face of danger to hit them and now we gotta miss too?
NEEDS INCREASE 20% across the board in accuracy for melee.
“The Character Screen does not display the majority of % Defense modifiers from Skills, or properly calculate the Character’s Chance to Hit monsters depending on a lot of variables. Use it as a rough estimate, but not an exact calculation of Defense or Attack Rating.”
While there are a lot of Stats and other modifiers that play a role, the Hit Chance (Chance to Hit) calculation is fairly simple once you have the values. Chance to Hit determines if a Skill that requires a Hit Check will successfully land.
AR = Attacker’s Attack Rating
Dr = Target’s Defense
ALVL = Attacker Level
TLVL = Target Level
Chance to Hit = min(max(200% * (AR / (AR + Dr)) * (ALVL / (ALVL + TLVL)), 5%), 95%)
The Level differential between Attacker and Defender has a heavier weight even at very high Character Levels.
I see how balanced it is. soon enough we can call this game soso simulator.
this issue has beed largely unchanged for 15+ years
I would prefer leave the game in LoD state, fix some bugs maybe
but it will not happen. they are changing things, you can be oposite, cry, be kind, share your knowlege and tell peaople that they are stupid in intelligent way. all that will not change anything
P.s other then bug fixes I would NERF soso and hammerdin