Buff melee to miss less

Just, please buff the melee builds, to hit enemies more often, it would be massive QoL for every physical builds

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no please no

This is not D3

Of course not, this game is dominanted by casters… Oh wait.

Quality of life? No, this is an out right buff that doesn’t serve to fix balance other than for characters that have attack rating issues. There’s much smarter ways to bring balance to the classes.

which is? what is? __

ya-no…if anything i would reduce the last 4% from 95-99 to be acquire at 95…99 is rather harsh to get and take forever…but for other source of ar nope

due to how ar is base on lvl difference between player and enemy lvl i would add an extra -1% ar starting lvl 96 onward IF the ar get change to be what it is at 99 at lvl 95…while the ar gain base on lvl would keep provide more beyond 95…adding a way to prevent extra ar gain beyond 95 would make it so that new 95-99 ar is the same ar % as previous lvl 99 ar

basicly get those increase a lil faster…i wont vouch to make it lvl 90(put some effort in for those last tid bits)

yes and also i learned from other posts that the code is more complex and all monsters have shield, so even if we have 95% it’s not 95% to hit enemy

i really don’t care how they gonna code it

just make the physical builds miss less, or hit more often than now

Yup, let’s take Hell Baal.

95% chance to hit? Make that 43%. That’s .95*.45, for the 45% chance to not be blocked. 42.75, actually, but we rounded that up.

Yes, many enemies have lower block rate, some don’t have any, but in Hell, many of them have a chunk of physical resistance. So then you run into enemies that not only can you not hit, but you’ll do even less damage to! Like say…Hell Baal! With 50% physical resistance.

So I hope you have Amplify damage or Decrepify. Otherwise? You’re doing about 22% of the damage you expect.

That’s what melee is right now. Sorceresses get so much extra damage and in so compact delivery that the resistances – if they haven’t reduced them already with tools easily available without having to sacrifice an offhand slot or merc weapon or inventory space mind you – that few can compete…without judicious use of crushing blow and critical strike.

So honestly I think the fix here is probably to reduce block chances of enemies across the board and call it a day. Not too much, but some.

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Changing the floor and ceiling might make some sense.
Current floor is 5% and cap is 95%.

The problem with removing the chance to hit mechanic is it will make attack rating based skills (penetrate, blessed aim) and items (eaglehorn, Jah rune :stuck_out_tongue:) virtually useless but also gets rid of a dynamic in the game that makes melee unique.

Edit: just realised you said to miss less, but the point still stands.

Calibrating monsters’ block % and hit points across the board would be a good approach, for example:

For example a Death Lord:

  • 50% block
  • Up to ~18,500 life

Change to:

  • 25% block
  • Up to ~27,000 life

The net result is casters will need more hits to kill monsters in general.

My main is playing a Barbarian and would not support removing the chance to hit mechanic.

who said of removing hit chance?

Well DEX should award 2-3 times more AR so it stop being useless stat for non block chars.
Atleast Torch+anni+raven would provide a bit more AR.

And then maybe get +3 AR per lvl up. So +294 AR at lvl 99. It is a little bit but might help with few percentages.

Also some skills AR should be buffed like Ww atleast 2x or 3x more AR.

Then Blade skills should either be treated like spells or atlest Blade shield, or get some AR per skills lvl as any other physical attacks.

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