No evade while stun/stumble
#1
Posted 20 August 2011 - 10:24 AM
#2
Posted 20 August 2011 - 10:57 AM
#3
Posted 20 August 2011 - 11:02 AM
#4
Posted 20 August 2011 - 05:41 PM
Agreed.
Edited by Reviren, 20 August 2011 - 05:41 PM.
#5
Posted 22 August 2011 - 07:50 PM
i was wondering for status such as stun or sleep that is gone once your opponent get hit would you have 100% hit rate for that entire first skill or would you only have 100% hit rate for the first hit of the skill used.Today I was fighting some evade stackers, and I was thinking, thats its completelly illogical to fail hits when someone is sleep/stunned/under sumbledum... and its just a suggestion but I think it would be nice if during those status the players have no chance to evade enemies attacks, therefore it would be less tragical to fight evade stackers...
#6
Posted 23 August 2011 - 01:09 PM
#7
Posted 23 August 2011 - 06:19 PM
Somewhat agree, I mean shouldn't I then expect that if I stack ms that I should also get some sort of er buff as well, because faster you are harder it should be to hit you. Also net bind is a ms debuff and once you stack enough ms you can still walk, so should I lose all my evade even though I'm not technically frozen or stunned? Also wouldn't this make log kinda very op, considering that it lasts for 30s.In addition, I just had a thought: What if, when someone is suffering a MSPD debuff, they also suffer an Evade Rate debuff proportionate to the MSPD debuff? After all, if someone is moving more slowly, it should be easier to hit them.
#8
Posted 23 August 2011 - 06:36 PM
Somewhat agree, I mean shouldn't I then expect that if I stack ms that I should also get some sort of er buff as well, because faster you are harder it should be to hit you. Also net bind is a ms debuff and once you stack enough ms you can still walk, so should I lose all my evade even though I'm not technically frozen or stunned? Also wouldn't this make log kinda very op, considering that it lasts for 30s.
I think an evade buff for high MSPD would be reasonable as long as we're using Yurai's new evade formula and the buff isn't too outrageous. Also, since you can still move while netbound, I think it would be fair to keep at least some of your evade in that state -- but I'm not sure it would really be enough for it to make a difference.
I'm not saying a MSPD debuff of 50% like log's should mean a 50% decrease in Evade Rate, necessarily. Maybe divide the MSPD debuff in half to get the value for the ER debuff, or even go a little lower than that (1/4). Also, since MSPD could mean ER buffs or debuffs, I think the two would kind of cancel each other out in some instances, too -- or rather, if a target is stacking a lot of MSPD, an MSPD debuff would really only negate some of the "extra" ER from the MSPD.
So, for instance, say you're stacking 60% MSPD. You get, maybe, a 15% ER buff from that (treated the same way as a 15% ER bonus on an accessory, using only base ER to determine final boost), using 25% or 1/4 as the formula. If you get hit by a log that brings you down to 10% MSPD, you're only getting a 2.5% ER buff from MSPD for the duration of the debuff. Yeah, I think [.25(Total MSPD Bonus) = ER Bonus] seems decent.
EDIT: Should note that in this case, if MSPD bonus goes negative due to debuffs, the resulting ER debuff would be calculated using base, just like the ER bonus, so it wouldn't be devastating or anything.
Edited by Rimmy, 23 August 2011 - 06:37 PM.
#9
Posted 23 August 2011 - 06:41 PM
It's not technically a movespeed debuffSomewhat agree, I mean shouldn't I then expect that if I stack ms that I should also get some sort of er buff as well, because faster you are harder it should be to hit you. Also net bind is a ms debuff and once you stack enough ms you can still walk, so should I lose all my evade even though I'm not technically frozen or stunned? Also wouldn't this make log kinda very op, considering that it lasts for 30s.
#10
Posted 25 August 2011 - 01:25 PM
Can't have it both ways and you have to hit them first to be able to stun/freeze etc
For that matter no matter how high evade is you can always eventually get a hit in how does that make sense?
(I'm just being obnoxious here feel free to reply or not makes no difference to my point)
#11
Posted 25 August 2011 - 01:33 PM
But should skills that always stun such as stumble be able to stun if the targets evade is so high that you can't hit them?
Can't have it both ways and you have to hit them first to be able to stun/freeze etc
For that matter no matter how high evade is you can always eventually get a hit in how does that make sense?
(I'm just being obnoxious here feel free to reply or not makes no difference to my point)
Stumble should not hit 100% so i agree with you there. But yes, if an attack lands that procs a stun/freeze/etc. it should reduce not only evade but any block rate to 0.
#12
Posted 22 October 2011 - 12:46 PM
Agreed +1Today I was fighting some evade stackers, and I was thinking, thats its completelly illogical to fail hits when someone is sleep/stunned/under sumbledum... and its just a suggestion but I think it would be nice if during those status the players have no chance to evade enemies attacks, therefore it would be less tragical to fight evade stackers...
In addition, I just had a thought: What if, when someone is suffering a MSPD debuff, they also suffer an Evade Rate debuff proportionate to the MSPD debuff? After all, if someone is moving more slowly, it should be easier to hit them.
Agreed +1
#13
Posted 22 October 2011 - 12:49 PM
In addition, I just had a thought: What if, when someone is suffering a MSPD debuff, they also suffer an Evade Rate debuff proportionate to the MSPD debuff? After all, if someone is moving more slowly, it should be easier to hit them.
If they did that then I'd think high movement speed = high evade, so it'd just tie the 2 stats together...
#14
Posted 25 November 2011 - 03:36 AM
#15
Posted 02 December 2011 - 11:25 AM
After you have threatened a hit by landing a skill in the targets area, there is still a chance you could miss due to your character not being precise enough with the attack and/or the target character being quick and skilled at dodging (We don't see an additional animation to go with the precision or dodging of each attack, but implicit aiming, dodging, ducking, weaving, etc should be imagined to be going on during each attack that threatens a hit if you want any semblance of partial realism). Aim/evade and movespeed act independently, and I could imagine overlap causing potential imbalance as well as redundancy.
That being said, I agree with the OP. Logically, you should definitely lose your ability to dodge entirely when your character is completely disabled. Reductions in aim and/or evade might be reasonable when a character is partially disabled (in a net, frogged, etc), but that would be more complicated and should certainly be up for debate since how large the reductions should be is not apparent, and I have a feeling partial reductions might make some skills more powerful then they are intended to be.
#16
Posted 09 December 2011 - 12:59 PM
Lastly, I don't think movement speed and evade need to relate to each other, one's for moving, one's for being attacked, that's fine the way it is, and if it got touched, movement speed would start to have a direct impact into adding evade, which in part makes sense but it also makes everything a whole lot difficult as it'd make it even easier to create an evade stacker. Perhaps this could work sometime in the future, but with the game right now and it's current mechanics, I think it would make it even less enjoyable, so I'm not going to say I outright disagree with the thought.
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