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Accuracy Formula


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#1 Yurai

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Posted 10 August 2011 - 09:08 PM

Currently, our accuracy formula is
aim - evade = accuracy %

The problem with this formula is that it's linear and with the scaling we have, partially due to the agi:aim ratio, it allows players to achieve ridiculous levels of evade that no one can hit, regardless which class each person is.

The proposed solution is to have an accuracy formula of
aim / evade * 100 = accuracy %

With this formula, it encourages obtaining accuracy to a reasonable amount while discouraging the stacking of insane amounts of evade by decreasing the amount of utility you gain per additional evade. This also allows for the hardcore aim stackers to hit the hardcore evade stackers at a high chance.

In addition, this formula discourages the stacking of evade at lower levels, where people are still not familiar with the mechanics of aim and evade. This effectively makes any evade under 100 completely useless. It also allows for less dominance with evade at early levels, which could discourage newbies from participating PvP (not to mention all the other bugs that still exist).
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#2 Astronix

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Posted 11 August 2011 - 12:15 PM

I feel kinda weird by posting in all your threads, but I just want to say that I agree with you in almost all your ideas, at least this will help to those (like me) who wants more aim, to get enough to hit the insane evade stackers... +1!

Edit (IMO, it prolly be aim/evade*80 (or 90) considering 100 is a lil too much, just my idea ^^

Edited by Astronix, 11 August 2011 - 12:17 PM.

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#3 StormHaven

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Posted 11 August 2011 - 12:21 PM

I feel kinda weird by posting in all your threads, but I just want to say that I agree with you in almost all your ideas, at least this will help to those (like me) who wants more aim, to get enough to hit the insane evade stackers... +1!

Edit (IMO, it prolly be aim/evade*80 (or 90) considering 100 is a lil too much, just my idea ^^


100 just gives you a nice number such as
250aim/340eva*100= 73% chance to hit instead of 0%-"30%"chance with the current forumla.

Edited by StormHaven, 11 August 2011 - 12:24 PM.

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#4 Miname

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Posted 11 August 2011 - 02:12 PM

aim - floor(log(evade)) = accuracy % IMO


On a more serious note, I agree with your proposed formula.

Edited by Miname, 11 August 2011 - 02:13 PM.

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#5 MicoJive

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Posted 11 August 2011 - 04:20 PM

+1, i like it alot.
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#6 canajew

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Posted 11 August 2011 - 04:26 PM

Time to sacrifice a lamb
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#7 Jumpluffspore

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Posted 13 August 2011 - 01:56 PM

This is a beautiful solution. I hope it'll be implemented. Expertly explained as well.
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#8 Reviren

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Posted 13 August 2011 - 02:26 PM

Simply excellent. -_-
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#9 Rimmy

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Posted 14 August 2011 - 01:32 PM

Yeah, Yurai's proposal is an excellent idea. I think the Aim/Evade issue is probably one of the biggest balancing issues in the game currently, and this addresses it quite perfectly, IMO.
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#10 GrapefruitGod

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Posted 14 August 2011 - 04:23 PM

Make this happen please
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#11 Jumpluffspore

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Posted 14 August 2011 - 04:29 PM

Make this happen please

Yurai should just be promoted to like an assistant GM.
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#12 Reviren

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Posted 14 August 2011 - 04:40 PM

If this is applied though, Thief classes should have higher ER through buffs and/or gear, because that's kind of what they're about. Not something that's too high though. Just about enough for maybe 25-30% evade, imo.

Edited by Reviren, 14 August 2011 - 04:42 PM.

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#13 GrapefruitGod

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Posted 14 August 2011 - 05:29 PM

Because all high level pvp is seeing is missmissmissmissblockmissmissmissblock200dmgmissmissblocketernitypotmissmissblockmissmissblockblockblockmissblock

great system right?
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#14 Reviren

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Posted 14 August 2011 - 05:47 PM

Because all high level pvp is seeing is missmissmissmissblockmissmissmissblock200dmgmissmissblocketernitypotmissmissblockmissmissblockblockblockmissblock

great system right?


Forgot that Ninjas can have as much as 23% block with the Infiltrator passive, so nvm what I said earlier :x
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#15 Rimmy

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Posted 14 August 2011 - 06:06 PM

Forgot that Ninjas can have as much as 23% block with the Infiltrator passive, so nvm what I said earlier :x


They also already have one passive that gives them evade rate (granted, it's 4th job), and they're getting another passive that gives evade rate in New Origins (it's one of the earlier jobs, don't remember which).
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#16 Endbringer

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Posted 14 August 2011 - 06:22 PM

They also already have one passive that gives them evade rate (granted, it's 4th job), and they're getting another passive that gives evade rate in New Origins (it's one of the earlier jobs, don't remember which).


Think the skill you're referring to is a 3rd job skill.

Also, i strongly support Yurai's proposal as well.
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#17 Yurai

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Posted 14 August 2011 - 11:15 PM

Ninjas don't really need more evade. If anything, the amount of evade a pf can stack should be nerfed so that they can concentrate more towards aim rate.
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#18 StormHaven

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Posted 15 August 2011 - 04:21 AM

Ninjas don't really need more evade. If anything, the amount of evade a pf can stack should be nerfed so that they can concentrate more towards aim rate.


FUUUUUU I DIDN"T MEAN TO MINUS I'm SORRY YURAI!!!
but on topic agree with this. PFs need to focus on aim more than evade.
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#19 Miname

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Posted 15 August 2011 - 04:29 AM

FUUUUUU I DIDN"T MEAN TO MINUS I'm SORRY YURAI!!!
but on topic agree with this. PFs need to focus on aim more than evade.

Countered.
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#20 GrapefruitGod

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Posted 15 August 2011 - 12:38 PM

As long as they don't find out how op book is I'm ok

Yeah, pfs don't need that much evade
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#21 Nolanvoid

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Posted 01 September 2011 - 06:24 PM

The doubled aim rate is fairly interesting. It may be slightly high, however, a rearrangement of gear sets may change that fact.
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#22 Rimmy

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Posted 01 September 2011 - 06:40 PM

The doubled aim rate is fairly interesting. It may be slightly high, however, a rearrangement of gear sets may change that fact.


Indeed, after running some numbers through the Aim Rate/Evade Rate formulas (assuming average agility and near-perfect gear for both attacker and defender), it seemed like Aim Rate was always coming out a bit higher than it should be, IMO. Also, it seemed that those classes stacking massive Agility to achieve high Evade Rate are likely to have a 100% (or nearly 100%) hit rate on most other ER stackers. I'm really curious to see how this changes PvP.

Edited by Rimmy, 01 September 2011 - 06:42 PM.

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#23 StormHaven

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Posted 01 September 2011 - 06:42 PM

Indeed, after running some numbers through the Aim Rate/Evade Rate formulas (assuming average agility and near-perfect gear for both attacker and defender), it seemed like Aim Rate was always coming out a bit higher than it should be, IMO. Also, it seemed that those classes stacking massive Agility to achieve high Evade Rate are likely to have a 100% (or nearly 100%) hit rate on most other ER stackers. I'm really curious to see how this changes PvP.


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#24 Yurai

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Posted 04 September 2011 - 03:36 PM

Just updating this thread with my thoughts about the current change to double aim rate on accessories:

  • Aim rate is a lot more viable to stack now
  • It is actually possible to hit people 100% provided you stack massive amounts of aim rate
  • It is still possible to stack a viable amount of evade
Overall, I feel that this is a good change in that it makes it equally as difficult to stack high amounts of aim rate and high amounts of evade. There is no more of, "Oh, I'll just stack some random evade and agi and have lulz you can't hit me" amount of evade. As of this moment, there is no need to change the evade and aim rate formula. I have not tested stats on lower level characters, so I cannot comment much on that. It's quite balanced amongst the higher levels, now, however.
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#25 Rimmy

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Posted 04 September 2011 - 07:48 PM

Just updating this thread with my thoughts about the current change to double aim rate on accessories:

  • Aim rate is a lot more viable to stack now
  • It is actually possible to hit people 100% provided you stack massive amounts of aim rate
  • It is still possible to stack a viable amount of evade
Overall, I feel that this is a good change in that it makes it equally as difficult to stack high amounts of aim rate and high amounts of evade. There is no more of, "Oh, I'll just stack some random evade and agi and have lulz you can't hit me" amount of evade. As of this moment, there is no need to change the evade and aim rate formula. I have not tested stats on lower level characters, so I cannot comment much on that. It's quite balanced amongst the higher levels, now, however.


Agreed. I can hit some of the people who had moderate amounts of evade at a decent rate now, while those who stack massive evade are still pretty hard to hit in most cases. Some classes (PFs) have an easier time of it and can hit almost anyone 100% with enough AR stacking, which is the way it should be, IMO.
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