- Joined
- Sep 12, 2015
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I'm asking the community's opinion on a mechanic.
Inspired by an MMO that I will not mention, a "hit" chance that actively changes as the user and target becomes further and further from each other. In a previously project, archers became overly-powered because of range advantages and the ability to use the same skills as melee users but from range. Bow users practically destroy everything even with a, weaker than melee, bow. If I continue to weaken bows and strengthen melee weapons, eventually either melee weapons becomes too strong or bows does practically nothing.
My mechanic is for every space away a target is from the user, "hit" chance is decreased by 7%, not counting the space next to you. This will apply to all physical range attacks and not just bows. The game also features evasion chance, which only applies when attacks are from the front and sides and block chance, which only applies when attacks are from the front.
More Info:
- All character and enemy's average move rate is 4 spaces. An average bow's max range is 6 spaces. Max possible range is 8 with one possible buffs adding +1 range.
- Average bows are about 25% weaker than an average melee weapons but allows you to be 25% faster.
- Base stat for all class regardless of build: Hit is 100%, Evasion is 5%, and Block is 0%.
- The highest Hit chance will probability reach if built heavily is 150%. One possible buffs can add another +30% hit chance. There are no hit chance decreasing debuff.
- The calculation chance follows the default system: hit chance is applied first, follow by evasion, and last is block.
The idea was to get solo bow users to invest in hit chance and not just stat pure damage with no defense due to the the bow users' damage avoidance ability. The idea was if attacking from max range (range 8) without buff or investment the hit rate will be 51%, which is about half of base hit rate. Opinion? Too complex and I should just abandon the idea? Too punishing for anything that is a physical range attacks? Not enough of a punishment? To much math?
Inspired by an MMO that I will not mention, a "hit" chance that actively changes as the user and target becomes further and further from each other. In a previously project, archers became overly-powered because of range advantages and the ability to use the same skills as melee users but from range. Bow users practically destroy everything even with a, weaker than melee, bow. If I continue to weaken bows and strengthen melee weapons, eventually either melee weapons becomes too strong or bows does practically nothing.
My mechanic is for every space away a target is from the user, "hit" chance is decreased by 7%, not counting the space next to you. This will apply to all physical range attacks and not just bows. The game also features evasion chance, which only applies when attacks are from the front and sides and block chance, which only applies when attacks are from the front.
More Info:
- All character and enemy's average move rate is 4 spaces. An average bow's max range is 6 spaces. Max possible range is 8 with one possible buffs adding +1 range.
- Average bows are about 25% weaker than an average melee weapons but allows you to be 25% faster.
- Base stat for all class regardless of build: Hit is 100%, Evasion is 5%, and Block is 0%.
- The highest Hit chance will probability reach if built heavily is 150%. One possible buffs can add another +30% hit chance. There are no hit chance decreasing debuff.
- The calculation chance follows the default system: hit chance is applied first, follow by evasion, and last is block.
The idea was to get solo bow users to invest in hit chance and not just stat pure damage with no defense due to the the bow users' damage avoidance ability. The idea was if attacking from max range (range 8) without buff or investment the hit rate will be 51%, which is about half of base hit rate. Opinion? Too complex and I should just abandon the idea? Too punishing for anything that is a physical range attacks? Not enough of a punishment? To much math?

