Forums » Pantheon Classes

Melee and Ranged (archery) Auto-Attack Swing Timers

    • 4419 posts
    March 10, 2017 11:23 AM PST

    nouppercase said:

    With regard to moving to-hit penalties, the following factors could/would play a big part:

    Player's hit chance

    - Weapon Skill (Sword, Axe, Mace, etc)

    - Dexterity

    - Level (higher/lower skill cap)

    - Gear (+Weapon Skill or +% hit chance) 

    Enemy's mitigation chance

    - Agility

    - Dodge chance

    - Parry chance (whether this is passive or active)

    - Ripose chance (same as Parry)

    - Level (same as for Player)

     

    With the above in consideration would play in the to-hit penalties while moving to address it's significance at any level. So in the scenario that a player is X levels higher than their target, there are a number of things in their favor for the penalty to be relatively low. And in reverse, a greater penalty when the enemy target is X levels higher. Or penalty being greater when combating VS a fighter class-type as opposed to a mage class-type.

    Maybe even to the point of there being a "specialty" skill that reduces the penalty or % chance of the penalty. Which could only be obtained via X, series of quests or gauntlet of sorts. Stopping myself there, as thats going off-topic.

    Just some ideas to keep the conversation going. All we have until we can play right? ;)

    I like the line of thinking. The % moving miss chance is calculated based on the difference between your level and the level of the thing you're trying to hit, rather than just your level. That makes more sense.

    I also was thinking of some sort of perk that helps with this (such as http://ddowiki.com/page/Shot_on_the_Run). Perhaps that's something that would be available if/when AA's become a thing.

    • 2628 posts
    March 10, 2017 11:46 AM PST

    What about the poor melee classes that have to constantly move to use positionals? It also really messes up their DPS in any fight that requires movement to avoid abilities etc compared to any ranged DPS.

     

    If there is a to-hit penalty for moving, then there should be a to-hit bonus if chasing a moving/fleeing enemy as they won't be dodging/parrying/etc. 

    • 8 posts
    March 10, 2017 1:17 PM PST
    @Iksar That would play in with the team working together and communicating. There shouldn't be any unnecessary running around and assisting / crowd control should be at hand.

    Another thing someone else mentioned, stances... That could play a part in the penalties. Scenario calls for different stance, from trash mobs to boss fights.
    • 2628 posts
    March 10, 2017 2:09 PM PST

    nouppercase said: @Iksar That would play in with the team working together and communicating. There shouldn't be any unnecessary running around and assisting / crowd control should be at hand. Another thing someone else mentioned, stances... That could play a part in the penalties. Scenario calls for different stance, from trash mobs to boss fights.

     

    But moving from some abilities and for positionals is necessary...

    • 8 posts
    March 10, 2017 2:32 PM PST

    @Iksar Penalties could maybe largely apply to autos and not so much abilities. Or as long as movement is minimal it doesn't suffer the penalties, kind of along the lines of not breaking concentration. Whether minimal is calculated on actual distance or time (in seconds). So quick side stepping would be fine, but if tank takes off to chase an add on the healer, you'd be chasing at that point.

     

    Or complete 180, and a bonus for not moving 


    This post was edited by nouppercase at March 10, 2017 3:10 PM PST