An idea to improve AGIL end game.

The NightAngel

Banned
Banned
Dedicated Member
Loyal Member
Feb 8, 2014
501
9
60
Ive been thinking about how AGIL gets less and less usefull PVE as the game goes on.
Pvp is fine and shouldnt be effected by this idea imo.

But instead of agil dodging their acc or not dodging at all. Why not have it so that agil gives you a higher chance to be hit by the min damage rather than the max, giving the effect of dodging but still getting grazed.

I have not done the maths but something along the lines of
15 agil = same effect as curse +1 to the attacking mob.
20 = 2 25 =3 and do on.

This way the higher level mobs with **** hot ACC thay are unlikley to miss will do slightly less damage per hit (like stacking AC) but it needs to be less usefull than AC but not potentially useless depending on the stats of the mobs being introduced.

Just a thought and have not really looked at the negitivrd as yet. Abit of a brain fart id say ;)
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
Why not just add equivalent items with low end AC, which does exactly what you said - giving you a higher chance to be hit by the min damage of anything hitting with DC.

The problem I see is people (predominantly Sins) PvEing in PvP gear, which is a big no no.

Sent from my GT-N7100 using Tapatalk
 

The NightAngel

Banned
Banned
Dedicated Member
Loyal Member
Feb 8, 2014
501
9
60
Im thinking to give AGIL a use and keep wars and sins apart.
Granted those min AC items you suggest could be made class specific but i do like the idea that agil lets you dodge some of the attack.
Working the oposite to critical hits i guess.
Or even have the agil make them hit lower than their low end damage from time to time.
 

HarryH

On the bandwagon
Veteran
Apr 25, 2014
1,686
9
100
Would have thought it would be easier to implement if you use it as luck on your own ac+amc.

So 15 luck 1, 20 luck 2 etc.
 

The NightAngel

Banned
Banned
Dedicated Member
Loyal Member
Feb 8, 2014
501
9
60
That could work too.

I guess im suggesting that agil be used as both an "armour save" so immunity from attack and also a damage modifier.

So battle would be.

Mob attacks player
(acc vs agil) to hit yes/no
Damage range vs agil modifier to deterime damage dealt
Damage dealt vs player AC
Damage received

So agil could either make mob of
10-20damage hit the 10 more often or it could give the glanced attack or grazed and offer a 5-20damge output from mob.

Sins have the highest agil with light body davey but this is more about making the stat usefull for anyone at end game.

10 agil would still save you some damage instead of offering you no benefit against the high acc mobs
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
That could work too.

I guess im suggesting that agil be used as both an "armour save" so immunity from attack and also a damage modifier.

So battle would be.

Mob attacks player
(acc vs agil) to hit yes/no
Damage range vs agil modifier to deterime damage dealt
Damage dealt vs player AC
Damage received

So agil could either make mob of
10-20damage hit the 10 more often or it could give the glanced attack or grazed and offer a 5-20damge output from mob.

Sins have the highest agil with light body davey but this is more about making the stat usefull for anyone at end game.

10 agil would still save you some damage instead of offering you no benefit against the high acc mobs
Only I don't see Archers, Wizzies and Wars slotting Agi items late-game unless they're forced to leaving Sins and maybe Taos to use it which, again, might lead to a big imbalance in PvP. I feel that Agi being a PvP only stat (for the most part) is a good thing

Sent from my GT-N7100 using Tapatalk
 

The NightAngel

Banned
Banned
Dedicated Member
Loyal Member
Feb 8, 2014
501
9
60
Only I don't see Archers, Wizzies and Wars slotting Agi items late-game unless they're forced to leaving Sins and maybe Taos to use it which, again, might lead to a big imbalance in PvP. I feel that Agi being a PvP only stat (for the most part) is a good thing

Sent from my GT-N7100 using Tapatalk

Thats where we will have to agree to disagree then Lance.
Agil to me should be very much an essential part of PVE, especially with the introduction of an agile class. My suggestion is that the change would only affect PVE not PVP. as you are right it would lead to severe balance issues if implemented in pvp.

My thoughts for "end game" or late game is.

Hell mob hits for 50-100
They have more ACC than you can stack equivelant AGIL to dodge so will always hit. (speculation)

With 30 AGIL and the suggestions of curse to attacker.
+4 Curse for the attacker would mean theyre average damage drops from 75 to 65 over 10 attacks.

or if the suggestion of working the oposite to a critical hit so occasionaly the mob would strike for 25-50 to represent the glanced attacks you would be looking at an average of 52 over 10 attacks providing it triggered at a 40% rate with 30agil. (i think thats a little high myself)

BH have any thoughts on this?
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
The impact I see it having on PvP is that Sins would be able to PvE in PvP gear. You don't see Taos hunting caves with TigerNecky, 2x Expel Rings, 2x SC0-1 GoldBracelets.

I wasn't even considering the fact that Wars/Sins, on top of missing completely sometimes, would sometimes do (potentially significantly?) less damage with the new mechanic.

Needs more fleshing out to not break stuff, but a nice idea all in all. Evolution has always been good in Mir.