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Critical hits vs Critical Misses
http://galaxylegion.com/forum/viewtopic.php?f=6&t=13328
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Author:  H3RE71C [ Sat Sep 17, 2011 1:06 pm ]
Post subject:  Critical hits vs Critical Misses

Just a thought... we all know one can critically hit which is based off cloak vs scan vs random roll, but you can't critically miss... just a thought.
I suggest this be added if possible!

This may boost the usefulness of cloak to those of us that implement it 8-)

Thoughts, people?

Edit:
I also just realised this could also balance out the small ship builds that seem to be FLOODING the lower levels with seemingly no end...

Author:  Maico [ Sat Sep 17, 2011 1:25 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Seems like something that could use a test run.

Something like the current scan vs cloak + some kind of variable probably based on module quality.

The reason i add the module quality is because it is a critical miss. I would assume in a critical miss the player not only deals 0 damage but either causes a debuff or damages themselves.
50% would be neutral. Lower then 50% would raise the chance for critical misses, higher then 50% would lower the chance for critical misses.

While we're on this subject we should probably add normal misses where you just deal 0 damage.

Author:  H3RE71C [ Sat Sep 17, 2011 1:29 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Maico wrote:
While we're on this subject we should probably add normal misses where you just deal 0 damage.


Ah indeed- the concept of missing was more what i was trying to bring up. I'm basically just looking for a way to improve the quality of cloak and scan modules, as i feel they are both ultimately highly under valued and implemented.

If this is something that one day was included into an update, perhaps then Average Strength could be based on MORE than just atk + def too...

Author:  Maico [ Sat Sep 17, 2011 1:38 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Haha I guess I just play too much D&D for my own good.
A miss occurs when your attack bonus + D20 < the enemies armor class and means your attack fails dealing no damage. (could be a miss or glancing off armor ect)
a critical miss however is when you roll a 1 on your D20 roll, this is the equivalent of hitting something or someone hard with the blunt end of your weapon which means of course that there is a chance you could damage your weapon, yourself or anything near by you depending on the situation.

Author:  H3RE71C [ Sat Sep 17, 2011 4:15 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Seriously though guys- the idea that every time you hit the attack button, you land a successful hit, regardless of whether your ship has any scanning capability at all or whether the opposing ship is effectively invisible... seems a little absurd when set in this light.

I think that including a chance to hit scheme as opposed to everything always automatically hits every time could add a whole new dimension of complexity to combat. Think of the possibilities!

(fingers super and double crossed Dan happens to read this thread :mrgreen: )

Author:  strm avenger [ Sat Sep 17, 2011 4:22 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Think of it like you fire a volley of shots. If you fire 20 or so weapons 20 or so times, you should get at least a small hit.

Author:  Maico [ Sun Sep 18, 2011 3:19 am ]
Post subject:  Re: Critical hits vs Critical Misses

If you bring up vollys of shots then you open the can of worms which is altering the battle code to accommodate firing of individual batteries

Author:  wolfprince01 [ Sun Sep 18, 2011 5:59 am ]
Post subject:  Re: Critical hits vs Critical Misses

I think there is a low damage miss to attacks , I have noted attacks that only do about 1/2 the damage of any other attack and their where no buffs or debuffs to cause them. example: I did a NPC run and noted damage to Crimson Flamehawks most hits where 543-846 but I had 4 that dropped really low 308 , 356, 397 , 405.
The standard hit range seemed to be 543-697(79% of hits) and crit about 753-846 (17%).
I only did a little over 100 hit before getting bored with keeping track and I don't know how the damage range works , but with such I wide range I really don't think we need a full miss. After all with 39 guns shooting at 1 target at least 1 better hit or its time to get some new tach officers.

Author:  H3RE71C [ Sun Sep 18, 2011 1:09 pm ]
Post subject:  Re: Critical hits vs Critical Misses

Even if without the inclusion of a full miss, at least the implementation of scan vs cloak being used to help decide how effective hits are.

Example- a ship with 0 scan attacks a ship with 3000 cloak and can only land weak glancing blows or a ship with HUGE scan against one with bugger all cloak doing a consistently really high damage ratio.

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