Should/could Accuracy be reworked?

Currently accuracy is merely a chance to hit or miss.
RNG of missing even though you aimed properly and the effect clearly connected just feels weird and bad. The same thing that feels bad with warriors missing, as gone over in the live stream, applies to anything.

I'd propose removing misses entirely, and instead splitting up damage to average out similar to the dps loss of missing currently
-Body Hit (1.0x damage multiplier)
-Grazing Hit (0.5x damage multiplier)
-Weak Point Hit (1.75x damage multiplier)

The formula for accuracy now is (AttackerAccuracy * 1.5 * 100) / (AttackerAccuracy + DefenderEvasion)
For example, currently vs a 843 Evasion enemy:
700 AR: ~68% chance to hit, ~32% chance to miss.
1500 AR: ~96% chance to hit.
3500 AR: ~130% chance to hit.
6500 AR: ~132.7% chance to hit.
My suggested formula:
Weak Point Hit: ([AA - 500] * 0.25 * 100) / (AA+DE), minimum 0
Body Hit: (AA * 100) / (AA+DE) - Weak Point Hit(WPH)
Grazing Hit: 100 - WPH - Body Hit (BH)
These same values would become:
700 AR: ~3.25% chance to Weak Point Hit, 42.1% chance to Body Hit, 54.65% chance to Grazing Hit (~10% higher dps over current formula)
1500 AR: ~10.7% WPH, 53.4% BH, 35.9% GH (~5.5% lower dps)
3500 AR: ~17.3% WPH, 63.3% BH, 19.4% GH (~3% higher dps)
6500 AR: ~20.4% WPH, 68.1% BH, 11.5% GH (~9.5% higher dps)

Resulting average DPS aren't the same. But I think that's a good thing as it means bad builds get brought up, bringing the floor up higher for less knowledgeable players and most importantly I think this would play better.
Distance penalty to accuracy would still work similarly, but with misses being Grazing Hits, bringing up the average long distance damage considerably. If this is a problem, just nerf the multipliers on some projectile skills by 10% and that damage can be gained back by standing close.

Certain abilities could also have effects that don't care that a hit was a graze, just that it hit at all, such as Curse on Hit not needing high accuracy.
This would also open up potential passive skill and item effects such as:
-Your grazing hits hit twice
-You can't Weak Point Hit. You also can't Grazing Hit
-Triple your Weak Point Hit, but it deals no extra damage and can't crit
-Your Grazing Hits have double Bleed and Poison chance. Your Body Hits have double Armour Break chance. Your Weak Point Hits have quadruple Daze Buildup
And I think it'd be really cool to have a Duelist ascendency skill that doubles attack speed and sets your Accuracy Rating to 0 to take advantage of efects on Graze. With this formula, at Accuracy Rating 0 you would do Body Dits ~14.9% of the time and Grazing Hit 85.1% of the time. Just something about that sounds more fun and flavorful to me than "increased chance to bleed".

Personally, I just don't see what an RNG chance to miss adds to the game other than build requirements that can be added in a more fun way, but I think adding grazing and weak point hits could add a lot.
Последняя редакция: Hop#6184. Время: 20 авг. 2025 г., 19:49:56
Last bumped22 авг. 2025 г., 15:43:04
hit vs weak point is basically a critical hit. Which is implimented already in the game as separate mechanic to accuracy.

So, the variants are:
1. it should stay the way it is;
2. or there should a rework of crits aswell (which whould be scaling out of accuracy = less variety of builds (even most crit builds are stacking accuracy also, there are also exceptions)).
Grim Dawn already kinda fixed this system (or maybe the original TQ did and GD simply inherited it), you basically have miss % up to 96% accuracy anything above 96% (which is very easy to do) is auto-hit and increases your crit % and ur crit multi. This way it solves the need to separate accuracy/crit% and critmulti% - and it is all dealt in with one stat.

I would rather see accuracy removed altogether - if this is a true action game there is no need for a 'chance to hit' - if I hit the hitbox it should hit. Just like how they got rid of chance to hit after Morrowind, and how WoW got rid of it pretty early on in its lifecycle.

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