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Old 04-07-2015, 01:38 PM   #15
schachteana
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Best thing I see is evade chance being relative now, and hit chance removed. I would not have thought of that, but seems like a good solution to me. Why don't you guys also apply the same change to spell resistance vs. spell focus aka concentration? Spell resistance + focus is not stated anywhere in the character window, too. It'd be really awesome if all attributes would be equally useful one day.

crit dmg as a new stat is cool, but does it really have to be on every weapon as hit chance used to be? I mean, it does not really matter how you get it.. but if it were a unique, new bonus, ppl would surely start buying boxes.

Quote:
Originally Posted by Vyrann View Post
2) Since evasion is shown as a percentage now, I got to see how much feline reflexes (+15% Evasion passive) actually effects evade chance, the answer is not much at all. Instead of giving +15% Evasion chance, it takes 15% of the current evasion chance you have and adds it onto the end. So if you have 5% evasion chance, getting feline reflexes only increases it to 5.75%, definetly not worth getting, and is a useless spell.
this problem does not only exist for feline reflexes, it is rather a global problem. Crit chance (legendary item bonus) also only increases the current crit chance value, making it an absolutely useless bonus.
Also, evade chance is still shown as an absolute bonus on items (e.g. my tunic had "Evasion chance +7", while, according to the new system, it should be "Evasion chance +7%", right?).

havent tested the rng thingy yet

cheers
blauhirn
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