06-18-2008, 10:28 PM | #91 | |
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Cool to know it
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06-18-2008, 10:55 PM | #92 |
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in the end it is the same if you evade 80% of all hits or if a hit has a 80% chance to be evaded.
Propblem is the absolute number. I don't know how it is with sotw, but I heard people saying you can improve hit chance with buffs and will have far better chance to hit trough sotw. So I guess sotw is not absolute, but I don't know.
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06-19-2008, 08:10 AM | #93 |
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I had an idea for SotW... I think we can discuss it, if you like it or no, even if this is not the "Suggestion" section of the forum.
Instead of putting it like "cannot cast" "cannot attack" etc, why not make it a "The archer gains almost immunity to non-ranged attacks". In this way an archer will evade almost all attacks by closing the range to the enemy, while mages and other archers (at more than a given range, let's say melee range for example) will pass the SotW defense. Let's take in exam the similar spells I know, everyother has drawbacks: Army of One: no defense from control spells; Unstoppable Madness: no defense from damage; Sanctuary: cannot attack or cast non healing spells; (I'm not so skilled about mages, warlocks will forgive me ) Right now: Son of the Wind: cannot cast damaging spells. Now the problem everyone feels is like marksmen can cast a lot of debuffing spells (first of all Death Sentence, then Sudden Strike or Ambush those are common to Hunter class) while in SotW. So my idea would be, let them cast everything they want but: Son of the Wind: doesn't protect from ranged attacks So archers will need knights to gain protection from ranged attacks (more teamplay), warriors will have not an unfair advantage in figthing pvp with marksmen/hunters. A marksman casting Death Sentence in SotW will lose advantage of Death Sentence itself closing the range so should balance really his skills to play. Now, let's flame me up [kidding] EDIT: some typo :F
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Last edited by fean0r; 06-19-2008 at 10:08 AM. |
06-19-2008, 08:29 AM | #94 | |
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Sounds good to me, or it doesn't protect from melee attacks. Either way a much need hole is put in it's implicit over effectiveness.
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06-19-2008, 11:34 AM | #95 |
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If SoTW doesn't protect vs ranged attacks, its useless as an aid for escape.
It's only use at that time is to protect vs fighters, and they will still whine it's overpowered. I would just leave it alone. It fails all the time. I (along with various allies) killed several enemy archers with SoTW cast last night. I die under SoTW at least 1x every day. |
06-19-2008, 12:20 PM | #96 | |
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06-19-2008, 01:03 PM | #97 |
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Just a thought, If you are under Sotw and get knocked, should this not dispell Sotw by the nature of your ass on the floor and therefore not moving?
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06-19-2008, 06:45 PM | #98 | ||
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So if you recieve 5 attacks almost instantly lot of times you just block/evade/resist all of them. Quote:
As it is now maybe all gets through (almost impossible but it can happen) or you just evade all. Its luck but when i have to roll a 9 or a 10 in a dice with each attack to pass through it its really hard to be lucky. |
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06-19-2008, 06:52 PM | #99 |
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blood, when you look in the statistics you see that there is no difference between a spell has 80 % miss chance or if 80% of all spells are missing.
It is random, and that means if I am lucky I evade 100 out of 100 meteors. If I have bad luck I will evade not a single of them. the chance that the first hit gets trough sotw is 20%, as well as the 10th hit has a 20% chance to get trough as sotw. When you sum it up you come to the conclusion that there is a 20% chance for you to get hit trough sotw. That means 20% of all hits fired on you will come trough, the number of incomming hits just have to be big enough to be independent from luck.
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06-19-2008, 06:58 PM | #100 | |
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