[quote=“Coolthulhu, post:40, topic:12465”]
Trainwreck hits Wesker 36% of the time, and scores over 50 1% of the time.
This means pure dodging is never a good idea and you always should wear light armor to stop the constant scratches.
This is already the case and it doesn’t work too well. It makes optimal play very uniform - you either wear a light armor and train some dodge or wear a medium armor and train some dodge.[/quote]
No, I mean one hard threshold for scratch/glancing, everything below being a miss.
1: If you really want nudism to be rewarded, just give it a dodge bonus? I think it’s a daft notion myself. Armour exists for a reason, and any armour that doesn’t slow you down should be worn in life as well as Cata.
2: No problem, we can do both, just tweak the thresholds (I’m not kidding when I say this is very easy to tweak and balance). Remove 0-39, you graze on 40-49, you hit on 50. I’ve given all the 50+ scores already, it works out pretty well and hits are well without our goal defined tolerances.
Another problem with "linear scratches" is that we still need a different formula for special attacks.
I don’t believe so, because scratches wouldn’t be a function of the to hit roll (all attacks behave in X way), but a function of the attack itself.
Player Attacks: Weapon (Rapier). Style (Swordplay). Call all tables on roll.
Swordplay: 25-40: Recover (less time lost from miss). 50: Damage Multiplier 1.1, Effect Multiplier = 1, Swordplay_Tech 75: Swordplay_Zorroswish
Rapier: Result table: 40-49 = Damage Multiplier=0.25, Effect Multiplier:0.25 Effects: Stab_Rapier, Bypass_Armour,
50+ = Damage Multiplier=1, Effect Multiplier =1, Effects: Stab_Rapier, Bypass_Armour, Injure_PiercingTable1
75+ = Damage Multiplier=1.5, Effect Multiplier =1.5, Effects: Stab_Rapier, Bypass_Armour, Injure_PiercingTable2, Crit_Tech(10%)
JSON-able and ripe for a template, on a weapon by weapon basis. Set your threshold, set your effects, set your martial art style.
For any special attack, this can work the exact same way.
Hulk Smash:
25 (doesn’t have to be 40, or even a 10): Whiff: Player knocked over where they stand, takes half damage.
50: Connect: Player knocked flying and prone.
75: Home Run Hulk: Player knocked 3 map tiles away and knocked senseless for a few rounds.
Any extra checks, like Dexterity checks to resist being knocked prone or to land safely can be called as part of resolving the attack itself, but the core attack roll is unchanged.
In reality multiple attacks tend to be one "compound attack".
Same as in Cataclysm then? Unless a cat has successfully pounced on you, chances are high that it won’t be using its claws to rake at you. If a dog’s hanging off your arm, it’s probably shredding you with its claws as secondary concerns. There are comparatively few creatures that attack multiple times for the player’s one “tick”, and those that there are can be assumed to represent either a drastic speed advantage or an unusual and difficult to defend against attack form (like vine tendrils).
So half the dodge isn't much worse than 100% of the dodge? That IS a problem.
Not at all, it’s the direct consequence of what you want from this system. A character with 10 Dexterity and 5 Dodge has a 15 [Dodge], halve that and they effectively have a 7.5[dodge] (if you want to make Dexterity overly powerful, have it apply to multiple opponents and they’ll have a 12.5[Dodge] and never fall below Stat). The difference between a 15 [Dodge] and a 7.5 [Dodge] against a 2 skill enemy is a 19% chance of hitting (50+) versus a 38% chance of hitting. 1.9 hits out of every 10 vs. 3.8 hits out of every 10.
The only way you can have it that halving dodge chance does become “much” worse is to make high dodge far more punishing than it currently is, and that’s in direct opposition to our design goals.
At most, we see a Wesker going from 1% chance of being hit by one outclassed enemy up to a 3% chance and a 7% graze chance from the second outclassed enemy. That’s as extreme as we will allow, the formula works explicitly to avoid the heavy normalisation of results.
It's enough that being grabbed sucks hard and being in pain sucks even harder.
Fix the core issue, fix the emergent issues. This formula stops pain as it currently functions from being a death penalty (I’ve already announced my desire to be rid of it entirely and make it a status effect, of course), and being Grabbed becomes a set -3 penalty which has predictable, linear results.
I'd prefer dexterity allowing more dodges, but skill allowing better dodges.
Really? I would have thought the opposite. In your example, High Dexterity means that a character is always and forever better at dealing with one of the more dangerous situations (so long as they don’t stub their toe).
Low Dexterity means bad dodging in general, and worse “capped” dodging. 4 Dexterity + 10 Dodge is 14, maximum.
High Dexterity means good dodging in general. 14+10 Dodge is 24.
If we have [Dodge Does Not Decrease], then our slow, low Dexterity guy cannot learn to be great against high accuracy enemies (20 Accuracy Hunters hit 85% of the time). They will need to rely on the stats they gave up points in dexterity for in order to succeed.
They can, however, improve against low accuracy “mobs of enemies”. Mobs are a very common hazard, and as the player improves then their minimum dodge score increases against this common threat up to 10, no matter how many enemies they face.
Our quick, high Dexterity guy can specialise against taking on high accuracy enemies (20 Accuracy hunters hit 71% of the time), but they do not start out and stay great against hordes (biggest early game threat), and their minimum dodge score also approaches 10 against the hordes same as the low dexterity character (while offering low grade benefits against smaller gangs).
Both characters get better at dealing with low grade threats over time.
The difference between characters remains within tolerances, but the high Dexterity character benefits from their stat investment against all challenges.
But zombies generally don't dodge well.
While zombies are far from the only enemy, this fact doesn’t actually matter. Just because the formula doesn’t punish low stats very hard doesn’t mean it doesn’t offer clear advantages.
Against 0 Dodge, 14 Perception, 0 Skill gives almost guaranteed accuracy (10% scratch, 87% of 50+), 4 Perception gives 10% scratch, 62.5% chance of 50+. They’re not “dodging” you, you have serious vision problems and are just missing.
HP damage to player generally doesn't mean much. It's the pain which kills.
As I say above (I think? Honestly my offspring lost my first attempt at this post), pain is something we can and should be improving as well (minor bruises should not cause over 5 pain regardless of quantity), but should be a lot less lethal in this system even now.