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Old 05-18-2010, 11:37 PM
Morndenkainen Morndenkainen is offline
Aviak


Join Date: May 2010
Posts: 74
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President, a 35% miss rate could be expected with a level 12 character fighting against a level 12 mob, however, when your skills and ATK exceed the skills and AC of a MUCH lower level, or untwinked mob, you should be hitting them more often, and doing full damage more often, that is simply not the case here.

Do you not understand this concept? A mob of the equivalent level should be more difficult to hit, than a mob that's 7 levels below you. At that point, you outclass that mob by 35 points in the skill, which SHOULD grant some kind of bonus to hit the damn thing. Which is why, in LIVE EQ, in 1999, I was able to successfully solo a warrior to level 23 before HAVING to group just to progress. Otherwise, why is it that you are level 5, you cant solo a level 12 mob? You cant even hit the thing and you get assraped... Face it, something isnt right with the system the way its setup. Mathematical equations are supposed to work from both ends.

In this case, 5X = 25 should also mean that 25/X = 5.. That equation goes both ways, However, the way the thing is currently set up, it looks more like 25/X = (Z) any random number you feel like putting there. Mathematically, the hit/miss soloution simply does not track correctly, and since the results are wrong, the method used to compute the results must be wrong. It has to be wrong, because it is NOT consistent. The only thing that makes me more likely to beat a lower level enemy at this point is simply the number of hitpoints I have, or wether I have the doge/parry skill that I did not used to have at level 5 when I first started killing these gnolls. 7 levels later, they can still do significant damage before they die, simply on account of the number of times that I miss them. Skills aside, if you take away 7 levels worth of HP and leave the skills/abilites at level 12 levels, I'd still be at risk of dying while fighting them simply because I cant hit them.

Im sorry math and logic isnt your strongest point with regards to this issue, but the fact remains that mathematically, the system just doesnt add up correctly like it did in live. Here's a challenge directly to your line of logic... Find some pics or data from live that prove ME wrong, since the mathematical aspect alone should be more than enough to prove me right... I mean hell, just as a joke, the GM's should spawn a decaying skeleton with 5000 hp and let a pure melee level 50 char with no buffs or stat boosting gear (just FS or bronze armor, and a FS or bronze weapons of choice and with all relevant weapon skills/stats at max) fight it just to count the hits/misses. That alone should prove my point. The skeleton will hit way too often, and the player will probably miss often enough to get killed.
Last edited by Morndenkainen; 05-18-2010 at 11:50 PM..