2010-08-05, 12:15 AM
If I were in charge of the zoo:
First of all, get rid of the distinction between Physical and Magical accuracy. Last time I checked, there isn't a single class that uses both physical and magical attacks. I don't know if mages swinging their staff still counts as a physical attack, but sorry Nexon, people don't use their regular attacks unless they're Arans or they're trying to break a box. You got rid of Physical / Magical damage on the stat screen, now get rid of Physical / Magical Accuracy. You guys know how to program Corsairs to have pomegranate avoid with the same amount of dex that Buccaneers have, so do the same for accuracy. Just use a different formula depending on which class it - hang on.
Why the hell does every class get accuracy from their main stat but Warriors? Is there some reason slashing at a big pillar is less accurate than firing arrows from the other side of the screen? When Maple was young, sure. Warriors are the only class that aren't limited by some sort of secondary stat. So it made sense to use accuracy as a way to force them to add into dex. But over time, the abundance of accuracy equips has wrecked that system. Now it feels more like a punishment for having done nothing wrong. This game has four stats, but there is really no point in adding those stats into anything but your primary stat, except to dedicate a small number of points into a secondary (or tertiary) stat to equip your items. Why do stats have secondary effects at all? DEX-based classes aren't going to add LUK so they can have more avoid. And they don't need the overabundance of accuracy they get simply from adding points into the stat that their damage most depends on.
Accuracy = 10 + level x 2 + Bonus Accuracy
It's a simple formula. It's pretty close to what the formula is right now for most classes, if you mess with the multipliers. It scales linearly, and it allows accuracy from equips to make a noticeable difference without accounting for ALL accuracy.
A system that incorporates this accuracy formula should do the following:
- Limit low level players from hitting much higher level monsters. The current formula does this quite well with the -5% per level.
- Make higher levels of accuracy actually worth having. Having 483 accuracy should be noticeably better than having 400 accuracy. You shouldn't be able to almost always hit everything with two digit accuracy, and only gain the last 5% hit rate through having ungodly levels of accuracy.
- Allow mobs to have variable levels of avoid. It makes sense for Cornians to be harder to hit than something like big clumsy Blue Dragon Turtles.
- Not be stupid. Why the hell would you square root avoid? You set the avoid values to perfect squares. Wouldn't it be easier to...you know, not square root and just use small numbers?
First of all, get rid of the distinction between Physical and Magical accuracy. Last time I checked, there isn't a single class that uses both physical and magical attacks. I don't know if mages swinging their staff still counts as a physical attack, but sorry Nexon, people don't use their regular attacks unless they're Arans or they're trying to break a box. You got rid of Physical / Magical damage on the stat screen, now get rid of Physical / Magical Accuracy. You guys know how to program Corsairs to have pomegranate avoid with the same amount of dex that Buccaneers have, so do the same for accuracy. Just use a different formula depending on which class it - hang on.
Why the hell does every class get accuracy from their main stat but Warriors? Is there some reason slashing at a big pillar is less accurate than firing arrows from the other side of the screen? When Maple was young, sure. Warriors are the only class that aren't limited by some sort of secondary stat. So it made sense to use accuracy as a way to force them to add into dex. But over time, the abundance of accuracy equips has wrecked that system. Now it feels more like a punishment for having done nothing wrong. This game has four stats, but there is really no point in adding those stats into anything but your primary stat, except to dedicate a small number of points into a secondary (or tertiary) stat to equip your items. Why do stats have secondary effects at all? DEX-based classes aren't going to add LUK so they can have more avoid. And they don't need the overabundance of accuracy they get simply from adding points into the stat that their damage most depends on.
Accuracy = 10 + level x 2 + Bonus Accuracy
It's a simple formula. It's pretty close to what the formula is right now for most classes, if you mess with the multipliers. It scales linearly, and it allows accuracy from equips to make a noticeable difference without accounting for ALL accuracy.
A system that incorporates this accuracy formula should do the following:
- Limit low level players from hitting much higher level monsters. The current formula does this quite well with the -5% per level.
- Make higher levels of accuracy actually worth having. Having 483 accuracy should be noticeably better than having 400 accuracy. You shouldn't be able to almost always hit everything with two digit accuracy, and only gain the last 5% hit rate through having ungodly levels of accuracy.
- Allow mobs to have variable levels of avoid. It makes sense for Cornians to be harder to hit than something like big clumsy Blue Dragon Turtles.
- Not be stupid. Why the hell would you square root avoid? You set the avoid values to perfect squares. Wouldn't it be easier to...you know, not square root and just use small numbers?

