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From my testing, it seems that NPCs only land more hits at high levels if they are considerably higher level than the player. I really just don't want to have level 100 trash and level 150 bosses (if that is even possible). If that is the only way to do it, I will just leave things as they are now.
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Yes level is the only easily modifiable attribute that will affect a npc hit chances. But beyond a 20 level difference it will have no impact . So if a player is level 70 , then a npc beyond level 90 will hit the same thing has a level 90 npc.
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Sorry, not trying to derail your post. I am just trying to get an idea of what attack will do differently than STR. I imagine you would be able to set much lower STR and have high attack and the mobs would hit in the correct range. But if it does nothing different than what STR already does now, it would mostly just be 1 more field to fill out and tune.
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You are right that right now atk is added to str when calculating mitigation and htis can already be done by giving insane amount a str. But this fix is to populate the npc Atk value from the DB wich is not done atm. After that ATK can be used in other formulas but it need to be populated first .. so consider it the first step. And also npc->GetATK() is added directly to the formula while STR is multiplied by a certain percentage so you need more STR then atk to achieve the same results.