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[1.05] General accuracy bugs, inconsistencies and balance issues (dev confirmation whether any of this is intended or it's bugged if possible please)


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Posted (edited)

1. There are 3 different accuracy effects: +x melee accuracy, +x ranged accuracy, +x accuracy, which all stack separately. Since +accuracy affects everything it stacks with +melee and +ranged leading to stacking bonuses of up to 40 accuracy. Same for -accuracy.

2. +ranged accuracy affects spells, since it seems that most spells are coded as ranged attacks. Haven't tested touch spells but I suspect they are affected by +melee (they are so few it is negligible though)

3. Savage attack accuracy penalties seem to affect offensive chants even though it is listed as -melee accuracy

4. Scroll accuracy: Scroll bonuses seem to be balanced around a supposed base 20 accuracy, just like the majority of the spells, however they use base accuracy of the class, meaning that medium and high accuracy classes are getting higher accuracy than intended by ability design. This is also immersion breaking and mechanically weird as a barbarian with no bonuses to lore has better base accuracy with scrolls than a wizard. This seems like a bug or a design flaw/oversight.

5. Trap accuracy. Same as scrolls, although it's less clear what the baseline should be.

 

Suggestions:

  • Make base scroll accuracy 20 for all classes
  • Normalize trap accuracy in the same way (not sure if the base value is balanced around 20 or 30 base here)
  • Remove most +ranged/melee accuracy bonuses to prevent overstacking (devotions of the faithful + eldritch aim, or devotions + blind as a debuff). Change them to a general +accuracy bonus
  • Devotions of the faithful: accuracy bonus/penalty changed to: Allies +20 accuracy, enemies -20 accuracy
  • Borrowed Instinct: accuracy bonus changed to +20 accuracy
  • +melee and +ranged accuracy bonuses only work with melee and ranged weapons respectively
  • The only remaining +melee and +ranged accuracy bonuses are reckless assault and vicious aim which allows melee and ranged specialists respectively to go above the baseline using corresponding weapons. Also maybe change fighter's disciplined barrage and Citzal's martial power to +melee/ranged accuracy. They are now also not overridden and thus made redundant by priest buffs
Edited by MadDemiurg
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9 answers to this question

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Posted

Some clarifications on what you typed:

- it seems only spells that benefit from "penetrating shots" talent also benefit from "ranged accuracy" buffs (so looks like only very few missile spells, things like mind blades, not the big aoe spells)

- accuracy from "Inspiring Radiance" stacks with every other accuracy buff

- chant buffs seem to be in same category as item buffs (so +10 reflex chant will suppress +5 reflex ring)

- i dont get how priest trap spells accuracy and mage/druid wall spells accuracy work but it's quite high

 

 As for accuracy stacking rather high in some cases I'm not really able to be sad about that since accuracy is really the one and only #1 offensive stat for every offensive character in the game, so i'd miss the buffs if they were gone, even if the huge number of buffs to cast at high levels make non trivial fights quite the chore to go through at times.

  • 0
Posted (edited)
  • No, ranged accuracy buffs work with all ranged spells at the very least, aoe spells included, stacking with general accuracy buffs. Even if they didn't stacking problem (ranged/melee accuracy buff + general accuracy buff) would persist on weapons
  • True, also inspiring liberation. But that's ok IMO, otherwise they would not be very useful. Inspiring liberation stacking with itself is not ok though, can add this to the original bug list, thanks for reminding
  • This is a separate topic
  • True, but I think that's ok due to their targeting specifics

Also, I'm not suggesting removing any buffs, just limiting stacking (which seems unintended in the first place tbh) and normalizing accuracy ceiling.

Edited by MadDemiurg
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Posted (edited)

Ok i just retested and you are right and i was wrong, ranged accuracy from priest buff works for all the ~10 spells i tested.

Edited by Narla
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Posted

Maybe I should cut this down to a more specific set of questions:

  • Scrolls have +10-15 accuracy bonus, which is designed to compensate for lower base (20) accuracy if spellcasters, just like most spells (and in fact most scrolls are taken from one of the spell lists). But since all classes use the their base accuracy with scrolls, medium and high accuracy classes get +5-10 accuracy over supposed baseline. Is this ok?
  • Same for traps
  • How different accuracy buffs are supposed to stack?
  • Is savage attack affecting offensive chants a bug?
  • Should inspiring liberation stack with itself (see screenshot)?
  • Like 1
  • 0
Posted

 

 

  • Make base scroll accuracy 20 for all classes

 

 

 

I agree with this. I find it odd that people who are trained to cast spells are worse at casting spells from scrolls than spellcasting newbies.

Otherwise, it's good that there are differences between classes regarding accuracy, defenses and endurance/health.

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Posted

Well, I didn't suggested altering class stats in any way. It's more about fixing skill related design inconsistencies and limiting accuracy buffs stacking, which is currently a bit over the top imo.

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