#Phantom roll for an extra Overclocked +1 Hit (Project Rebalance)

37 messages · Page 1 of 1 (latest)

desert arrow
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Would it be possible to put in a "phantom" roll at the end of the current max hit to bridge the gap between using max str gear etc and using only what gives you a max hit. Say my new ferocious gloves, they dont give me max hit currently so are "usless" with the current setup. If there was a chance based max hit say my 2+ strength over my current max hit gives me a 2/10 or 20/100 chance to get a plus one extra hit each time i hit that would mean bringing the ferocous gloves does have a dps increase that will increase my average dps rather than not using them till the rest of my gear bolsters my melee str to the next max hit.

Edit:

Thinking it would be something like this:

True Max Hit: 35 w/ Overclocked: 35.25
Overclocked Str: +1 /4 to next Max Hit
Damage Roll on Npc : "27" + (25% roll chance of +1)

Max Hit Npc's round up or down

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Phantom roll for an extra Max Hit (Project Rebalance)

vernal chasm
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The gear changes & max hit calculations proposals came out today

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And this seems especially relevant again

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They proposed +1 min hit (no zeros) & -1 max hit

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Phantom rolls seem relevant for very early game, where strength impacting your DPS is gonna be delayed (you'll need to hit a current 3 to be able to hit a new 2). Phantom hits would partially fix that problem

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Phantom hits would also help magic gear % boosts being spread across more items

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For example with full infinity or dagon hai you'd get 3% max hit.. which uhh does nothing unless you have a max hit of 34

desert arrow
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This could also make incremental increase more beneficial ^ (It would match some of the proposed possible 0.5% items buffs vaguely mentioned in the new blog, giving a better precise ability of dps alocation?). It could also slow overall power creep? As items wouldn't have to work in big chunks to make a dps difference and bring value balance (gp and time to get) to lower tiered items^ @vernal chasm

vernal chasm
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It would be a little confusing though. Would you need a new hit splat symbol for the phantom max hit?

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And would you hit your max hit or your phantom max hit on enemies you're guaranteed a max hit on?

desert arrow
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It could be a definite max or rounded up or down for the few that take max hits only. The combat dummy would be strange and perhaps a small board that could say : 37.65, 29.8 etc for each of the last hit of 3 attack styles. I dont think it would need a new hit splat I think we could deal with that or it could have a tinge for flair 🤷🏻‍♂️ I like flair.

vernal chasm
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Thought about this some more in context of the min & max hit changes, I don't like having a "max hit" & a "phantom max hit"

vernal chasm
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But here's an idea for how to make that extra 2 strength / 20% chance still matter - make your current max hit that much more likely

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So normally each damage roll has the same chance of being hit, but if you had more strength than needed & were eg 50% of the way to the next max hit, then the max hit damage roll would be 50% more likely to be rolled

lost ermine
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This idea makes complete sense. It sucks when str is useless when there isn't a threshold to beat. Full support.

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They want upgrades to feel meaningful? This is one of those ways.

desert arrow
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This format was to make it align as a dice roll^

vernal chasm
desert arrow
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I think it would have to be like this:
Max Hit: 35
Overclocked Str: +1 /4
Damage Roll on Npc : 25 + (25% roll chance of +1)

@vernal chasm

vernal chasm
desert arrow
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It simply means if you have +2 strength bonus and your next max hit is +4 it's worth bringing all your max str gear as you'll have 50% chance to get another +1dps per hit which will increase your average dps and means bringing max str is more favourable and fun than just bringing what gives you your max hit and leaving the rest at home. My new ferocious gloves with my current gear don't do anything for me seems a waste and with the suggestion of incremental 0.5% mage dps boosts and other current proposed 1% boosts this setup could mean even the slightest dps increase would count across the board and not leaves us with gaps and thresholds to meat and nor would items have to be weak/trash or op to matter. Essentially my max hit would be 55.5. 50% of the time I'll hit "X" , 50% of the time I'll hit "X+1".

desert arrow
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Phantom roll for an extra +1 Hit (Project Rebalance)

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Phantom roll for an extra Overclocked +1 Hit (Project Rebalance)

cloud mulch
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This is the reason they multiplied hits/hp by 100 or whatever in rs3 forever ago and I'd argue it makes more sense to just have a max hit increase, rather than phantom rolling for a potential max hit increase.

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+4 str = 1 max hit so instead of hitting 50, you hit 51
aka instead of hitting 5000, you hit 5100

+2 str = .5 max hit so instead of hitting 50, you hit 50.5
aka instead of hitting 5000, you hit 5050

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I just forsee the phantom rolling being annoying for one of the simplest (but coolest) updates we've received - max hit splats

surreal tundra
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Maybe accumulating decimal damage that translates to 1 damage once in a while

Minecraft does this, you can hug a cactus in full diamond armor and the damage is constant and extremely small, but does add up to a half heart of damage every couple of seconds.

Also effectively the same as multiplying health by 10/100, no visual change, all behind-the-scenes variables

vernal chasm
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But I think the "make your regular max hit 25-75% more likely" solution would be quite satisfying

vernal chasm
wet hound
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Runescape 2 solved this problem by changing the hitpoints skill to constitution, and multiplying all health, and damage by 10. However, I don't think many players, especially the purists would like that idea....

cloud mulch
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it did look very silly

wet hound
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Because the problem is somewhat connected with EoC, since EoC multiplied health by 10 again after the constitution update, I don't think the problem will get solved, unless it becomes big and obvious enough for it to drown out the cries of "EoC"