Because when the update starts it will be the 18th in japan
Because when the update starts it will be the 18th in japan
SE has never been very successful when it comes to converting dates. The update is going to be 2-4AM on February 18th for JPs, which means it starts at noon EST on the 17th for us.
Thanks! its just that i simply cant wait for the monstrosity adjustments
I approve the non-implementation of a new th knife, it would be limiting.
So according to the dev note translations it's too hard for them to do magic accuracy because it usings skill and int/mnd... but it's easy to do acc because it totally doesn't use skill and dex <.<. And the magic attack wut? It uses neither just throw out my MAB. Saying you need base stats in that is like saying you need weapon base dmg and str to figure out att
They're saying it's hard to make a unified magic accuracy stat, which is true because even if they somehow did that it'd be a totally useless number.
Accuracy uses skill and dex, yes, but only the skill and dex that the player has. Magic accuracy uses int and mnd of the opponent, in addition to the player's, in its calculation, so your magic accuracy stat would change depending on what you're casting on.
I'm looking forward to the pet attack and accuracy stats being able to give us new info into game mechanics.
I'm no expert but isn't macc different for brd too since chr is a factor. This likely further complicates things for an accurate macc stat. Maybe I'm wrong though...
I like that SE has actually come out on record and said "lolTH doesn't matter".
Wish they would have given an amount though? I don't even use TK anymore, but I wish they would have had a TH ring that only activates if you don't have TH weapon equipped. That would kill the TK right there.
It's pretty much confirming that what limited testing has implied for forever is more or less correct, that TH past III (II?) is something like +1% of the original drop rate. Obviously if you have like +10 in TH gear bringing a THF along is still a decent increase because all it takes is putting it on and hitting it once, but standing there and hitting something for 25 minutes for 1 level is a waste of fucking time.
Like I said, it has more to do with the fact that there's like 12 different magic skills in the game, they would need to display a different magic accuracy stat for every magic type, as well as splitting enfeebling into MND and INT, etc, which is why they said the unified magic accuracy stat would be difficult (more like impossible) to do. That's why they're considering only adding that stat that displayed the sum total from your armor and weapons but I'd honestly not mind just having a really long list detailing every magic type.
The other possible issue is that they have to separate magic accuracy by which skill is being used. Divine, Enfeebling, Elemental, Dark etc. They need to be listed/calculated individually for the text that comes up.
Edit: See post above!
Hit rate depends on your foe's AGI (as part of the foe's evasion), but accuracy itself doesn't.
Hit rate and magic hit rate work differently in changes to hit rate is linear with accuracy and foe evasion, while magic hit rate has a few different phases of rate of change that depend on how much MND/INT/CHR your foe has, and what your magic hit rate currently is.
Adding 1 DEX will always increase your hit rate by 0.375% (assuming you're not capped or undercapped), but adding 1 MND can increase your hit rate by 1%, 0.5%, or 0.25%, depending on your current hit rate and dMND is. Similarly, adding 1 magic accuracy can increase your hit rate by 1% or 0.5% depending on what your magic hit rate is.
Adding a listed magic accuracy stat would be near useless in the current game for several reasons:
1: The effect on your magic accuracy that MND/INT/CHR has depends on your foe, so having a listing of a stat that depends on what you're fighting doesn't make much sense.
2: Different spells have different natural magic accuracy bonuses and penalties (such as Flash having a huge bonus, and higher tier nukes being more accurate), so even a ballpark number would be of minimal use without knowing all these.
3: Mobs have different amounts of magic evasion for different elements and for different enfeebles, so even if you knew your ballpark magic accuracy stat and base magic accuracy of each spell, you'd still have to test each element/enfeeble individually to get magic evasion rates of a foe.
Ideally, I'd like SE to just let us target a mob, and give a spell to check. like, /checkparam sleep <t> on a mob, and it runs the numbers for that target, and spits em in log.
while we're at it... let checkparam tell us mob stats in general. <,< lvl, def, vit, agi, eva..... /dreams