Unfortunately no, i don't have any experience with Disarm -- the Stealth Generator manages to look so much more practical/universal that it was a very easy decision which to pick. I only note it as a theoretical option, but, well. It's very theoretical.Did you take Disarm? If so, how often did you use it? How often did you want to use it, but it didn't work? I'm genuinely curious.
OK, let me try to explain in simpler terms.
You are claiming that the change to evasion "breaks the game and makes the smuggler class not work". You aren't putting any qualifiers there, regarding how it maybe affects the game at some specific point.
kneejerk reaction to "zomg, it's nerfed (and no longer pants on head retarded)".
Granted, am presuming that by "does not work" you mean what one could sensibly expect, i.e. some sort of "it's not possible to play through the game without exerting a lot of effort, or plain not possible at all".
So is, evidently, pearl clutching. On top of the hyperbole that served you so well in the discussion so far.Patronization is always a great opening gambit, what could possibly go wrong oh wait it already has.
That's largely pointless -- stressing the importance of evasion for the class doesn't change the simple fact even with this change being discussed the class remains functional and works, completely opposite to your claim the change breaks the game and prevents the class from working.Except for the claim that Evasion was part of class identity -- y'know, that claim. That you ignored. So except for that.
What i've expected and asked from you was to provide some solid evidence/examples of the smuggler class "not working" anymore with this change, in order to backup your arguable theorycrafting. It'd easily settle the matter in your favor. That you'd rather focus on some weak attempts at misdirection and ad hominem speaks for itself.Oh, good, abelism slurs on top of patronization -- that's what we'd expect from a good-faith actor.
For someone complaining about strawmen you're very quick to prop up some yourself.But in any event, your claim is that Smuggler shouldn't have high Evasion in the first place (...)
No, what you literally wrote was, i quote, "a low Evasion cap straight-up breaks the game and makes Smugglers not work." It's the exact thing i've replied to with my initial post.I never said that it's not possible to play through the game. I pointed out that it hurts Smuggler's class identity. Like, I literally said that.
So is, evidently, pearl clutching.
kneejerk reaction to "zomg, it's nerfed (and no longer pants on head retarded)".
That's largely pointless -- stressing the importance of evasion for the class doesn't change the simple fact even with this change being discussed the class remains functional and works,
export function rangedCombatMiss(attacker, target, attackerToHit = -1, missModifier = 1)
{ // The meleeCombatMiss is the exact same except it takes attacker.physique() instead of attacker.aim() // and that some things affect range attacks differently (like tripped)
//Immune!
if (target.hasPerk("Ranged Immune")) return true;
//10% miss chance for lucky breaks - luck overrides things like being stunned or target locks!
if (target.hasPerk("Lucky Breaks") && rand(100) <= 9) return true;
//Target Lock = no miss!
if(attacker.hasStatusEffect("Target Lock") && !attacker.isBlind()) return false;
//Immobilized? No miss
if(target.isImmobilized()) return false;
//Load up the evasion stat with modifiers:
var evasion = target.evasion() + target.statusEffectv1("Optic Blur");
var hitThreshold = (attacker.getClassName() == "PlayerCharacter" ? 5:10);
//D100 + aimBonus/2.5 + itemAttackBonus < 5 + targetReflexesBonus/2.5 + evasionBonus ??= Miss.
if(rand(100)+1+attacker.aim()/2.5+attackerToHit < hitThreshold+target.reflexes()/2.5+evasion) return true;
//Else hit!
return false;
}
hitThreshold
is always 10 when the enemy is attacking the player (meaning that the player gets an extra 5 dodge over all other NPCs).if(rand(100)+ 1 + attacker.aim()/2.5 + attackerToHit < hitThreshold + target.reflexes()/2.5 + evasion)
attacker.aim() = 50
and attackerToHit = 0
(no item/status effect bonus, like Fight Smarter
)hitThreshold = 10
)pc.reflexes() = 50
and pc.evasion() = 50
(The current cap.)rand(100) + 1 + 20 + 0 < 10 + 20 + 50
rand(100) + 21 < 80
rand(100) < 59
Lucky Breaks
it's overall a 63.1% chance to miss (or 36.9% chance to hit).0.59 + 0.1 - (2 * 0.059) = 0.631
(Or either the player dodges or Lucky Breaks
triggers)pc.evasion = 90
rand(100) + 21 < 120
rand(100) < 99
Lucky Breaks
it's overall a 99.1% chance to miss (or 0.9% chance to hit).0.99 + 0.1 - (2 * 0.099)
Lucky Breaks
; no matter what your evasion is. (I managed to dodge when I consoled my evasion to -100)Fight Smarter
)Lucky Breaks
) this is evasion by itself and doesn't fully evalulate Smuggler as a class.I couldn't really care about your performance, sorry.And what, no defense of the slurs?
That "take" was no pearl clutching but the aforementioned patronization. I wasn't faux-offended at your histrionics, but calling them how they appeared. And you'll have to excuse me, but you haven't done anything yet to convince me that my condescension was unfounded.Something you're very well-versed in; do recall that this was your take:
I've already quoted twice what you actually "stated clearly". There's no strawmen nor misreading involved, and it seems you know it, because you'd rather omit that part in your reply and just repeat the same vague accusations, than address presented counterargument. At this point you could've simply own up to this mistake, that what you wrote was bullshit that didn't convey properly what you meant to say, and that'd be the end of it.I stated clearly that the problem was the thematic function of the class and its abilities -- and you went off on a self-involved strawman about, effectively, "winning the game."
At first glance those numbers with 50 Evasion look reasonable.Some Calculations
- Sub in values:
rand(100) + 1 + 20 + 0 < 10 + 20 + 50
rand(100) + 21 < 80
rand(100) < 59
- The attacker has about a 59% to miss the attack (or a 41% chance to hit).
- With
Lucky Breaks
it's overall a 63.1% chance to miss (or 36.9% chance to hit).0.59 + 0.1 - (2 * 0.059) = 0.631
(Or either the player dodges orLucky Breaks
triggers)
I couldn't really care about your performance, sorry.
I wasn't faux-offended
but you haven't done anything yet to convince me that my condescension was unfounded.
I've already quoted twice what you actually "stated clearly". There's no strawmen nor misreading involved, and it seems you know it, because you'd rather omit that part in your reply and just repeat the same vague accusations
I stated clearly that the problem was the thematic function of the class and its abilities