Can we reorder the tanking code back to the way it was before, but with keeping the partial blocking?
So instead of checking if an attack goes through your armor (AC) first, then seeing if you defend the attack (which doesn't make sense to begin with). Checking if your defend the attack with partial blocks, then seeing if it goes through the armor.
This will address the problem with lower level characters not notching their defensive skills as well as improve the duration of illusionist displace (which is currently being chipped with every attack, not as before it was chipped by only attacks that go past your defensive skills).
Finally, it would make critical hits guaranteed, as they were before, as opposed to being defendable.
tanking
If thing swere done that way your defenses would be chewedd through like a hot knife throug butter. Don't forget that each attempt to block an attack lessens the chances of blocking the rest of the attacks in a round. So if you attempt to block _every_ attack, instead of jusst the ones going through your AC you'll lose your defenses much, much faster.
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I detest what you write, but I would give my life to make it possible for you to continue to write. - Some Guy Who Paraphrased Voltaire
Then, why not in addition, modify defense.
Make tanking multiple mobs the factor that decreases skill efficiency rather than only considering the shear number of attacks per round. It would make more sense that keeping track of 2 mobs that attack slowly be more difficult than keeping track of 1 mob that attacks quickly.
Make tanking multiple mobs the factor that decreases skill efficiency rather than only considering the shear number of attacks per round. It would make more sense that keeping track of 2 mobs that attack slowly be more difficult than keeping track of 1 mob that attacks quickly.
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Mysrel tells you 'daddy? No, I think you have the terminology wrong'
You tell Mysrel 'comeon now we both know i would be the top'
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