Re: Critical Chance changes from v0.6.10 to v0.6.11
Posted: Sun Apr 22, 2012 7:52 pm
+1lady black wrote:But most of the effects do not actually do anything during the battle in which you get them. The main effect is during the next 5 or 10 rounds, when the monster will be dead. So how do you give a monster an effect? If you give him a bleeding wound, what happens? Does he lose one extra HP from blood loss? Big deal! It certainly does not make up for a one hundred HP loss from a critical hit that didn't happen.
I am OK with my ECC being half of my current CC, I just don't see the point in wasting programing time on adding effects that will not do anything to the (already dead) monsters. Chaotic grip and fatigue are the two effects that take effect immediately, so they might be useful, reducing the monster's ability to harm you or increasing your ability to harm it. Except for those two, and whatever "stun" might be, I would say forget about causing monsters effects in place of our critical hits. I don't know what stun is, but it sounds like it should start during the battle that causes it, so it would also be useful.
Well said, great points here lady black!