by Zukt » Wed Jan 31, 2007 10:29 pm
Dtouch should be 85-86 before brothers. At 81% it doesnt make much sense to use except for mobs that cant hurt you if you miss... If its the most used avatar skill right now, its probably because most avatars dont understand it and the stats...
When dtouch is at 80% average and dgrip is at 90% average that means you miss dtouch twice as often, one out of five mobs. If those mobs hit hard at all, that means you'll have to recover and regen twice as often. Now if dtouch is at 85% ave, then miss rate is about 1/7th... you miss about 50% more than a grip and then the skills really are balanced in desirability. After all, dgrip inflicts 2 hitroll while gripped, hits 50% more often... very desirable on mobs that are going to take more than 1 round to die or in groups. Dtouch has slightly more splorking potential. Given a 1/5th miss rate, I might as well just grip and strike/wind/order.
I use it on some corpse runs, but those mobs cant hit me anyways.
[quote:3pmadmu4]I sincerely hope that I don't have to start supping a peri instead of a eudaemon or changing out cool hand gear for silver guantlets just to make it through the day here on sloth. To hit eq usually equals lame eq, just my two cents worth.[/quote:3pmadmu4]
That should largely be up to the area owner. The change was largely to provide flexibility to area owners. Its not terribly compatible with general stab mobs, but an area owner could have a number of mobs that have AC's just barely low enough so you have to use an extra hitroll eq, faerie fire them, or whatever, and they're worth a little more xp or dont hit as hard or something along those lines.
But really what its useful for is more choppy mobs... use a corrosive surge and a flames at midnight to keep everyone hitting it. Keep grace up. Set up autofaeriefire scripts... Not all areas will be affected by this, but it provides flexibility for builders to tweak mobs to require certain spells and lifts the effective cap on hitroll. Otherwise why have hitroll at all, and just have chars allways hit 95% of the time.
This makes the mud richer in flavor. It was sort of neat to come up on a mob that my pets were missing, and it was a significantly harder challenge even though Zukt was hitting it fine.