I posted this in the Tavern thread about Block/Parry/Evade etc but with how the thread had devolved mostly into arguing about whether or not defensive builds were ever viable on DAoC I figured I'd post the question here by itself.
In the previous thread Gruenesschaf mentioned that there was a move away from a pure RNG for hit/defense mechanics in the game to a card based system.
Gruenesschaf explains it as below
As Gruenesschaf explains, in a separate post, over a long fight or a large number of fights the overall amount of blocks/parries/evades will stay the same as if the game was just using a pure/normal rng system.
But I'm wondering how this effects long style chains. Because while previous to the change you could always get bad streaks of blocks etc. you had as much of a chance to hit with your 1st or 2nd style in a chain as you did with your 3rd or 4th, and in fact on many long styles your To-Hit bonus was higher on the final styles so your chance of hitting with those styles actually went up. But now, assuming you've hit with your 1st style of the chain each subsequent style is less and less likely to hit than it would in the previous system.
For certain classes like Reavers and VWs, long style chains give some big benefits to themselves in a long fight either through procs, high GR, or a combo of the two.
I'm wondering if the change does in fact impact long style chains like I think it does or if I'm overlooking something with the card system.
In the previous thread Gruenesschaf mentioned that there was a move away from a pure RNG for hit/defense mechanics in the game to a card based system.
Gruenesschaf explains it as below
gruenesschaf wrote: ↑Tue 26 Mar 2019 5:20 PMYes. Many games basically move away from normal rng for that reason, a well known example would be dota with their PRD (increasing chance on every failure until success then reset to much lower than listed chance, averages out to be the listed chance but with reduced streaks). Another example would be a card system, where all possible solutions are in a bag and every random roll draws a card making that particular card unavailable for subsequent draws until the bag is empty. We're using PRD for crits / procs and since this change the card system for defensive rolls, for most of alpha / beta we used a card bag per defense type for those rolls and since launch it was normal rng (except miss / resist).
As Gruenesschaf explains, in a separate post, over a long fight or a large number of fights the overall amount of blocks/parries/evades will stay the same as if the game was just using a pure/normal rng system.
But I'm wondering how this effects long style chains. Because while previous to the change you could always get bad streaks of blocks etc. you had as much of a chance to hit with your 1st or 2nd style in a chain as you did with your 3rd or 4th, and in fact on many long styles your To-Hit bonus was higher on the final styles so your chance of hitting with those styles actually went up. But now, assuming you've hit with your 1st style of the chain each subsequent style is less and less likely to hit than it would in the previous system.
For certain classes like Reavers and VWs, long style chains give some big benefits to themselves in a long fight either through procs, high GR, or a combo of the two.
I'm wondering if the change does in fact impact long style chains like I think it does or if I'm overlooking something with the card system.