Low chances to hit like this one are a pretty common sight. |
5. Hits, misses and critical fails
In Lords of Xulima you have to get used to hit rates around 70% and a slim chance of around 2% to hit yourself with your attack due to a critical fail. Much has been said about this, and it has rarely been positive. The bottom line: these things take control away from the player (especially critical fails) and lead to spikes of frustration. It is especially hilarious if you critically fail with an Envenomed Strike, poison yourself with it and then the character dies to the poison.
On top of
that, hit and evasion statistics are also very convoluted mechanics. “+2
damage” is a pretty obvious benefit and it´s easy to calculate how useful it is. In
the case of “+5 Accuracy rating” you would need formulas and a calculator and
compute it individually for every kind of enemy to even get a basic idea about
whether it is actually useful.
Can you tell me if 123 attack rating is enough to hit an enemy with 70 evasion with a higher chance than 70%? |
Modern
approaches to this issue try to replace the misses with something more
rewarding and fun. Full misses were replaced with glancing blows/ fumbles in Torchlight
2. Instead of doing 0% damage with a miss, a glancing blow would still deal a
small fraction of damage. There was also a skill to reduce this damage penalty
on glancing blows.
The Fumble mechanic found in Torchlight 2. |
Critical
fails could be replaced with the chance to perform an additional attack. That´s something I could imagine for a Lords of Xulima sequel. Now
you may wonder whether this would make characters too powerful. And the answer
is: no. Through the power of math you can adjust all these events and
calculations to get to the same DPS as with the archaic “hit and miss” mechanic.
And I think we can all agree that an additional attack feels so much more satisfying in comparison to a critical fail.
Just a
quick example: if a character deals 100 damage per hit and has a 50% hit chance,
you can change it to 50 damage per hit and a 100% hit chance. Both iterations
would deal an average of 50 damage per hit but the second one would do it much
more reliably and feel less like a gamble. This was a pretty basic example but
it can also be applied to the chance to perform an additional attack and what
other exotic mechanics that you can come up with.
Were you annoyed by the frequent misses or should they return in Lords of Xulima 2? Or was your party so expertly crafted that you never experienced any issues?
Part 1: The food system and non-combat skills
Part 2: Getting loot, item enchantments
Part 3: Side-quests
Part 4: Hits, misses and critical fails
Part 5: This one is found in the subscriber-only area. Subscribe to the blog
Part 6: Gaulen the Explorer, the main character
Part 7: Difficulty settings
Part 8: Game balance
Part 9: Wishes from a veteran Might and Magic player
Were you annoyed by the frequent misses or should they return in Lords of Xulima 2? Or was your party so expertly crafted that you never experienced any issues?
Browse the complete wishlist
Part 1: The food system and non-combat skills
Part 2: Getting loot, item enchantments
Part 3: Side-quests
Part 4: Hits, misses and critical fails
Part 5: This one is found in the subscriber-only area. Subscribe to the blog
Part 6: Gaulen the Explorer, the main character
Part 7: Difficulty settings
Part 8: Game balance
Part 9: Wishes from a veteran Might and Magic player
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