Red_Knight

02-25-2009, 05:59 PM

This probably has been asked many times in the past. However I'm thinking the game needs some sort of miss streak breaker code. Why? Well I just looked at my combat log from yet another attempt to run the same dungeon. I've figured out the enemies have an AC of 15, and I have an attack bonus of +8. So rolling a 7 or higher hits.

That's the problem. Fighting one armored skeleton I counted seventy out of one hundred attacks having a natural 1 as the roll. And thirty of those swings were in a row. There were also ten rolls of a natural 3, and ten rolls of a natural 5. Out of one hundred attack rolls only ten attacks rolled a 7 or higher.

I have a paladin with an attack bonus of 10. Against things with an AC of 15, he too has a nasty tendency to roll a 4 or less for 20 attacks in a row. In fact, out of the last twenty times I've tried using his smite evil (a total of +18 to strike with it) it's landed exactly once when used against enemies with an AC of 15. And I only break it out usually if I'm missing a lot. Somehow enemies with an AC of 15 are effectivly almost impossible to hit because the game's to-hit calculations decide that 1 is a extremely common attack roll on a D20. I don't mind missing. I don't mind rolling ones. But rolling thirty in a row, and missing ninety times in a row is a bit much against 'low ac' enemies.

I'm sorry, but that sort of rips probability a new one. The odds of rolling a natural 1 thirty times in a row are so low, it's not even worth bothering to calculate. And yet I see this happen quite frequently. Once a 1 gets rolled, the game's engine starts rolling 5 or less consistently.

My suggestion is as follows. Add in code to help reset the probability. Another game dealt with this type of situation by adding in code to force a hit if the player or enemy has missed X times in a row. For instance, let's say an enemy has an AC of 20, and your attack bonus is 10. You should hit half the time. Out of every ten swings, five should be misses at most mathematically. So such code would force a hit after five misses in a row. Such code should only come into play with miss strings. If your chance to connect is 50%, then the code would only come into play if you've missed X number of times in a row.

I'm not sure how this would be coded for DDO however since it's based on AC bonus and Attack Bonus instead of a set percentage chance to hit vs defense which lowers that chance by a set amount. Just an idea from a rather frustrated player..

That's the problem. Fighting one armored skeleton I counted seventy out of one hundred attacks having a natural 1 as the roll. And thirty of those swings were in a row. There were also ten rolls of a natural 3, and ten rolls of a natural 5. Out of one hundred attack rolls only ten attacks rolled a 7 or higher.

I have a paladin with an attack bonus of 10. Against things with an AC of 15, he too has a nasty tendency to roll a 4 or less for 20 attacks in a row. In fact, out of the last twenty times I've tried using his smite evil (a total of +18 to strike with it) it's landed exactly once when used against enemies with an AC of 15. And I only break it out usually if I'm missing a lot. Somehow enemies with an AC of 15 are effectivly almost impossible to hit because the game's to-hit calculations decide that 1 is a extremely common attack roll on a D20. I don't mind missing. I don't mind rolling ones. But rolling thirty in a row, and missing ninety times in a row is a bit much against 'low ac' enemies.

I'm sorry, but that sort of rips probability a new one. The odds of rolling a natural 1 thirty times in a row are so low, it's not even worth bothering to calculate. And yet I see this happen quite frequently. Once a 1 gets rolled, the game's engine starts rolling 5 or less consistently.

My suggestion is as follows. Add in code to help reset the probability. Another game dealt with this type of situation by adding in code to force a hit if the player or enemy has missed X times in a row. For instance, let's say an enemy has an AC of 20, and your attack bonus is 10. You should hit half the time. Out of every ten swings, five should be misses at most mathematically. So such code would force a hit after five misses in a row. Such code should only come into play with miss strings. If your chance to connect is 50%, then the code would only come into play if you've missed X number of times in a row.

I'm not sure how this would be coded for DDO however since it's based on AC bonus and Attack Bonus instead of a set percentage chance to hit vs defense which lowers that chance by a set amount. Just an idea from a rather frustrated player..