Originally Posted by
the_one_dwarfforged
What is the point? To try and hit more. Once you start doing enough damage per hit, adding a few points of extra damage per hit becomes less of a gain than adding an extra attack every 20 rolls. Depending on stats/content, Precision is better than PA even if you don't need the Fort bypass.
I recently started playing the game again after a few years break. I have a long way to go before I start participating in real end game content again (I have most racial lives to acquire, going to unlock FW, IoD with grinded DDOP) but I am considering playing Wood Elf as my final life because of the +6% Accuracy bonus Elves get. If you did not know, I recently confirmed for myself that Precision and Elves' +5% Accuracy bonus does simply shift your to-hit rolls down one die per 5%. So, if with +150 attack you are grazing Mean Goblin (cr40) on a roll of 4, switching from PA to Precision will result in your roll of 4 becoming a hit instead of a graze even though your actual attack roll is unchanged. Because I do not own all content and am not on my final life I do not have the hands on experience to say how necessary these options are/will be, but they are certainly powerful and IMO very cost effective.
Regarding landing melee/ranged attacks in general, I think it is disingenuous and inconsiderate for melee/ranged players, any players, to simply have to accept that their character may simply be 80% effective. This is an issue all players, but especially caster players, have complained about before when DCs of current content were so high that even a perfectly optimized DC caster did not have 95% success rate on their builds primary function. That is not a fun game experience for anyone.
As it currently stands, I think the design intent (assuming that a coherent intent does exist) is for debuffs to be required to raise the hit-rate of physical attacks to 95% (Sunder, Mantle of Dread, Destruction). If my understanding of the current to-hit vs AC formula is remotely accurate, lowering AC by 1 is more meaningful than raising to-hit by 1 (also testing on the way in which Sunder's "-10% AC" functions would be good; does it actually modify target AC value or does it simply shift your to-hit values on the roll table per Precision?). I am not totally against this approach but I do think there are a couple of flaws both in the idea and the implementation.
1) For targets that are going to live long enough for physical attack hit rate to climb from 80% to 95% this system is fine, I suppose. Unfortunately it does not account for any scenario which is shorter, which is most of them. Landing Stunning Blow on a trash mob can be important in higher difficulties, but you only have an 80% chance to even attempt to meet the DC because melee accuracy is tuned around climbing.
2) Using a raid boss that is intended to be heavily debuffed to increase DPS, both in raw damage and in hit rate, that debuff progress is subject to a lot of randomness and failure. Applying negative AC modifiers still starts at an 80% effectiveness rate, so unless multiple people have these effects (which of course is more likely in harder content and raids (more players)) the stacking might be uninspiring, although I think that is more acceptable for passive effects. The real problem here, IMO, is Sunder. If Sunder is expected to be used then you need to invest in Sunder DC and Accuracy but you still won't have a 100% effectiveness rate because your hit rate before Sunder will still be ~80%. Additionally, without Improved Sunder the Sunder debuff is only 60% uptime max (ignoring 1s), which means every reapplication attempt of Sunder will not benefit from the reduced AC of Sunder itself. Given that this incentivizes Improved Sunder, I am totally ok with that, but even Improved Sunder has issues. Improved Sunder reduces for saves by 3, stacking up to 15, which helps increase meeting the DC, and the debuff from Improved Sunder lasts 12 seconds, which is 2 seconds longer than the CD of Improved Sunder. Unfortunately the debuff is still not going to have 100% uptime because of the inescapable 1s mechanic and you will have an 8 second stretch of downtime. Obviously this is alleviated with multiple applicators of this effect but it still feels bad on an individual basis.
I definitely think this system needs to be re-examined, especially as it relates to special attacks. There are multiple levels of failure involved, some cannot be addressed at all, some cannot be addressed adequately, and when combined with 10, 15, even 30 second CDs, results in a punishing experience, at least in my opinion.
Some suggestions for possible solutions:
-feat/enhancement/something that removes auto-fail on 1 for special attacks
-slightly increase sources of +% Accuracy
-lower CDs of physical special attacks (I think this should occur anyway)
-redesign formula or manually balance raid content so that quest content is easier to hit and 95% hit rate on raid bosses remains an effort/group effort