Is the combat triangle outdated? - Project Combat (Episode 3)

Published 2022-06-06
-Project Combat-

It's been a long wait - episode 3 of Project Combat looks at accuracy and the combat triangle!

The EoC accuracy system is out-dated and hitting 0s randomly doesn't feel good. This video proposes a refreshed accuracy system that fits within the existing combat ecosystem.

-Timestamps-
0:00 - Introduction
1:29 - The Problems with Accuracy
6:04 - Proposing a New Accuracy System
12:10 - Problems & Concerns
16:15 - Incoming Damage
17:38 - Summary & Next Episode Teaser

-Credits-

Broll footage provided by Project Combat community members:

-Dakotah

-Links-

Project Combat Discord: discord.gg/Bm2zX9p8E3

All Comments (21)
  • @Zoykzmc
    I've always thought that rather than spalshing we should do proportionally less damage if we're missing accuracy, glad im not the only one
  • @El-Burrito
    Yoooo holy shit! Happy to see you managed to get this video out, just leaving a comment before I watch it :)
  • @santhiner
    Now if only the devs would listen to players and actually change a system from a basic level like this, instead of adding things to the game like ioth that make the game feel weird
  • @chi_pa_pa
    Great video. Big improvement over episode 2 because you focus more spotlighting specific problems with the existing system, and have a strong emphasis on avoiding disruption of current tools.
  • @Nyx__
    12:41 Looking forward to seeing your take on Hitcaps. In my opinion it's just a lazy way for developers to release new content and gear without feeling worried about things being too overpowered. Can't oneshot that AOD if you can't hit over 15k, you know.
  • @Mik-lr2yt
    Great video as always, super excited for the next one :D
  • @ianzhang8200
    Another way to make accuracy better could be to affect your dmg roll. I.e. when accuracy is higher than target defense, you're likelier to hit closer to your max hit. Similar to crit, but instead of forcing high rolls it shifts the histogram distribution of ur rolls. It'd make crit chance less relevant for low-defense targets, but I think that'd be OK.
  • One downside of converting a chance to miss to a constant damage scale down is that conveying when accuracy modifiers have reached their maximum effect may be more difficult. For example, the greater demons of ed4 guarantees all hits to land but reduces damage on what your accuracy would have been but how would you know if you would've had 100% accuracy so that you know your damage is not mitigated by that effect? How would you know that your affinity debuffs have reached their most effective and that any further debuffs would be wasted or how much excess accuracy you would have so you can convert some of the excess accuracy into damage through reavers ring? Would current accuracy calculators simply convert their calculated chance to miss into a damage modifier or would the algorithm be different?
  • I cant remember if it was mentioned but surely exceptions would be made with affinities for say the Dagannoth Kings and Rex Matriarchs? since using specific combat styles for each one is core to those boss encounters more so than just 1 style being encouraged over the others
  • @dive107
    My only question upon watching this is what happens with the fractured staff? This is already arguably the most powerful weapon in the game, and giving it flat 5%/10% crit buffs on certain monsters might equal a colossal amount of more damage. I don't have one myself, so most of what I know about its power is secondhand, this just seems like one of the things that might have fit into the Problems & Concerns section.
  • @ThaFrenchFry
    Yo they pretty much are doing this with greater demons in ed4! Not sure if it was becaused some jmod watched this vid or not, but I hope this mechanic makes into more content, retroactively
  • @MeriadocMyr
    While I agree with the sentiments, Accuracy is currently one of the few clear improvement a player can make. Unlike damage from various different abilities where it is hard to spot small improvements. So I feel like any of these cannot be implemented without making the game progression feel worse until other methods of progression are updated to be clearer
  • @2_Pi
    The "final damage multiplier" could also be accompanied by "half-splash" hitsplats like rago bombs and yakamaru, in order to visualize that your FDM is less than 1
  • @Slabfish
    As an osrs player it would be interesting to see how our community would react to this system, I like the ideas. The paralel between RS3 and osrs would be special attacks, people meme about blowpipe always hitting 0, people HATE missing important DWH/BGS specs. We also have the same problem with Devs resisting the creation of high defence monsters, magic defence calculations have made magic the worst combat style and confusing for new players
  • This series had made me realize why i don't like playing this game anymore. I have stopped my subscription until they at least address the worst of these issues