Fencer Archive
Thread: relation between accuracy mods and dodges/blocks/counters?
Forgive me if this has been detailed in a FAQ, but I didn't see it, so..
I'm wondering whether dodge/block/counterattack have anything at all to do with accuracy, or whether they are entirely seperate checks. I would kind-of expect the latter, but it might be worth doing some testing on? I.e. does your dodge rate change at all when being targeted by someone with +50 accuracy with their weapon as compared to someone with +75 or +100?
Doing a quick board check before I run off to work. Yes, accuracy of one opponent impacts the dodge/counterattack/block success of the other.
I'll explain more when I write this up for the FAQ thread.
Well, I've fought various levels of Maulers. As the level of the Mauler increases, so do the abilities of my opponent to "counter" my moves. When fighting a Mauler Acolyte or Apprentice, my specials almost always get apllied. When fighting a Lord or Master, my effects get applied much less often, or wear off much quicker. Ergo... ...opponents (creature & NPC) have offensive/defensive mods just as we do.
What would be REALLY nice, is if we could read those mods in the examine panel. As it is, we get basic protection/vulnerability levels. However, being able to determine if the opponent has very high resists to Dizzy, Blind, etc. would be extremely helpful.