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RE: Splinterlands - rework the miss %

I agree, it's often a pain, and one lost battle like this one stays longer in your heart and memory than when you win because of that. So the law of averages should keep the grand scheme evened out.

Besides that, as I understand it the current scale is linear, every speed difference gives 10 percentage points. How about making it exponential with a slow sloop? So only one difference does not have a big impact but the higher the difference the better the faster monster can evade?

Anyway, don't let yourself down, keep on battling 😉

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I like this idea! So it would look like this :
Difference amount:
0 - 0%
1 - 0%
2 - 10%
3 - 25%
4 - 45%

Also I'm not sure if this is the case, but does higher speed offset abilities like flying and dodge?
I'm also going to reiterate an idea I made in an earlier post. Monsters with the same speed should all get their attack in before dying. No more of this RNG who-goes-first bullshit. That would also let the devs put in a "first strike" ability, like in Magic the Gathering.

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