need opinions on dodge/critical

sithin

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ok so im thinking about doing a dodge/critical system that is based on your agility, and can be inhanced with spells and items (e.g boots give +1 dodge)
however im stuch between to ideas.
should i
A. make the items and spells that give + %?
like gloves will give a player +0.5% crit.
or
B. make a subsystem that figures out the % on a dodge / critical rateing (like wow)
so lets say gloves will give a player +10 crit rateing
but the system will make it easy to gain % at the start but harder later
e.g each +dodge rating from 1-20 = +0.5% from 20-40 = +0.1% .ect
so if a player had lets say 27 dodge rateing and 12 crit rateing he would have a
10.7% dodge and a 6% crit change (i think thats right)

please post any opinions or other ideas that can make this system ROCK!
 

Komaqtion

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I think B!
Though it's taken from WoW, it's still a quite good system, since it makes you have to think "A little" more ;)
 

sithin

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cheers mate, yeah its taken from wow *sigh* i know :p how ever it will be totaly rebuilt by me so i guess its sorta (little) like mine :)
 

Pharaoh_

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You should be aware of two factors:
1) It is easier to trigger and it is quite more understandable to players, which is relevant to the Warcaft 3 machine [critical and dodge work with percents in default warcraft as well]. You could do it with simple GUI knowledge.
2) It requires a "Critical Modifier" table. Which means advanced triggering knowledge, vJass for sure. E.g. 20 Agility -> Modifier: 1.5, 21 Agility -> Modifier 1.6, and so on.

Since i am about to implement one of this types for my map, i worked on the second so far; it is easier and faster to detect i think.
 
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