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This attack is harder to land but yields more damage. Thus if the toggle is on the "to hit" extreme, the player will strike the opponent with relative ease but critical hits will be rare. On the "to crit" end, the player will miss more Cabal Alz often but the attacks that do land will generate greater damage.
A balanced position would have a moderate chance to hit or crit. A player could adjust the toggle for different fights: against monsters higher than them they would seek to land hits while on low level monsters where hits would be easier they may slide the toggle towards crits. It could be class based as well.
A tank is much less interested in hits than crits, while most DPS are geared toward crits. Perhaps some classes can move deeper on the hit side of the scale while others can slide further on the crits.
All this is to say that armor protection doesn't need to be limited to a simple armor level - a basic statistic that players do nothing else with.
By merely applying a shield arc, position in combat becomes much more realistic and gives players more tactical choices.