Thanks!|||The fine folks in the Statistics forum could probably help you a great deal. I'm more of a game experience guy than a stats guy. I believe the range of your weapon may have something to do with it. When levelling my Single Player Frenzy barb, I noticed I would sometimes be swinging and missing multiple times, until I repositioned myself slightly closer to the targeted critter. May be worth a shot. I'm sorry I'm not of more help, and welcome you to the forums!
Edit: I noticed it most when using dual Bloodletters, which have a range of 1.|||Ya I've noticed that. I just don't get why my barb would naturally orient himself so far away. Plus when he is far away he can still sometimes hit, just the percentage is a lot lower and the enemies still hit even though their weapons are shorter. I guess I just have to get used to repositioning. I'm actually pretty happy there won't be AR in D3
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Thanks for the welcome! I was expecting these forums to be more active, though I'm sure that'll change once the beta comes out
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Apart from that, you have to hit the enemy (at which you have a 80% chance) and then the enemy must fail at blocking the hit. Many of them aren't that good at blocking, but a few have a good chance. The chance to block cannot be reduced by any means.|||Quote:
but a few have a good chance.
Some good blockers, from personal experience:
- melee skeletons
- Doom Knights
- melee rogues (those with axe + shield)
- melee desert cats
- Fallen types (those with shield, not the torch carriers)|||Quote:
Some good blockers, from personal experience:
- melee skeletons
- Doom Knights
- melee rogues (those with axe + shield)
- melee desert cats
- Fallen types (those with shield, not the torch carriers)
I'm glad you pointed that out because I was getting extremely frustrated earlier today with those skeletons and desert cats (I'm in nightmare Act 2). And even when I stun them they still manage to dodge/block half of my attacks :S
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