crate wrote:If you want to make ew1 more meaningful how about just doubling the effect of to-hit enchantment on weapon accuracy? (And correspondingly decreasing accuracy across the board for non-starting-weapons by 2 or 3 or something). You don't need to adjust starting weapons because they'd still get outclassed pretty easily by better weapons later on, and they don't need to be made worse.
I'm not convinced this is a thing that has to happen but it is a simple tweak.
(This is much like the stat gain mutations: 1 point was not very meaningful, so they got adjusted to 2 points per level and now seem meaningful sometimes!)
That seems like a good idea to me. It's at least a good place to start.
Right now, accuracy is in a very weird place. It kind of sort of matters very early on. Later on, because you get so much through your weapon and fighting skill, you're not going to see any difference between a +0 and a +9 weapon in any practical situation. With high EV monsters, maybe you'll hit 51% of the time instead of 50%, with low EV monsters, you hit 91% instead of 90%. It's meaningless in both situations.
But the presence of high EV monsters suggests that the player is supposed to be able to do something about it. Usually high EV monsters have lower hps than average, so the logical idea would be that you would use a lower damage, higher accuracy weapon on them. But in practice, the difference between the most accurate and least accurate weapons in the game is meaningless.
I think it'd be more interesting if my melee character types carried their big two hander for the normal EV enemies, but carried some smaller, more accurate weapon to deal with the killer bees and spriggans and what not. As it stands now, there's no reason to ever pick accuracy over damage. a +9, +0 weapon is worse than a +0, +1 weapon, and to me that suggests something should be adjusted.