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RE: Snaps Container // 1737653760

in Snaps5 days ago

In #splinterlands,speed differential shouldn't stack on dodge and flying miss chance. It should either be a second roll or should be able to cancel the other miss chance. Example an attacker with a +2 speed advantage attacking a card with dodge would have a 5% chance of missing.

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I think this is an interesting idea but I do like the simplicity of it today. Being able to stack allows for the this speed meta exist as a control method but he game has a direct counter in true strike so it's not "unbeatable".

It's not that it's unbeatable, it's just inappropriate. If it makes sense that speed is stackable on top of it, then it should also make sense that it can subtract from it. The answer is that it doesn't really make sense to stack speed. It should therefore be a separate roll.

But I do see how the rest could still stack, just not speed.

Or it should be a separate roll.

Example: attacker with -2 speed against a card with dodge would have 2 rolls to miss. One with a 25% miss chance and one with a 20% miss chance if either one misses its a miss. This would result in a 40% miss chance instead of 45%.

I understand your logic, but I don't agree with your point.

Speed should be kept separate and should stack on other evasion abilities like blind, flying, and dodge in a single attack.

If it stacks one way, why wouldn't it stack the other way. It makes no sense that it can be added to but not taken away.

Is a fast cat not more likely to have a successful attack on a bird than a slow one?

Speed should not affect the differential for other evasion abilities.

A faster monster still is 25% to miss a flyer. I think this makes total sense.

Only if it were a separate roll. I could understand a separate roll that a dodge monster gets. A 25% miss chance and if the attacker rolls a 25 or less they miss. If they rolled higher than a 25, then there would be another roll based on speed.