The concept of Blocking is being revised. Instead of say "Knight 80% blocking" it is broken down two fold:

- Attack accuracy
- Dodge chance

So 50% Attack accuracy against a guy with 30% dodge chance would be a 20% actual chance to hit. This is just an example.

Another would be 100% accuracy against 25% dodge, would be a 75% actual chance to hit.

If you guys are really interested and want to help, look at the Unit thread and implement this new blocking method. Currently I am going to make all units 100% accurate and then use the listed blocking for dodge chance. However post release this will allow additional tweaking over that of the previous game.

Please discuss anything relevant and post your ideas for breakdowns of accuracy/dodge. Something with minimal effort, but hugely relevant to me would be how you view this accuracy/dodge breakdown playing out with TAO units using the old stats if that's what is most comfortable to you. Like a Pyro should be 100% accurate, but a Berserker should be only 80% accurate.


Keep in mind this means an inaccurate attacker is more likely to be blocked and a high dodge is more likely to dodge. If we roll with extremes on these stats it is possible we have units that simply can not connect against other units.