Hi Nate,
People that know me here (from other game) know that i am always about MATH and statistic. That why i am usualy called The Teacher (i usualy help people on math and build).
Now i come to understand some unbalance on the way the maths on this game are working. First one is GV.
This skill is suppose to increase u chance of getting bleeding wounds out your opponent.
But i check the way it's work and it seem it is myltiplying the initial base % of the weapon and NOT increasing the % by a clear %.
Exemple (on hypotetical increase chance of lvl 5 GV)
So if sword have 20% base chance (B) and each lvl of GV give let say 10% :
-Way it seem to be calculating : B(1+0.10Gv lvl)= 20%((1+(0.10 x 5))=30%
So if mace have 1% base chance (B) and each lvl of GV give let say 10% :
-Way it seem to be calculating : B(1+0.10Gv lvl)= 1((1+(0.10 x 5))=1.5%
THAT RIDICOULOUS (or again skills and weapon should be accuratly described.
The way it should be
B+ and not Bx
So in the same examle base whit this new formulafor a sword against a mace it would be :
B+(10% x lvl of gv)
So at lvl 5 base on let say 10% increase by lvl:
-Sword would be : 20%+(10%x5)=70% chance to draw blood
-Mace would be : 1%+(10%x5)=51% chance to draw blood
STILL blade will draw more blood base on attack speed and base bleeding % but at least the skill will be ALWAYS usefull and FAIR to every style of theatric weapon.