About the to-hit formula (I agree absorption should be a flat value), first choice is whether to make it linear formula or relative (or whatever, with a curve type graph). Buffs and such boost much more in linear formulaes, as well as they are much stronger in "low end". Which could work good, as a heroism+berserk if you have troubles hitting would really give a good boost. Whereas if you already are quite high hit %, it doesn't matter that much if it is 85% or 95%. Just thinking out loud.
The current one is "easy", as in you can't really break it with bonuses to hit etc. It's also quite boring, which is the downside of easy.
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