Alright, I've started my review of "Cannot Miss" abilities.
At present, there are right around 60 Cannot Miss abilities in Demon. Here is the planned disposition of each, effective next build. Numbers may not be final, but they are probably not toooo far off.
No Changes (41 abilities)Agony, Arctic Veil, Autoantipathy, Bane, Blight, Censure, Cull, Dark Veil, Ego Theft, Exorcism, Fan Flames, Fiery Veil, Filth Call, Goad, Halo, Heavy Guard, Humble, Life Drain, Life Siphon, Light Veil, Malice, Major Pain, Mind Blast, Mind Scream, Mind Spike, Mind Twist, Minor Pain, Punish, Rage, Retch, Sanction, Smite, Spiny Veil, Spite, Static Field, Storm Veil, Sure Shot, Sure Slice, Vigor Drain, Vigor Siphon, Wrath
Not a lot of surprises here: as I said before, Light, Dark, and Mind are largely getting to keep "cannot miss" as fair payment for the fact most of their abilities are conditional (Light & Dark), have cooldowns (Light, Dark, Mind), and/or are unusually low Power (mostly Mind, but Light and Dark in a few cases.) The exceptions generally follow this rule as well (Veils can be considered conditional on being hit at melee, for example.) Sure Shot and Slice remain because it was kinda the point.
Finally, Drains and Siphons were allowed to stick around in "cannot miss" land mostly I just couldn't make it make sense in my head for them to use Agility: but as non-conditional, non-cooldown based "cannot miss" attacks, they have been paying and will continue to pay a high price in terms of SP cost (this cost is easy to see when you compare Sure Slice, a 15 SP 70 Power "cannot miss" melee attack, with Feral Claw, a 5 SP 70 Power attack that is aimed normally.)
Can Now Miss (7 abilities)Avalanche: SP cost reduced from 30 to 25, Power increased from 70 to 85.
Cyropulse: SP cost reduced from 20 to 15, Power increased from 55 to 70.
Earth Break: SP cost reduced from 30 to 25, Power increased from 55 to 70.
Electropulse: SP cost reduced from 20 to 15, Power increased from 55 to 70.
Frost Ring: SP cost reduced from 25 to 20, Power increased from 55 to 70.
Hail Storm: No change. (SP cost was inadvertently lower than intended to begin with!)
Pyrokinesis: SP cost reduced from 20 to 10.
These seven abilities have been stripped of their "cannot miss" status. While they will use and can be defended against by Agility now, they are also no longer paying for the "cannot miss" flag, so almost all of them have seen significant buffs in Power and to a lesser degree in SP economy. The one exception is Hail Storm, which was already cheaper than it should have been. Whoops.
Attenuation (5 abilities)Burning Star: Power increased from 70 to 85.
Chilling Blast: Power increased from 55 to 70.
Fireball: Power increased from 55 to 70.
Flame Orb: Power increased from 55 to 70.
Snowstorm: Power increased from 70 to 85.
Attenuation is a new mechanic being added in the next build: it reduces the damage dealt by area effects based on the defender's distance from the 'origin point' and the defender's Agility. Notably, attenuated attacks still "cannot miss" and still do not use the attacker's Agility.
Distance from 'origin point' defense: 0% at the 'origin point', up to a 50% reduction at the furthest affected points.
Defender Agility defense: Acts as a multiplier for distance from 'origin point' defense, but only if positive. So a character with an Agility bonus of 50% at the furthest edge of an attenuated blast would receive a 75% reduction (50% + 50% of 50% = 75%) Note this part of the defense can be 'turned off' by certain status effects (probably Sleep, Shock, Stun, Paralyze.)
Attenuated attacks still pay for "cannot miss" status... but are compensated for having the attenuation effect, and this is reflected in the Power increases above.
Breath Weapons (8 abilities)Fire Breath: SP cost reduced from 30 to 0.
Holy Word: SP cost reduced from 30 to 0.
Ice Breath: SP cost reduced from 30 to 0.
Mighty Roar: SP cost reduced from 40 to 0, Breath Cooldown increased from 4 to 6.
Poison Breath: SP cost reduced from 35 to 0, Breath Cooldown increased from 4 to 5.
Putrid Breath: SP cost reduced from 35 to 0, Breath Cooldown increased from 4 to 5.
Storm Breath: SP cost reduced from 30 to 0.
Unholy Word: SP cost reduced from 30 to 0.
Breath Weapons are also gaining attenuation as described above, but I called them out in another separate listing, because, as is already clear from the changes detailed within, something else is going on.
Namely, I decided to re-evaluate how much I charge for SP-based Power effects and sharply decrease it.
As you can see above, breath weapons now cost 0 SP across the board, and have cooldowns of 4 to 6 (depending on what status condition, if any, they also inflict.) The 0 SP thing may not stay at 0, but it isn't likely to go up very much if it does.
And, that's about it. Approximately 2/3 of "cannot miss" abilities are sticking around as is, the major changes are mostly to the Impact, Fire, Ice, and Electricity ones and breath weapons. But, I think this will be enough to give Agility a good nudge up. If it's not enough, we can always look at other changes later.
Feel free to post comments, questions, feedback, etc. and thanks.