These changes should have very predictable effects. All of the low-accuracy spammable attacks got a nerf (for example Crush was 28 dmg 80% accuracy, or 22.4 dmg per turn; now it's back down to 20 per turn on average). But most of the abilities that randomly had 90% or 95% accuracy now have 100% accuracy, with no nerf to damage (Tail Sweep/Alpha/Sweep/Death Grip/Ghostly Bite/Deep Freeze/Moth Dust/Feed). The various 80% accuracy abilities with cooldowns (Lift-Off/Burrow) all seem to have gotten a slight damage buff when they moved to 100% accuracy.Quintessence wrote:What can probably be tested is the impact of the accuracy changes.
You can see all the new numbers here:
The low-accuracy abilities with 'always hits' clauses are unchanged (Spirit Claws, Blood in the Water, Nocturnal Strike), and so they still get a buff from their associated set-up moves. But obviously Lucky Dance/Rain Dance are much worse now, since very few abilities gain any benefit from the +hit buff (aside from Cyclone, which is unchanged).
In terms of total damage output, the accuracy change should have a very small effect -- overall damage should go down, but only by a very small amount. The main effect should be to reduce the amount of variation that we can experience (ie you can't miss 3 times in a row with a 95% ability any more; instead you'd roll low on the damage range 3 times in a row, which is much less catastrophic).
AFAIK Darkness/Sandstorm are unchanged, and so are the various -25% hit debuffs. So we will still have accuracy-based randomness, just not as much.
As an aside, there are currently no changes to Haunt or Blinding Poison.