there are more effective ways to fix arena as opposed to fatigue, ie:
-penalizing stats for no thought all armor or all def sets
-auto hitting after 10 rounds in def vs def sets instead of relying on first to 2%
-similar actions for armor vs armor or armor vs def
Boo this will make attack stats more than already useless ...
So if i think for something else other than fatigue system
Will be chance to hit increases and decrease for miss on every 20% higher attack stats than opponent attack will increase chance to hit first by 1% and -1% chance to miss...etc
example > Player A (1200 attack) vs player B (1000 attack) Player A should have 3% chance to hit and 1% chance to miss while player B still have 2% chance and 2% chance to miss
So this is good for defense VS defense ..attack will be good point ..
then armor vs armor same scenario more attack than ur opponent mean u will not miss alot...
Now armor vs defense
So if the defensive player got 20% higher attack then armor player will have less chance to hit...etc usually for non moves armor wins against low damage defensive players... so its need high dmg with defense to kill armor in on moves...
I got this idea now while reading the feedback lol
Its just and idea i don't think its will get implemented but i prefer it if fatigue system didn't get implemented