Amber_Blaze

Citizen
  • Posts

    2
  • Joined

  1. I think I understand how the combat modifier works in the calculation. Basically it reduces the effectiviness of the to hit debuff. There are two factors that contribute, the rank of the mob (Min, Lt, Boss & AV) and the level of the Mob. Basically the smaller the number is the more the debuff is resisted (making it less effective).

    If I plug those numbers in it all seems to work (well kind of, I got a slightly different value for a +3 lt at 36.49% compared to 36.51% in the examples)

    Here are the numbers:
    <font class="small">Code:[/color]<hr /><pre>
    Mob rank
    Min Lt Boss AV
    0 0.1 0.2 0.3

    Mob level
    +0 +1 +2 +3
    0 0.1 0.2 0.35
    </pre><hr />

    To calculate the combat modifier you do the following:
    (1 - Rank resistance) * (1 - Level Resistance)

    These are the numbers
    <font class="small">Code:[/color]<hr /><pre>
    Level Min Lt Boss AV
    0 1 0.9 0.8 0.7
    1 0.9 0.81 0.72 0.63
    2 0.8 0.72 0.64 0.56
    3 0.65 0.585 0.52 0.455
    </pre><hr />

    So as an example the to hit debuff is only 81% as effective against a +1 Lt as it is to a +0 Min and it's effect is weakened again by the +1 Lt's accuracy modifier.

    The accuracy modifier is also based on rank (min 1, lt 1.15, boss 1.30) and level (+0 1, +1 1.1, +2 1.2, +3 1.3). Again multiply them together to get the actual accuracy modifier. E.g. A +2 Lt's accurary modifier would be 1.15 * 1.2. The +1 Lt's accuracy modifier would be 1.15 * 1.1 = 1.265.

    So putting the numbers in (0.4375 is the quoted to hit debuff) for a +1 Lt you get:

    (0.5 - (0.4375 * 0.81)) * 1.265 = 0.1843 or 18.43% (actually 0.184215625, I'm guessing it is rounded up)

    Given that when you plug these numbers in we are actually a little bit worst off over all (a nerf) how about reducing the rank resistances (since these appear to be new) to 0, 0.05, 0.1 &amp; 0.2 or even -0.05, 0.05, 0.1 &amp; 0.2

    If you work out the numbers for RI again with the new rank resistances you get the following to hit chance (after the debuff)

    <font class="small">Code:[/color]<hr /><pre>
    Level 0
    I6 I7 I7-rank res redux
    Min 5.00% 6.25% 6.25%
    Lt 5.66% 12.22% 9.70%
    Boss 13.13% 19.5% 13.81%

    Level +1
    I6 I7 I7-rank res redux
    Min 8.32% 11.69% 9.52%
    Lt 15.85% 18.42% 15.93%
    Boss 23.23% 26.46% 20.82%

    Level +2
    I6 I7 I7-rank res redux
    Min 18.5% 18.00% 15.9%
    Lt 26.03% 25.53% 23.12%
    Boss 33.50% 34.32% 28.86%

    Level +3
    I6 I7 I7-rank res redux
    Min 31.28% 28.03% 26.18%
    Lt 38.31% 36.49% 34.36%
    Boss 46.28% 46.05% 41.25%
    </pre><hr />

    If you did that or a similar tweak this stops being a slight nerf and becomes an overall buff especially at the higher +2/+3 levels where it matters most.
  2. Amber_Blaze

    Accuracy

    [ QUOTE ]
    I stand corrected.

    This was PM'd to me by a user who got the info from Pohsyb.
    [ QUOTE ]
    The streakbreaker will force a hit if there has been a long series of misses (only for heroes)

    ACC / Length of miss streak before we force a hit
    &gt;90 / 1
    80-90 / 2
    60-80 / 3
    30-50 / 4
    20-30 / 6
    10-20 / 8
    1-10 / 100

    The random number is calculated simply by the C stdlib rand().

    [/ QUOTE ]

    [/ QUOTE ]


    It's interesting to understand how this stuff works. While playing last night I attacked a mob and missed three times in a row. Remembering this thread and judging that my accuracy (for all my attacks) was probabbly in the 60% - 80% range I expected the streak breaker to kick in and make my next attack an auto hit. Since I was lowish on health rather than fire off my next attack I decided to fired off my twilight grasp instead. It hit, I got healed and I went on to defeat the mob. In the very next fight I had another three miss streak so I did it again and again the heal hit. It could have just been luck but this seems to be an example of how knowing how the numbers work gives us an advantage. Now I'm thinking that if I can judge the net accuracy of my attacks (experience required I guess) and I get a miss streak I will pick an attack that I really really want to hit rather than the one that just happens to be next in the chain.