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Actually, there is another strategy -- don't do the missions. Or turn off bosses while solo. Or find someone to buff you with Fortitude/Forge. Or some other BS way to get around it. Avoiding the problem doesn't mean it's not there. I think for most people it's easier to dump the mission and avoid those factions than it is to make a stink about it.
I find it hard to believe I'm the only one who has had this issue over the last 5 years. -
Quote:Ok, let's say you're an INV/SS Tank. Or a DM/DA Brute. You maybe have one ranged attack. Maybe. And you're fighting CoT with Death Mages using their PbAoE tohit debuffs. Using reds does no good cause your chance to hit is 35%. Control or KB power, sure. Problem is they require tohit checks. 35%. Eliminate the debuffer? That requires being in melee, which puts you in the PbAoE debuff field. 35%.Here's a novel idea: use tactics.
Not the power, the strategy. You don't have yellow inspirations to counteract the -ToHit? Use reds and just defeat the target that's debuffing you faster. Playing a Brute? You usually got some kind of control or KB power, juggle the target(s). Playing a Stalker? Eliminate the debuffers 1st. A Corruptor? Kite until dead. A Dom? That's just too easy...It's even possible to wait out the debuffs...they don't last forever or always hit.
I'm not criticizing your abilities or anything but to me, it doesn't sound like you want to counter -ToHit, you want to completely trivialize it.
So I'm really keen to hear how, as a meleer with possibly 1 ranged attack, you would deal with 1 or 2 overlapping PbAoE -tohit debuffs as seen on CoT and Carnies. Cause after 6 years the best I've ever been able to come up with is run away till they drop the toggles.
Is that your brilliant strategy? Run away?
And yes, I want to counter 35-70% tohit debuff. Make it maybe 10-15%. Enough to slow me down a little, but not enough to completely neuter me. I don't think that's too much to ask. -
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Quote:Yes, but the smalls are only 7.5%, which isn't going to get you very far. The mediums are better at 18.75% (still would need at least 2 at a time), while the larges are a very respectable 37.5%.Insights (being the small, medium, and yellow inspirations) are pure tohit.
But are we then expected to have a full tray of Uncanny Insights every time we fight CoT, Arachnos, Carnies, or anyone else that can debuff tohit 35-70%? How exactly does one do that considering you can only buy them in WW (if you're lucky)? And what happens if you run out halfway thru a mission? Are you supposed to excuse yourself to go get more?
If you have to rely upon inspirations to battle every spawn in a mission something is wrong. -
Quote:I was never able to run it full time because of the really high end cost. But I know for some that's not an issue. Most of the time I used it to mitigate ridiculously overpowered tohit debuffs. Accuracy won't do it. Insights won't do it either. Only tohit negates them. And now that option is gone, which means fighting CoT, Arachnos, and Carnies is more trouble than it's worth.I'm not even sure where I stand on FA change. I believe ToHit is something that works best in a click power that you use when you need it. In a power where you just get +35% ToHit all the time, all defense is trivial all the time. However, if all you get is +5%, that's pretty pointless. At the same time, nobody at level 40+ needs accuracy (they need ToHit if they need anything).
So the old version was too powerful, new version is pointless. But I don't think ToHit in a toggle works very well anyway. I believe the use and mechanics of ToHit are better kept to click powers.
While the tohit debuff resistance is nice and can often reduce the amount of the debuff, there really isn't much difference between a 50% chance to hit versus a 30% chance to hit. Both will get you killed real quick if you don't run.
I'd be all for changing it to a click power (20 second duration, 90 second recharge) if the old tohit value was restored. What I don't want to see would be something like a 15 second duration and 5 minute recharge, cause that would also just be worthless. If you're fighting things with high defense or stacking tohit debuffs you have an entire mission's worth of them and need the buff for every spawn, not just once or twice per mission. -
Quote:So Focused Accuracy got eviscerated in effectiveness simply because he thought it made more sense for it to be nearly useless?Because he decided those effects made more sense with accuracy, not because he has a vendetta against tohit. +Acc shows up in focused accuracy, in the invention bonuses, and in the VEATs. Its not a wide-spread goal to eliminate tohit altogether: lots of things still have plenty of tohit and would have been easy to change if Castle wanted to change them.
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Quote:You are 100% correct.I'll attempt to bite on this:
I suspect, and those that are in the know can confirm this, that both the players and the critters all refer to the same attack mechanics in the game engine/data base and that there isn't a separate attack mechanic for players and critters.
SO, if you change the Clamp on the formula to 98% for us, it also make it so the critters will also have the same 98% to hit ceiling. So, not only could we hit them more often, but vise verse.
Mind you I could be wrong, but I suspect that's how it would work. -
Quote:If there is no aversion why all the changes after it was discovered he could do +accuracy?Actually, that sounds more like me than Castle. I don't think Castle has a strong aversion to tohit buffs in general, although he realizes the problematic nature of them in certain cases. I've never disliked tohit buffs either as a mechanic, but they have serious balance implications in PvE and different ones in PvP. So I've always believed they should be used only when their full effects are intentional. For example, if you're going to make a DE eminator that provides a 100% tohit buff, you'll be basically neutralizing defense and ramming everyone basically to the tohit ceiling. If its explicitly intentional that this hits non-defense sets a little and defense sets a ton, because that eminator is explicitly intended to be a thorn in defense sets' sides, then its appropriate. If its just supposed to allow the DE to hit more often in general, its probably not. The huge preponderance of -DEF debuffs in the game and their common proliferation is a general pattern that this principle is not followed, and one of the reasons why defense debuff resistance was essential to add to defense-oriented sets.
But conversely, I've always opposed players that have suggested changes to the game mechanics that *removed* tohit buffs as a mechanic from the game as a whole. There are circumstances where its outsized and disproportional effect appears directly intentional. For example, the tohit buffs in Aim seemed to be geared that way: that power is intended to ensure to a high degree that you hit what you shoot at most of the time regardless of most levels of defensive protection. This is something only tohit buffs can easily offer, and its not improper to allow when the full effects are intentional and properly balanced for.
But I don't think Castle has ever stated an aversion to tohit buffs in the general case. -
Quote:OK, this discussion has already given me a headache. After careful deliberation I do believe you could change the upper bound without changing the lower bound, but I think at this point an expert is needed.Not true.
The 95% to-hit ceiling has no purpose other than to represent the critical miss of a 1 on a d20.
The 5% to-hit floor has the very, very important purpose of ensuring defense does not make you utterly impossible to kill.
So, yes, not linked at all. You can change one without the other.
[edit] Also, against a target with soft-capped defenses, this proposal changes nothing, unless you have much more tohit than just enough to hit one 95% despite the defenses.
/em rubs magic math textbook
Arcanaville! Arcanaville! Arcanaville! -
Quote:You and your links! It's old news. I don't keep a database of what Castle says, and the forums are too prone to purging.I've seen no such indication of this. I'm perfectly willing to believe, I just need a link.
It goes something like this (and I'm sure Arcana can back me up): Castle has always disliked tohit buffs because they trivialize defense. But it was believed for a long time there was no other option because the ability to globally buff accuracy was something that couldn't be done. Then at some point he figured out it actually could be done (and always could be done), and powers like Focused Accuracy got nerfed into near-uselessness. Honestly I'm surprised that Rage hasn't been hit yet. This is also why all the IO global tohit buffs were changed to +accuracy bonuses.
Small amounts of persistent tohit seems to be okay (Tactics) Large amounts of very short duration tohit seems to be ok (like Aim and Build Up). Large amounts of long-duration tohit is now verboten, except in cases where access is limited to unique powers, such as Rage and Targeting Drone, and teammate-only buffs like Fortitude and Forge.
The part of this that irritates me the most is that tohit is the only way to counter the massive stacking tohit debuffs critters throw at us. And without access to any significant amount of tohit we have absolute ZERO recourse except to wait until the debuffs expire. It's especially brutal for dark characters as pretty much every single power requires a tohit check. It's a lose-lose situation every single time. And it's no accident. It's specifically designed to be this way. Which infuriates me even further. -
Quote:Castle has been wanting to get rid of tohit buffs for a long time. This would be the perfect excuse.There already is a hard cap. It's functionally irrelevant, until you fight nemesis and their vengeances or the +200% tohit DE quartz.
Lowering the hardcap on defense introduces more problems than you realize. Tower buffed Lord Recluse would be made trivial simply because of Tactics. The yellow mitos that can only be hit by melee attacks? Not anymore, because you can use Aim to get around it. Same for the blues that can only be hit by ranged.
Moment of Glory and Elude won't be worth a damn anymore when it comes to the +tohit powers they're needed to counter. -
Quote:This game. The issue being discussed is the non-random nature of the game's random number generator that allows one to repeatedly miss targets even though you have a 95% chance to hit. And how that 95% cap shouldn't be there to begin with. While you might disagree, that is the discussion.What game are you playing that this is an issue?
It would help you put this into normal context for stand +0/1 mobs and missions. "The game is balanced SOs" has been mentioned also.
If players are having such horrific stories of missing at these conditions, then yes, something should be done. If players are setting to +4/+8, fighting CoTs as an example, those are extreme conditions.
Why should a fundamental part of the game be re-written for those conditions? Especially when you can use IOs, get buffs, or use inspirations to offset penalties or minimize missing to the 5%. -
Quote:Defense and tohit are one in the same, just taken from opposite points of view. If you change the tohit formula you're also going to change the defense formula. It's the way the system is designed. Trying to change one side while leaving the other side alone would require a significant coding rewrite.It's not a matter of the formula. I mean, it is, partially. You can rewrite the formula, but the important part is the principle behind that formula. The caps were designed with each other in mind. This was purposefully done.
Remember, that would change the defense side of the formula too. As it stands, the last 5% of defense does as much for you as the first 40%. Adding another three on top will cut the remaining damage that softcapped characters are taking by an additional 60%.
If you're really concerned about the soft-capped defense crowd there are easy ways to balance them should it become necessary, such as a hard cap. -
Since tohit and defense are currently governed by the same formula, then yes, as it stands now removing the cap on either end would remove both. This is not to say the formula couldn't be rewritten tho.
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Quote:So what if the cap were raised to 98%?Or you hit with a few rad blasts that stack -defense.
It'd need to be something greater than 200%. Accuracy, -defense, and tohit are just far too easy to come by to come up with some meaningful cost here. My warshade can easily stack himself with over +50% tohit. Right there I'm at 125% chance to hit. Put in the standard acc multipliers and I'm over 150%. I have a ton of accuracy bonuses by accident which will end up with my final tohit at or near 200%. All on my own, and mostly by accident.
The 95% cap needs to be there, much as the 5% floor. If you take one away, the other no longer makes sense. We can't have characters with 50% defense becoming perfectly invulnerable.
Face facts: Everyone gets lucky. I don't care how good he is, I'm going to still have that chance to land a lucky blow. I don't care how good I am, that guy has a chance get out of the way in time. This is a comic book game, and the improbable happens all the time in comics. -
I'm sure it's long been purged. I think it was around I13, around when Shields came out and a few sets like Invulnerability were getting a pass.
People were complaining how he was adding useful abilities to unpopular powers in order to dissuade people from skipping them (for example, putting defense debuff and slow resistance in Grant Cover, a power that most people deemed otherwise skippable). His response was that he wanted every power to be useful and desirable, and that building your characters should be painful and rife with difficult decisions.
I'll see if I can find the post, but don't get your hopes up. -
Quote:Yeah, there was just a tad bit of sarcasm left in there from the last time I played my MA/SR scrapper with 55% defense who was killed after being hit 3x in a row from an Arachnos Bane.If 5% to hit is "for all intents and purposes zero" then a 5% chance to miss should equate to the same thing: practically nothing. And if they only have a 5% hit rate against you, not only can they not hit you 5 times in a row but they can't hit you even twice in a row, due to streakbreaker. All of this is just your perception of luck. It can be annoying, and it can also be really handy. Our human brains only focus on the bad luck though.
Quote:Also, I'm almost completely certain that no two creatures from a single spawn will run the same toggles at once -- I'm practically 100% sure they're coded so they don't all run painful toggles like these at the same time and create situations like you're describing. So either those Death Mages were from different spawns, or they weren't running their toggles all at the same time like you say.
I'm pretty sure I've had multiple Spectral Lords with stacked Chill of the Nights running. I'll have to pay more attention in the future. -
Quote:Not *bad* powers per se, but powers that weren't always necessary to take. Optional.Trying to defend the notion that there should be bad powers in a set is an unwinnable battle, from where I sit. ;p
For example, lets go waaaay back to pre-ED days. My main was an INV/SS tank. I was able to skip both the energy and elemental passives along with tough hide and unstoppable because I really didn't need them. I frequently had about 115% defense while fighting and capped out S/L resistance. So I was able to customize my build with all sorts of pool powers to give it some flavor.
After ED and GDN things were very different. With resistances and defenses cut to a fraction of what they used to be I could no longer afford to skip anything. So now I needed the 3 passives and Unstoppable. 4 extra powers and I was still less than half as mighty as I was. There went all those flavor powers. And it pretty much guarantees that all INV tanks will have the exact same powers. There is nothing that is optional anymore. -
Quote:It's almost a philosophical debate. In CoX the base is set low with the expectation that you're going to drastically improve certain attributes. In WoW and other games like it, the base is set high and attribute improvement is focused only in a few key places depending upon class.I'm guessing WoW and most other MMOs don't also have trivial ways to radically improve your chances to hit either. An even acc SO increases net chance to hit by 33.3%. How common is that in WoW? Build Up has +15% increase to tohit and is amplified by Accuracy. Inspirations fall frequently and the smallest of those boosts tohit by 7.5%.
The fact is that CoH has much stronger buffs and debuffs than any other game I've seen, and allow them to stack much more strongly than in any other game I've seen, and that works both for and against the players when it appears.
Way back when, I used to hunt the Rikti Crash Site (long before it became the RWZ) with my MA/SR scrapper, and one of the things I used to hear is that a lot of people didn't like to do that because of all the Paragon Protectors, many of which go MoG. It took me a bit of time to realize that what I was seeing was not what many others were seeing because I was two-slotted for accuracy (this was pre-ED, mind you) and ran focused accuracy. MoG was flooring other people, but not me, because I had "grown up" under perma-Elude and the old school I2 days of fighting +5s and even higher on teams, so I built for a lot of accuracy so I could hit things. MoGed PPs were hittable for me.
That's part of the options this game gives you. You can choose to expend effort dealing more damage per hit, or you can choose to expend effort becoming more accurate with each attack. In a game where everyone hits everything all the time, that choice is gone. Its a choice many players don't want, but others do. For the choice to become a very accurate hero (or villain) to be valid, there have to be things that are hard to hit.
Also, although its debatable whether the devs went too far in many cases, the very strong buffs and debuffs in this game are also there to provide players with stronger (as in more distinguished) choices in powers to use. If CoH was a game where the "base" performance was pretty high, and all modifiers to that base performance were fairly low, buffs and debuffs would be a lot less interesting. Tell someone in WoW you have armor that provides 6% better tohit, and that might mean something. Tell that to a CoH player, and they'll look at you funny. Because 6% benefit is considered small in CoH. It means you're going to hit about 6% more often (depending on the kind of buff it is). In CoH, I can buff myself from 75% chance tohit to 95% chance to hit with slotting, which is an increase in effective damage of 27% (95/75). Its a dramatic difference if I choose to slot my powers that way, so most people do. Giving up that flavor just so people can hit (almost) all the time is not something to do lightly.
Now one might say that extra flexibility in CoX is a good thing, but at the same time once the most optimized slotting ratio is met you rarely ever deviate from it. For example, most people are going to slot their attacks the exact same way -- 2 accy, 3 damage, 1 end redux (or perhaps 1 accy, 3 damage, 1 end, 1 recharge). If they're collecting IO buffs they'll use very specific sets with the same types of enhancements in order to get maximized accuracy, damage, recharge, and end reduction in addition to the set bonus.
So really, while one has the ability to enhance you character to be more accurate or to do more damage I'm going to go out on a limb and say that most people not only do both, but also strive to recharge faster and use as little endurance as possible. When we're all working towards the exact same set of stats then there really isn't any flexibility left.
It's the same argument that comes up every time Castle re-homogenizes a set. Instead of providing opportunities to have different and creative builds we all wind up having the same powers slotted the same way. When I first started playing CoX it was very common to take pool powers. Yes, you'll always go for Fitness and a travel power. But sometimes you'd take Acrobatics. Sometimes Leadership or Medicine. Sometimes even Concealment, Fighting, or just adding in Combat Jumping, Hurdle, Recall Friend, etc. But that flexibility is all but gone, mostly because so many powers have been trivialized. We're no longer able to skip 3-4 powers in a set like we used to and pool powers provide so little benefit versus the sacrifice required to take and use them. Flexibility is an illusion in CoX. Castle himself has said he wants building your character to be painful. Really? Again I ask, what purpose does it serve to frustrate your playerbase? Especially when your competition doesn't. -
Quote:I will do that. Because it happens a lot on low level characters, even with the beginner's luck buff and a few TOs slotted. I'll PM you anything that looks out of the ordinary. Hell, if just turning on the logs makes it go away I'll still be happy LOL!Do you actually have chat logs that show this behavior, over and over again? Seeing this often, as opposed to the one in a thousand chance its supposed to be, would be evidence of a broken random number generator. So far, every time I've asked for such logs, the problem disappears as soon as the person actually starts logging.
(You can enable chat logging in your options per character and have *everything* basically logged to local log files without having to do anything after that point, and the logs don't really take up significant space relative to the size of the game. This is an effortless way to see if the combat logs back up your perceptions of how often you really are missing.) -
Because stuff like this doesn't happen in WoW. And my previous comment about how rare it is to miss in many other MMOs compared to CoX.
Quote:2. At least you had a 5% chance to hit them.
Quote:3. An intelligent team of 8 level 50s should have no problems handling five death mages.
I admit it's pretty rare for stuff like this to happen to a team. It's much more likely to happen soloing, where your only option is to run away and wait for them to cycle off the debuffs. Carnies are terrible with this too, between the Dark Servants and their Rings of ******** powers.
My point is this: is it really necessary to have such powerful debuffs? Does it really make the game "better" in some way? If you're resistant to them then they're no big deal and you don't care. If you're not, then it's just pure frustration because there is often nothing to can do to mitigate it. Why on Earth would you willingly want to frustrate your playerbase? -
Quote:I wasn't as verbose in my previous posts as I could have been. I was trying to keep it brief. I can see how my comment about Rogues could have been misleading.I apologize for the tone, but not for the correction. Your post left the impression on me that you were intending to be either deceitful or ignorant in the mechanics in order to bolster your argument, and I would argue that the class was designed to hit less is inaccurate, and generally would toss the focus for that on the mechanic they generally use.
I will also agree that Cities critters tend to have comparatively more severe debuffs to accuracy/tohit than WoW critters do, though there are plenty of WoW critters with fairly severe ones, both as regular mobs and boss critters.
I also left talents and the like out because I was focused more on the implication that you never missed, at all, ever, 1-80. I apologize for the misreading. -
Quote:I was being accurate. Base chance to hit with weapons in WoW is 95%. With spells it's 96%. In CoX it's 75%. Fight a +3 critter and your chance to hit with weapons is 92%; spells, 93% (+3 raid bosses ~83%). In CoX it's 48% against critters with no defense. Add in defense, such as many bosses and even a few LTs have, and that 48% drops fast. And let's not forget that CoX accuracy tops out at 95%. WoW currently has no hit cap, meaning you can easily hit 100% of the time. And with decent armor it's very easy to get an additional 2-3% chance to hit on top of the base. There are also a number of talents available to various classes to further increase your hit rating and/or chance to hit.Rogues are not designed to miss a lot. They have the same miss chance on white attacks as any other dual wielder. That's 24% base, 27% against a Boss-class enemy. It is simply more prominent because the rogue has no other options to fill both hands other than dual wielding. (well, they could go 1h/offhand frill, but there is no offhand frill that provides stats for agi physical fighters without being a weapon) Warriors, death knights, hunters, shamans all share the same base melee miss rate when dual wielding. Also, the miss chance applies to both hands. The offhand being less effective is a damage reduction of 50%, not a miss rate increase.
Now, for special attacks (and twohanders, and 1h/shield autoattacks..), the base miss rate is 5% (8% against bosses), even if you're dual wielding. Spells are better at even level targets (4%), but considerably worse against boss level targets, at 17%.
If you're going to argue based on WoW, please at least be accurate.
I, personally, would liken everyone to WoW dual wielders' white attacks, in this case, if I were going for similar equivalence considering the current base accuracy. That would mean pretty punishing slotting (and only slotting, because considering the state of buffing in Cities, being able to "white cap" via buffing would not be something I'd want to occur, because then it'd be too trivial) in order to "white cap" it. Your mileage may vary.
You are correct that dual wielding reduces your chance to hit to 76% (still higher than CoX). But it's more than made up for the fact that you're doing 150% damage (scale .95 vs scale ~1.14) and doesn't drop like a cliff when you fight higher level critters. The reason I said Rogues were designed to miss more is because they are the only class that was designed to be primarily dual wielders, getting that ability at level 10 while others must wait till at least level 20. There are also talents that will increase the amount of damage the off-hand does, making dual-wielding even more effective, especially when paired with +tohit talents.
Bottom line is, if you're not dual-wielding your chance in WoW of hitting something around your level is BASE ~95%, not factoring in any buffs, gear, or talents. My level 80 Death Knight with average gear has an extra 6.5% chance to hit, meaning she's at over 100% most of the time (translation: NEVER MISSES).
Of course none of this takes into account the vast prevalence of critters with +defense and -tohit debuffs in CoX, things you rarely see in WoW (and when you do see it the amounts are fairly small). A single CoT Spectral Lord can drop your chance to hit into the 30s or 40s. Add two of them (which is common in large spawns as they are LTs) and you're floored. There isn't one single WoW critter than can do that. And when your tohit is that low accuracy (including insights) doesn't do a damned thing. You need tohit buffs, which, sorry to say, have been nerfed to near-uselessness over the years. Lotsa luck with that.
As an aside, last night I was playing my Warshade on a level 50 team. We were doing a typical rescue mission. The ambush spawn had *5* Death Mages, each with their own lovely -tohit PbAoE. That of course stacked. Floored tohit doesn't even cover it. Can you say "team wipe"? I luckily was able to get away, but just barely (Nebulous Form FTW!) This wasn't some kind of raid or task force. This was a standard scanner mission. In 5 years I have NEVER ONCE had my chance to hit floored by critters in WoW. How is this not a broken mechanic?
So yeah, keep telling me I don't know what I'm talking about. -
While better than nothing I'd prefer something that actually tried to fully normalize the % chance to miss, like force a hit ~15 times after a miss, not just once (provided of course each chance to hit was 95%). This would greatly smooth out the spikes you see if you analyze tohit metrics. That and get rid of all this "whiff, hit, whiff, whiff, whiff, hit, whiff whiff" crap. You see this all the time with the "beginner's luck" buff. You're fresh out of the tutorial, you have a 90% chance to hit (1 in 10 to miss), yet you'll easily whiff 3-4 times in a row, over and over again, with rolls of 93, 97, 95, 92, etc. Sorry, but that's just retarded.