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Quote:Against an even level enemy without any tohit debuff resistance, yes, 5% -tohit is the same as 5% +def. Once you start getting involved with enemies with tohit debuff resistance (lts have 10%, bosses have 20%, AVs have scaling resistance depending on their level) or enemies that are higher level than you (at which point the purple patch begins eating away at the effectiveness of your debuffs), that 5% -tohit is no longer going to be doing the entire job and you'll no longer be "softcapped".
In general, if you're going to count on a debuff to get you the rest of the way, it's best to figure out what exactly you're going to try beating on to get the last of it. If you're going to only be involved with even level bosses at the highest, 6.25% -tohit is going to be enough. If you plan on dealing with +4 bosses, you'd need 13.02% -tohit. If you're going to be dealing with level 50 AVs, you'd instead need 33.33% -tohit. If you plan on fighting level 54 AVs, you'd need 80.13% -tohit. And all of that is simply to get 5% -tohit to actually stick. You'll get much better mileage out of simply buffing yourself that last little bit.
I'm glad i got a reply so quickly. I do plan to finish out the softcap on my build. The problem is, i have slotted out about 70% of my build with IO's and haven't the INF to finish out the slotting that I need, and will need to rely on building my INF back up, and using tickets and hoping for Random IO rolls to give me items i can use or can sell. SO until i CAN finish IO'ing i needed another way to "softcap" my defense without actually increasing my defense, or constantly popping Purples.
Thanks for the info, you answered exactly what i needed to know, and you gave me numbers to go along with it, which i love, i'm a numbers kind of person so i really appreciate that. That being said, i'm off to do a quick change of a few things on my build so that i can use -tohit to shore-up my lack of defense for the time being.
Thanks again for the info, i really really appreciate it. -
Ok, normally I avoid asking questions that i'm sure have already been answered, but for lack of ability to find a direct answer... here goes.
I was reading an old post regarding the changes to tohit that happened back around i7, and it got me curious and somewhat confused.
If i'm understanding the equation for a mobs chance to hit my /sd brute is
Chance to hit = (Acc)*((Base tohit+tohit buffs)-(tohit debuffs)-(def)) I may be wrong with that, if so please correct me, however here is my question:
If softcap defense is 45% and i'm unable to attain all of the IO's to achieve that and am at 40% at the moment, would a 5% tohit debuff on my foe compensate for this lack of defense? The reason i ask this, is (Acc)*((.50 base tohit)-(.05 tohit debuff)-(.40 def)) should equal the same chance to hit as (Acc)*((.50 base tohit)-(.45 def)). Is this correct, or am i not accurately understanding tohit debuffs? -
SS/INV used to be what you'd see everyone playing, however i personally thing SS is a bit too end for my tastes when mixed with /sd /sr and /invuln. SS does offer a good bit of dmg mitigation, so its a good team set, and if you're worried about handclap, don't take it, i rarely see anyone use it on teams b/c of its KB issues.
I've run AE missions with a friend who was on an elec/invuln, and that is a wicked build. GREAT aoe/cone dmg especially if you add in electric fences and ball lightning from Mu mastery. Great survivability for larger groups and great dmg when going toe to toe with larger groups. Alot of its attacks are wasted on smaller groups, so if you're going to be a soloer most of the time, SS or fire would be great to go for. I'm working on an elec melee brute as we speak, very satisfied with it so far.
Fire Melee... i have a 50 fire/elec brute, i love my fire melee brute. But i will be honest with you, the initial hit of fire is weaker than SS and Elec and you have to wait for all the DOTs to finish to see the full dmg of fire. If you're fighting a tough foe who is killing you, you don't want to wait for the DOT's which means you will be firing off more attacks. IF you're on a team, Fire is great. Good single target attacks, and a very nice AOE. The cones... MEH i skipped it, tried it didn't like it. IF you go fire melee, anytime you are fighting a boss or lt 1 on 1, always start with incinerate, as its a PURE DOT, it does not have an initial hit, so you want that heavy DOT ticking while you attack with other attacks like greater firesword. Fire tends to be rather End heavy b/c of the need to attack more often to make up for the DOT's. Also, keep in mind with fire, there is NO dmg mitigation. Leviathan mastery works well with fire to cover this. Arctic breath -res and KD. Its a good addition to make yourself and your team do more damage, as well as it causes the foes to sometimes fall down for the entire duration of the power, many foes will fall down multiple times, so its great dmg mitigation.
My personal opinion if you want to have a solid performer that you'll have alot of fun with. Elec/invuln. If you want something that hits harder for when you solo, go SS. If you want a heavy dmg set that works great on teams with good DPS, go for fire. -
Nahhh lol, BUT. . . you could take 2 of them. You do have access to a second build when you talk to a trainer, so if you are not a PVP fan(using your second build for a PVP build) you could use your second build for a different setup and take a different patron.