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Posts
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Certain player attacks have certain inherent accuracy bonuses or deficits. All attacks within an offensive set that require a weapon draw (i.e. katana, assault rifle) are supposed to have an inherent tohit bonus, said to be about 5%. In addition, all snipe attacks also have a tohit bonus, in a similar range. AoE control based attacks have an accuracy penalty, but a recent post by geko stated that normal AoE attacks do not have an inherent accuracy penalty by default. The devs have stated that the archery attacks have an inherent tohit bonus higher than the standard weapon-draw bonus, but the precise bonus has not (to my knowledge) been determined.
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The parts I have bolded, shouldn't they be "accuracy?"
Concerning radiation attacks, perhaps they simply have a chance to bypass (as the description says) defense altogther, meaning defense simply isn't factored into the NetToHit? And perhaps Hamidon and his Mitos have this ability with a 100% chance in their attacks, otherwise their untyped attacks should still be subject to positional defense and not hit 100% of the time if you scarf down a tray full of purples.
Also, is it true that player base tohit is lower against higher ranked mobs, and not just higher level mobs? -
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It was fixed awhile ago. It should reach you guys in the next patch or two.
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Sweet. Now how about fixing the Wardens that can perma terrorize my entire team and kill us all unless we happen to have some break-frees?
Let's see, I can either always have a few break-frees (inspirations that, for my Brute, are a waste of a tray slot against every other mob in the game) in my tray just in case I run into one of these bozos, or I can simply avoid Longbow. Hmmm, which should I choose...
Sure, there are a few other things in the game that use fear effects, but none of them can perma-hold me with it. With these guys, it's until I'm dead. -
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For non-followers of SR, that power is (almost certainly has to be) evasion.
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Lucky currently gives 7.5% right? I reckon that'll be dropped down to 5% as well. -
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...And that power is? C'mon you can't just leave us guessing here.
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You're joking, right? -
/em gives Arcanaville a box of cigars.
So when you guys gonna put him on the payroll?
And hey, you answered my smart [censored], rhetorical question! -
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increase ... Burn damage.
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I just hope you don't get fired for using those three words in the same sentence. -
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Yes, the old saving throw mechanic. The only problem with this mechanic is that it does not allow ToHit buffs to "penetrate" defense the way psi and toxic penetrate DMG RES.
I.E. Your equation says (Base_2Hit + Net_2Hit_buff) * (1-Def/50)
I suspect it will more likley be akin to:
Net_2Hit = Base_2Hit * (1-Net_DEF/50) + Net_2Hit_buff
Where Net_DEF = DEF + (DEF_Buff - DEF_Debuff)
and
Net_2Hit_Buff = (2Hit_buff-2Hit_Debuff)
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But why should ToHit buffs be worse on Defense than Resistance when there are sets like Ice and EA that have little to no defense to psi and toxic anyway? -
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TotalToHit * (1-(Def/50))
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Oh yeah, that's an even simpler way to do it!
Seems like such a simple thing, makes you wonder why they didn't do it ages ago (like, in the first build of the game). -
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a post should be either funny, informative, a question or a combination of the three.
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You forgot condescending. -
So maybe the simplest way to put it is:
FinalToHit = TotalToHit - ((TotalToHit/50)*TotalDefense)
TotalToHit being the attacker's ToHit after buffs, debuffs, purple patch, level difference, class difference, etc. etc.
TotalDefense being the target's Defense after buffs, debuffs, blah blah blah etc. etc.
Does that sound right? -
And so it goes. One man's buff is another man's nerf.
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Player A has 10% Defense and Player B has 20% resistance (per the 1 DEF=2 RES thing)
Even level minion has 50% ToHit and attacks 100 times with an attack that does 100pts of damage.
Player A gets hit 40 times for full damage. Total damage taken is 4000.
Player B gets hit 50 time for 80pts damage. Total damage taken is 4000.
Even level boss has 65% ToHit, which is a 30% increase over the minion, with the same attack chain as above.
Player A's Defense is increased 30% for a new defense of 13%, so he gets hit 52 times for full damage. Total damage taken is 5200 pts.
Player B gets hit 65 times for 80pts damage. Total damage taken is 5200 pts.
AV with 75% ToHit, which is a 50% increase over the minion, with the same attack chain.
Player A's Defense scaled up to 15%, so he's hit 60 times for full damage. Total damage taken is 6000 pts.
Player B gets hit 75 times for 80pts damage. Total damage taken is 6000pts.
Regardless of what the new ToHit formula is or whatever, doesn't this seem like the most logical thing to happen? -
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We just received tech that will allow players to pass buffs onto certain powers (such as Blizzard).
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To me that means once something like Blizzard is cast and exists in the game world, then something like Fortitude or Fulcrum Shift may be cast onto it. Basically, they will now be AI-less, immobile pets. That means self-buffing powers such as Aim or Build-up still would not affect them.
And my money is on Burn NOT being one of the powers that gets this feature. -
I think what a lot of people seem to think this means is that if you have even 1% defense then everything you fight up to +5 will suddenly have 50% ToHit. More likely what they're doing (and I think this is what Arcanaville is saying) is that whatever amount of defense you have will get the same boost that a mob's ToHit gets.
Meaning if a power provides 10% Defense against an even level minion who has a 50% ToHit, it will provide 13% against an even level Boss who has a 65% ToHit, and 15% against an AV who has 75% ToHit. In all of those cases you are getting hit 80% of the time.
So they're not touching mob ToHit, they're just, well, making defense scale. -
So when will you be announcing that all +DEF powers have been cut in half?
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Oh c'mon like you wouldn't enjoy it if it happened to you
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Of course not, I'm a married man. -
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What's the worst that could happen? She might REAR END you.
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That was just ... man that was bad. -
Are we sure this even affects PvP? I was in Siren's last night and was reliably hitting those pesky squishy villains who like to jump around like rabbits. Not once did I notice this bug happen. I either got a MISS! or some lovely orange numbers.
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I'm also curious to know how it was fixed. Not that we're trying to double-check your work. Some of us are just geeky and like to know how every little thing functions.
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Well you know, if you reverse the spelling of "aggro" it starts to sound like ... nevermind!
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And here I was thinking I was being all clever with this AoE theory. Here you guys have apparently already been discussing such a theory. How do I miss this stuff? Are there some super secret Tanker meetings I can get invited to?
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I have a demorecord of it. Interesting, it's bugged and showing me to be in a different location than I was when I was doing it live. In the demorecord, I'm approximately 10' away from where I actually was. Could this be indicative of how the server's actually reading my Tank's location? Is that why I can't hit things when they're moving: the server thinks I'm out of melee range?
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Well, if all Tanker attacks are actually targeted AoEs with a damage portion that has an AoE size of 0 and a taunt portion that has an AoE size of whatever, then it's probably due to the fact that the target has moved out of that 0 range AoE for the damage. Afterall, when something moves out of range of any other AoE there's no MISS!, they just weren't close enough to be affected. -
Everyone needs to give up on this stacking bug thing. They have flat out said stacking can't be fixed. As for Gauntlet allowing Tanks to hit multiple stacked mobs with single target attacks, I wouldn't hold my breath on that one either. I imagine they would have to re-write the way Gauntlet works in order to fix that, and they aren't going to re-write something unless it is prohibiting people from playing the game.
That said, this moving target bug is actually prohibiting gameplay and if it's necessary to re-write Gauntlet to fix it, then you might see the Gauntlet/stack bug fixed.
As to the reason the Gauntlet/stack bug happens, here's my theory which is probably completely wrong but what the heck. I'm thinking all Tanker powers are actually AoEs with two components, damage and taunt. The size of the area for the damage component being zero and the size of the area for the taunt apparently increasing with level. The damage hits multiple mobs in a stack because all of the mobs are at the same exact coordinates. If this is all true, perhaps they can seperate the target cap between the two components and make the damage portion have a cap of 1 and the taunt portion a cap of 5. Who knows, this is all complete speculation. -
Nullifiers can stun a Brute long before level 40.