Arcana's Guide to Defense 1.1


Amauros

 

Posted

The only time BaseToHit isn't 50% is when players attack mobs, right? At that time its 75%. Otherwise is there even an instance when its not 50%?

Forgive me because I'm not used to looking at your exact terms for the formula, I generally use a more simplified version of it because I generally am not dealing with buffs/debuffs or insps, or enhancements.

I'm also trying to not context switch myself too much since I'm deep into something at work.

But can you give me a brief on where insps and enhancements fit into your formula.


 

Posted

[ QUOTE ]
Indeed I am... it'll take a bit to wrap my head around this...

That said, from what I can tell the basic formula was changed from (CoreAcc is 50%):

(CoreAcc * conmult * levelmult) - DEF

to

(CoreAcc - DEF) * conmult * levelmult

It does raise some questions to me, like where to buffs/debuffs and +Acc now fit into the equation?

Your thoughts?

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[ QUOTE ]
Responses:
Is that strictly for +defense powers, or will -accuracy powers be included in this also?
Yes, To Hit Debuffs will be more effect in PvE as well.

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That's from _Castle_'s post.

Basically, it sounds like what they've done is given higher level enemies an *accuracy* bonus instead of a ToHit bonus (which they used to have). And the way the formulas work, ToHit has a much higher effect than Accuracy, but is directly opposed by Defense [edited: screwed up before and said Accuracy] (and I think also opposed by ToHit Debuffs, but I'm not entirely positive).

I think I've seen the formula posted somewhere and it's like this:

Final ToHit = ( .5 + ToHit Bonus - ToHit Debuff - Defense) * (1 + Accuracy)

Where each of the variables are percentage values that scale from 0.0 to 1.0.

To give some examples:

Let's assume a higher level enemy used to have an inherent 30% ToHit, and no ToHit Debuffs on them. Then, let's assume that you have bubbles from a FF Def that Grants 40% Defense (I think that is about the right number).

Old formula:
ToHit = (.5 + .3 - .4) * (1) == .4 (which is still a pretty high hit chance)

New Formula:
ToHit = (.5 + 0 - .4 ) * (1 + .3) == (.1) * (1.3) == .13 (much better)

And a lower level enemy, let's say the bonus to that enemy is 15%, and the defense is still .4:

Old ToHit = (.5 + .15 - .4) * 1 == .25 (starting to be a useful level of defense simply because of less bonus)

New ToHit = (.5 - .4) * (1+.15) == .1 * 1.15 == .12 (rounded - much better).

And it works out the same against even level minions, because they didn't get a bonus before, and don't get a bonus now either, so the FF with .4 Defense bonus reduces the minion down to .1 (and with a little extra defense from another power, we can floor the enemy to .05).

I would like to point out that I don't know the exact formula, or exact values, but according to _Castle_'s post, this seems to be the general idea.

Note however, that according to Statesman, this scaling feature only works for enemies up to +5 levels, after which the engine goes back to calculating the enemy bonus as ToHit instead of Accuracy, so suddenly the enemy is going to start pounding you at +6 levels.

This means a +5 level AV might have an effective to hit against you of say .35, but a +6 level AV might have a ToHit of .95. (I think caps are only applied after all other calculations, and I suspect a +6 AV would have a starting ToHit bonus of like .9 on top of the .5 basic ToHit that everything has).


 

Posted

Is okay, I know I have a big head


 

Posted

[ QUOTE ]
The only time BaseToHit isn't 50% is when players attack mobs, right? At that time its 75%. Otherwise is there even an instance when its not 50%?


[/ QUOTE ]

It depends on how you look at things. In one sense, you could say that *everything* that doesn't have base tohit of 50% has a buff above 50%. But theoretically, the devs could exempt some things from this calculations at their discretion. For example, pets have higher base tohit, and they are not technically "higher rank." A burn patch has higher inherent base tohit, but its a drop (a form of pet). What I mean is really that its up to the devs to decide what things are "buffed upward from minions" and what things have inherently higher tohit (if anything - it could be nothing).


[ QUOTE ]

Forgive me because I'm not used to looking at your exact terms for the formula, I generally use a more simplified version of it because I generally am not dealing with buffs/debuffs or insps, or enhancements.

I'm also trying to not context switch myself too much since I'm deep into something at work.

But can you give me a brief on where insps and enhancements fit into your formula.

[/ QUOTE ]

Insights have been confirmed to be tohit buffs; they would get added to base tohit in the formula as a tohit buff. Accuracy enhancements are confirmed to be accuracy buffs, they would go into the AccBuff term on the left. It seems like in general, heightened accuracy that is inherent for a specific power tend to be accuracy bonuses/buffs, while player accuracy bonuses that affect all attacks the player executes are in general tohit buffs.


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Posted

[ QUOTE ]

Note however, that according to Statesman, this scaling feature only works for enemies up to +5 levels, after which the engine goes back to calculating the enemy bonus as ToHit instead of Accuracy, so suddenly the enemy is going to start pounding you at +6 levels.


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Technically, he said it would scale up to +5, he didn't say it would revert to +6 at +6.

What that could mean is that from even to +5, villains get accuracy bonuses, and then from +6 to +12, they start to get tohit bonuses again. I do not think that the tohit bonuses are being "suppressed" but have been eliminated; thus what happens at +6 is entirely up to the devs. The old numbers, though, are almost certainly completely out the window.


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