Arcana's Guide to Defense v1.4 - Updated for I7


AkhOsiris

 

Posted

I'm not Arcanaville, but I know the answer to most of these.

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The base tohit of heroes in PvE is 75%.

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I can't seem to find in your guide where modifiers to this base are discussed.

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They're in post #2, since one post couldn't hold the entire guide.

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For example, I know that it's harder to hit a +1 minion than an even-con minion. Do you know what those values are? Do they scale the same way the mob-vs-player accuracy scales?

Furthermore, I had thought that it was harder to hit a boss than a minion. Is that true?

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Yes (in post 2), no, no.


 

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They're in post #2, since one post couldn't hold the entire guide.


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I see it now, under "New for 1.2". Thanks!

Scrap


 

Posted

I'm still working on an updated and cleaned up version of this guide. It has a lot of historical junk in it that was there to forestall questions, because a lot of this stuff was debated at a time when there were multiple conflicting sources of information for various numbers. But actually, this *is* basically the source for this stuff these days, so I am working on a version that eliminates some of the historical and outdated stuff, and collapsing the guide to current information only. This version, being in the guides section, will always be around for historical reference any way. Its taking a bit of time to come up with a format I'm comfortable with, in terms of readability. But hopefully, sometime before Issue 11 rolls around, I should have it done. It might even fit in one post: that would be the first time in several versions.


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Posted

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I'm still working on an updated and cleaned up version of this guide. It has a lot of historical junk in it that was there to forestall questions, because a lot of this stuff was debated at a time when there were multiple conflicting sources of information for various numbers. But actually, this *is* basically the source for this stuff these days, so I am working on a version that eliminates some of the historical and outdated stuff, and collapsing the guide to current information only. This version, being in the guides section, will always be around for historical reference any way. Its taking a bit of time to come up with a format I'm comfortable with, in terms of readability. But hopefully, sometime before Issue 11 rolls around, I should have it done. It might even fit in one post: that would be the first time in several versions.

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Just express it as one equation that fits all situations.


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Thanks for the info!!!!


 

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Just express it as one equation that fits all situations.

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Arcanaville's Grand Unification Theory on Defense?


Be well, people of CoH.

 

Posted

I have a theory... it must be bunnies!


 

Posted

I realize this is a bit of a necropost, but can you explain the way defense reacts to mez, since many, if not most, mez are also typed as an attack?


 

Posted

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I realize this is a bit of a necropost, but can you explain the way defense reacts to mez, since many, if not most, mez are also typed as an attack?

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Mez attacks whether they do damage are not are subject to defense as another other attack.

For example: Say a controller attempt to land a char power on an enemy with a defense build. Char is a fire based single target hold and is also considered to be a ranged attack.

So, all the enemies defenses would be checked and it would use either typed defense or positional defense based on which was higher.

After the hit landed (if it managed to overcome the defenses) the mez itself is then affected by mez protections if the target has any, otherwise it would resolve normally.


 

Posted

Just to amplify, the tohit system works on attacks (this is a slight simplification, but close enough here). An "attack" is composed of one or more effects on the target, but the entire attack either hits or misses. So if you fire an attack against a target that does smashing damage, ice damage, slows the target, applies a hold, and debuffs their movement, the tohit system ignores all of that and just looks at the attack: the attack itself has typing (say, smashing/ranged/cold) and defense works against the entire attack. The game figures out if the attack lands. If it does, all those effects land on the target and affect it. If the attack misses, all those effects miss altogether.

(There are attacks that contain effects that themselves have a "chance to hit" separate from the attack as a whole, like the ticking DoT of fire attacks, but that's a separate thing: if the attack lands, then the DoT "lands" and then its own internal ticking % takes over to determine how many ticks actually do damage - but that has nothing to do with tohit or defense at that point)


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Posted

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I'm still working on an updated and cleaned up version of this guide. .... But hopefully, sometime before Issue 11 rolls around, I should have it done. It might even fit in one post: that would be the first time in several versions.

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I'm just wondering if a new version has been posted.

And thanks for the detailed work! I'll confess that I still have trouble understanding this entire guide; but it helps to have a "history" of the discussions behind this.

Within the context of the recent "State of the Game 2008" address, I'm hoping we are able to easily verify more of these numbers in-game ... either directly or indirectly.


 

Posted

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I'm still working on an updated and cleaned up version of this guide. .... But hopefully, sometime before Issue 11 rolls around, I should have it done. It might even fit in one post: that would be the first time in several versions.

[/ QUOTE ]

I'm just wondering if a new version has been posted.

And thanks for the detailed work! I'll confess that I still have trouble understanding this entire guide; but it helps to have a "history" of the discussions behind this.

Within the context of the recent "State of the Game 2008" address, I'm hoping we are able to easily verify more of these numbers in-game ... either directly or indirectly.

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I have posted a working version of an update to the guide in this thread. The first post in the thread is my first cleanup version, and near the bottom is a second draft incorporating feedback. I'm debating whether to take up the offer to HTML-ize the guide, and submit it for posting that way. I haven't had the time to really dedicate to finalizing it, and I'm still thinking about formatting issues, which is why there isn't a final, latest update quite yet.

The "Numbers" that NCNC is planning on adding to the game are the quantities of the game: how much defense does combat jump have, how much defense you currently have total, what's the accuracy of sniper blast, that sort of thing. It is not likely initially to include information on the equations, or algorithms, of the game mechanics. It is also probably going to be limited to player attributes, and not the critters, so you could know how much defense you have, but not how much defense every single NPC out there has.


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