To Hit vs. Defense
I assume fairly normal acc slotting and such.
1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
Hmm. 75% to hit I think. I feel like I should usually hit, but not always.
2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
100% basically. If someone has super accuracy, and I have no defense at all - being hit all the time is to be expected.
3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
This kind of depends... anything less than 25% is intolerable as an attacker. It's a possibly a bit different when the defender uses an "ultimate" defense power or something - but nothing maintainable should make someone harder to hit than that.
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
Once again - I think it somewhat depends on how that cap was reached - for both sides.
But somewhere between 25-75%, it really depends how easy it is to hit the caps.
I do think the current mechanics of the system are lacking - its too easy to be invincible against people that don't have +tohit, and to easy to negate defense entirely when you do. There is really a lot of things in this game that have that binary balance problem - mez is either death - or you're immune.
(I also hate the way stealth and perception works)
I just want to throw in my two cents
First, personally, I think there should be an "infinitely precise" system. Rather than rolling a twenty sided die and always declaring a 20 to be a hit and a 1 to be a miss ALWAYS, I think there should be a different sort of system where no matter how high your defense, there's always a vanishingly small chance to be hit (and you can further and further increase this to get it closer and closer to zero, but never quite) and vica versa.
However, if we're going to stick with a "cut-off" point like we have now, I think Inspirations should be allowed to get around this. If I pop an Insight, by god, I should not miss (assuming my accuracy is now capped). Likewise, if I can cap my defense with a Luck, I should be unhittable.
This should only be a result of using a resource like an inspiration, though. It should not be an inherent aspect of the game, ie, a Super Reflex character shouldn't innately be unhittable and a superb archer with Tactics and a Targetting device can still miss.
I had to think about this one for a long time, let it stew. And.. if I were to make a game, I would make it very similar to how Guild Wars did their ToHit mechanism. I'd throw it out the window essentially.
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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If there are no buffs to defense then I would expect to hit 100% of the time and be hit 100% of the time.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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This would be the same as #1, if my foe has no defenses, I should not need to use any defense piercing ability to hit 100% of the time.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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Either be able to hit at around 10% or 20% of the time. And as the defender I expect to be missed either 80% of the time or 90% of the time. While at the maxiumum possible defense value, which should be short lived.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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If I have invested myself in the ability to pierce all types of defense I expect to hit 100% of the time. I also expect should my opponent be invested in the ability to pierce all types of defense that I should be hit 100%. However, I do not expect to be able to "alpha-strike" my opponent if I have invested in the ability to completely negate his defenses, nor do I expect my foe to "alpha-strike" me if he invested in the ability to completely negate my defenses.
Why do I point towards the style that Guild Wars went with? To me it feels 'right', and I find it's less frustrating.
When I play First-Person Shooter games, I do not "Miss". I am not saying I am so good I hit my target everytime, I am saying I am good enough to not "Miss" instead /something/ has forced me to not hit. It could be a flashbang that momentarily blinds me, could be getting struck by someone else, or my foe rolled at the very last second, etc.
That is the style that Guild Wars represents, the warriors (generic term for any combatant in this case) are so skilled their weapons are an extension of their own body, and I expect no less from being a "Super Hero" or a "Super Villain".
Instead I expect my foe to /force/ me to miss. They may be just very good at dodging at the very last second, or they may have a shield to block my attack or even a force field that deflects my attack, maybe someone tossed blinding powder in my face, dunno dun care what it was (well except to counter it). I just feel the inherent "miss" factor is, needless.
I am rather tired of having an enemy standing in front of me, just standing there picking his nose while I fire Energy Bolt, then Energy Blast, followed by Energy Burst to only have all three shoot up into the sky... (I'm also tired of seeing a BU->A-Strike miss more often than A-Strike without BU, yes, I AM that unlucky when it comes to die-rolls)
Now, while I have not done any "Combat Archery" I am also not a "Super Hero". However, when I am at an archery range at 100ft, I do NOT miss my target, I may only get 6 or 7 bullseyes out of 10, but, I do not miss the target completely. Which is why when playing a "Super Hero" game I just.. get flabbergasted watching this archer miss at point blank range, yes I know IRL shooting a bow at close range is quite tricky (A lot less tricky with a drawlock however and using a short compound bow for the shorter draw-length), but when we are talking in the contexts of "Super Hero"s I expect them to make these shots I know I could do if I was that "Super Hero".
A little unrealistic to get this for CoV at this point in the game? Most likely. If there was one thing that GW did right by me, it was their ToHit system, it just felt right. Granted, the rest of the game I prefer CoV over GW <laughs>
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Well, you said no mechanics, but you also asked how often we expect to hit and be hit during combat.
So in a combat situation:
If my toon is running and jumping, I would expect to have a very poor chance to hit unless the target is close to me. If I invested a lot into accuracy and such, I would expect to hit maybe 75% under the same scenario. Not moving around or interrupted and at close range, 95%.
Similarly, if I have no defense, yet move in an erratic motion, I would expect my target to have problems hitting me, similar to above but reverse scenario. If I have invested in defense, then I would expect the chance to be hit to be less.
If I had my choice, I would keep things similar to what people have been saying 50, 95, 5 etc, but shift those by a % depending on the stance a toon takes. Moving over a certain speed, they are harder to hit by a certain percentage. Likewise, the faster you move, the harder you are to hit. Opponent far away = more defense. All for ranged attacks only. Melee attacks would not have any to hit benefit or negative due to this.
Dark Bard, Zoobait, Debacle
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chucknorriss
speak american godamnit
I cant answer those questions. mostly because 50/50 woudlnt work, and hitting almost all the time is unbalanced.
Everything matters on the powerset, like regen, if I dont hit almost every shot (9/10), theres no way I can beat him.
If I'm defense, and I dont get missed 75% the chance, then I'm dead. Which is currently whats happening.
If I miss 75% of the time, chances are I wont win.
if both apply, the match will end with whoever runs out of end first. Which then leads to a chase, and the person without end getting away.
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I'd like to know about breakpoints for To Hit and Defense and how you, the players, think it should work. I'm not talking about mechanics -- I'm talking about the expectations you have in a fight.
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Let me preface my expectations by saying that my percentages are based upon the ToHit values only, before Accuracy enhancements are applied. In addition, I'll use one percentage to represent both the attacker's and defender's perspective, since I believe there should be no difference in the expectations (i.e., no "surprises").
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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50% chance to land a hit, as per the standard CoX convention.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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95% chance to connect, as per the standard CoX convention.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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5% base chance ToHit.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I think a fair final base ToHit percentage should be somewhere in the 20-33% range. Slotted Accuracy bonuses would increase this to around the 50% "final ToHit" that's been suggested multiple times in this thread.
I know that _Castle_ did not ask for specifics to mechanics, but I do feel it pertinent to echo Psypunk's suggestion for there to be some sort of "unresistable" portion of Defense buffs that is unaffected by ToHit buffs and may or may not be affected by Defense Debuffs (pending further thought/discussion and actual gameplay testing). Along with that, I think there should be a cap to this "unresistable Defense" that puts the final ToHit (before Accuracy bonuses) at the suggested 20-33% noted above. Ideally, this would be a cap that is reachable (but just barely, perhaps only with the addition of a Pool power or two) by a single SR Scrapper/Stalker, Ice Tanker, and FF Defender (for the sum total of Defense buffs applied to a teammate, not for the Defender himself), since Defense is the primary "trick" for these sets. For other ATs that have/grant Defense bonuses, external buffing would be required to achieve that cap.
_Castle_, I appreciate you starting this thread. Despite your disclaimer that no particular impending change is currently in the pipe, the fact that you posted this says to me that a gameplay adjustment in this area (which is sorely needed) is a definite possibility. I certainly hope your time and resources will allow you to explore this avenue further and bring a good balancing change to fruition. Cheers!
Savant
Level 50 Defender - Force Fields/Psychic Blast
In all of my questions I answer like the attacker or defender is always the hero. So in #1, if I have default to Hit and he has no defence, I expect to hit more than I miss. If he has default to hit and I have no defence value, I expect him to hit no better than 50%.
1) I want to hit more than I miss, but I would expect them to be about 50/50. After all I'm a hero and he's a common street thug ..
2) I expect to hit pretty much all the time. As the defender I would expect to be hit most of the time. (80%ish)
3) With NO accuracy sloted? I would expect to be able to hit maybe 1 in 10. As the defender I would expect to be missed about the same or a bit less .. maybe 1 in 8.
4) I would say the same answer as 1.
Sound like I want easy mode? Maybe. My outlook is pretty much explained in #1. I'm a hero with massive super powers and/or extensive training .. he's a common street thug with a baseball bat. I should have a higher natural ability to hit him. The fun of this game has always been that 1 players can take on multiple enemies. And by multiple I don't mean 3 white minions.
This is "new-world possible' responses... not current math:
1) You have the default To Hit value (ie no buffs), your target has no Defense value.
Hit / miss 50%
2) You have the maximum possible To Hit value, and your target has no defense value.
I'm gonna go with 80% hit, miss 20%
3) You have the default To Hit value, and your target has the maximum possible defense value.
I'll go with hit 15-20% and miss 80-85% - yes the floors could be diff't for defense vs. Acc in my ideal world.
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value.
I'll go back to 50 / 50 - if you both maxed out, should be close to a wash, if not even 40 hit / 60 miss.
Personally, I don't mind a 5% maximum and 95% minimum. It allows my skill to influence the game while still introducing a minute chance of risk to keep things exciting. If it were 1%/99% it'd be too much of a sure thing. 3%/97% is a little harder to mentally round. So, it's a pretty good balance.
However, I have to say that I've been having some lousy luck lately. I expect that popping three 25% defense inspirations is neigh invulnerability against an even-con batch of foes, and yet, I've been getting taken down quite consistently from them. Are you trying to break us into some bad news here, _Castle_? You're going to have to start using Geko's old "accuracy has >not< been nerfed" sig if you keep this up.
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However, I have to say that I've been having some lousy luck lately. I expect that popping three 25% defense inspirations is neigh invulnerability against an even-con batch of foes, and yet, I've been getting taken down quite consistently from them. Are you trying to break us into some bad news here, _Castle_? You're going to have to start using Geko's old "accuracy has >not< been nerfed" sig if you keep this up.
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FYI, the lowest Luck Inspiration do not give a boost of 25% as they list. Check Arcanaville's guide to Defense, I think it's actually around 12.5% or so. (With small insights listed at 25% giving an actual boost of 7.5%)
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I agree with the basic consensus on 1, 2, and 3 that I have read so far, being...
1. Base accuracy, zero defense = 50 - 66 % chance to hit.
2. Max accuracy, zero defense = 90 - 95% chance to hit.
3. Base accuracy, max defense = 5 - 10% chance to hit.
But I disagree very strongly with the general consensus that the values on #4 that this situation should balance it back to 50 - 66%.
We all play in a game where we know there are powersets that rely exclusively on Defense to survive. That being the case, the maximum accuracy versus maximum defense still needs to give the defensive powerset more of a chance to survive. I would give the advantage in the #4 scenario to the defense-based set by giving them an unresistable defense of some sort. So...
4. Max accuracy, max defense = 33 - 50% chance to hit.
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Similar to my numbers. I'm honestly very surprised so few people are basing how effective they feel defense should be on how effective resistance is. Totally off-topic, but last night, playing as my Dominator... HeroStats logged some 110 defense debuffs over the course of three hours. There were a total of about 15 of any other debuffs.
Anyways, this discussion is regarding base to hit & defense (not hitting a brick wall, but a moving target with no extra skill in defending himself) and maximum to hit & defense (not what is currently theoretically possible or achievable).
As a defense-based defender, I'd expect my power choices, if they maxed out my defense, to provide almost as much mitigation as a resist-based defender even if my opponent has maxed out his to hit. In a world of super powers it really isn't harder to dodge a bullet than it is to fire it accurately.
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I want to hit about 70% of the time.
I want to be hit about 60% of the time.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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Want to hit about 95% of the time.
Want to be missed about 5% of the time.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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Hit them 70% of the time
Be missed 25% of the time
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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Hit them 75% of the time
Be missed 25% of the time.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
I'm not a numbers wonk, but Arcanaville's numbers seem OK.
But ...
Since this thread has gone off in tangents anyway, I thought I'd just through out my experience.
On my FF defender, I can buff a blaster in Siren's Call to be not all that much more tough than he'd otherwise be. If we have 2 FF defenders, and we both remain standing, that same blaster is *AWFULLY* tough to kill. If one of the bubbler's goes down, that same blaster is much easier to drop; god-mode in PvE is 45% defense, but it seems to be about 85 in PvP. And 65 def (Big Three + stacked maneuvers) is borderline with the bubblers being much easier to drop than their teammates..
That's an awfully large break with how defense works in PvE, and, ultimately, is one of the contributing reasons why people get fed up with PvP: powers that arguably work too well in PvE don't work well enough in PvP. We're not talking builds or player experience here, we're talking straight-up mechanics.
Just a suggestion ...
But you did a good job normalizing the relative benefits of resistance and def in PvE, but PvP is still completely and totally out whack in favour of resistance. I dunno how to fix it, but I would love to see this particular balance issue fixed.
Mostly because some of my favourite toons are def- or -ToHit-based, and they function either not at all (my EA brute) or require radically different builds between PvE and PvP to be effective at either (my dark and FF defenders).
1) For PvP, 50/50 is as good as you'll get, as neither attacker nor defender should have an upper hand, all things being equal.
For PvE, IMO I think I should even con minions 95% of the time, lieutenants 85%, and bosses 75%. Why the adjustment? We're superheroes. Superheros should be able to wade through minions left and right, even starting out at level 1.
2) Attacker should always hit, defender should not expect to be missed. If they attack has the max to-hit buff, this should represent them having the maximum ability to hit people. They should not miss people who have little to no training in defense (i.e. defense buff).
3) Defender shouldn't get hit at all, and the attacker shouldn't be able to hit at all. Personally a soft cap approaching this limit would be most appropriate. If someone has a max defense, it means they are so good at defending they could not possibily be any better at stopping attacks. They shouldn't be getting hit by any attacks, especially by someone "untrained" in attacking (i.e. they have to to-hit buffs).
4) See #1. A maximum ability to hit people should find its match in someone who has the maximum ability to defend himself.
In general, however, it just be should as easy to get +def from outside of your defense powerset as it is to get +to-hit outside your attack powerset. As it stands, if two people receive Fortitude with all other things being equal, the one attacking will always have the upper hand as Fortitude's to-hit buff is higher than its def buff! This is just the entire game in microcosm. Vengeance has the same problem, as does the leadership pool (maneuvers vs. tactics, disregarding AT differences), etc. Heck, there is no counterpart to Focused Accuracy. The other first tier power of sets with Focused Accuracy needs to be Focused Defense to cancel it out.
Now balancing debuffs...ick. Not going to touch that. Hugh defense debuffs in rad blast versus tini tiny to-hit debuffs in dark blast for starters... (though I'd love a -37% to-hit in Nightfall to counteract Irradiate )
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I'm talking about the expectations you have in a fight.
1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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If this is 1v1 in a closed environment with no outside influences:
1) As the Offender, I expect to hit 75% of the time. As the Defender, I expect to be missed 25% of the time.
2) As the Offender, I expect to hit 95% of the time. As the Defender, I expect to be missed 5% of the time.
3) As the Offender, I expect to hit 5% of the time. As the Defender, I expect to be missed 95% of the time.
4) As the Offender, I expect to hit 50% of the time. As the Defender, I expect to be missed 50% of the time.
On #4 I was torn in whether to make it: As the Offender, I expect to hit 75% of the time. As the Defender, I expect to be missed 25% of the time, or leave it at the 50%. I went with the 50% because #1 seems like what the first part of the game is like. Everyone is fresh, new and has hardly any powers. Thus, everyone can throw stuff out and hit for the most part.
Situation #4 comes off as what an epic, final, end game encounter is like. Both sides are maxed out on their power, fully buffed. So to make it fun and epic, a 50/50 chance for a win seemed a lot better and less one sided against the guy who had worked so hard to get Max Defense, who would be getting hit 75% of the time.
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If we were to imagine a brand new game developing and assuming we are talking stictly even con mobs only these are my choices also. When talking about higher end mobs and players of course the equations will be changed. But for my ideal fighting situations in a game I totally agree with Neutra here.
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FYI, the lowest Luck Inspiration do not give a boost of 25% as they list. Check Arcanaville's guide to Defense, I think it's actually around 12.5% or so. (With small insights listed at 25% giving an actual boost of 7.5%)
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Seriously? If what you say is true, it's a much nastier stealth nerf than I thought. It's one thing to cut down the effectiveness of Defense to balance the game, it's another thing to do that and leave the old labels reporting 25% defense in place. That's, like, wow.
But, having read the guide, I think you're confused. The only thing it says about inspirations is that they stack. You're probably thinking of enhancements.
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I say if one has no def and the other has no accuracy then they should hit 50% of the time.
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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With max tohit against someone with no def then 100% of the time.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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In this case the defender should never be hit.
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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This seems very much like number one. You are both on equal footing so 50% of the time. The ability for one to hit another should be equal to that of the persons ability to dodge it. With that said 50% seems solid. Though since every attack can be slotted for acc then the tohit value always has an upper footing against the average player.
In the current system if someone has the max tohit they never miss. This makes def completely useless, powers like elude, pff, and many others should mean something more than pop bu and aim and you win. More importantly though I feel that all def should be based on the way it is applied such as AoE, ranged and melee. With powers that arent considered of what type they are, nrg, fire, cold... powers like transfusion, LR, and any targeted power that deals no damage completely negate defense.
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1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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50/50 chance on both accounts
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2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I expect to hit 95% of the time, there should always be a small chance of missing or hitting, and never an absolute in my oppinion.
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3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I expect to hit about 5% of the time
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4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?
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I would expect to hit him 50% of the time.
I feel that the 5% floor is too low in pvp, it should be no lower than 15-20%
A good point raised in Stasis_'s link in his Sig...
-Def enhances should be nerved to be equal to Def, To-hit and -To-hit enhances IMHO
well after seeing so many posts go friggin haywire with the original questions (ie, well in this circumstance... blah blah blah), I'll just stick with what was asked
1 - 50/50, if all things are even, then that's it
2 - sounds simple, you have MAX to hit and they have NO def? 100% (99% if you want to leave some small room for error there)
3 - conversely from 2, dodge 99% of the hits, MAX def versus NO accuracy/to-hit
4 - now THIS is the big one, honestly the safest answer is 50/50, BUT, and this is a BIG B-U-T, it should be harder or IE impossible to hit either cap without outside buffs, and I feel defense oriented sets should be able to attain a higher level of protection than offensive sets can get towards piercing that on their own (IE yes Aim+BU is awesome, but it still shouldn't slice through Elude like a hot knife through butter, if for no other reason than Elude is a tier 9, that's like your 4/5th attack being the Extreme dmg one and the 9th being some kinda Brawl equivalent)
but that's not answering the question completely, SO, if both characters had the MAX of Acc and the other having MAX Def, then 50/50 is where it should be, but again, it's not about what the cap is, it's about HOW it's obtained
anyways, thank you for anyone who gave an answer resembling any kind of logical path:
1 - 50/50
2 - 99%
3 - 99%
4 - 50/50
I read through so many with just some crazy [censored] wild ideas that I have no idea where they came from, but it does explain why it's so hard to please some people when they have such ridiculous notions
alright I'm off my soapbox now, feel free to flame away
and for those of you who fight for reason, fight on!
PS - it's a good thing I checked over this before I posted because I forgot someting HUGE
THIS IS THE ARTICLE THAT YOU SHOULD READ CASTLE:
http://boards.cityofheroes.com/showflat....;vc=1&nt=17
Arcanaville has put it better than I could, I simple tried to answer the questions to the best of my ability, but I honestly think Arcana has put together THE single best answer to date
On the Care and Feeding of Your Scrapper (V2.0)
Martial Arts - A Comprehensive Guide
These questions are really too broad.
I HATE missing (even more than being mez'd). This is why I always slot 2 Accs on every single attack I ever get. 75% is pathetic by superhero standards. I feel like an utter gimp when I miss every fourth attack.
With that slotted, against even con minions, I expect to land 90% of my attacks. Against Lts, 85%. Against bosses, 75%... depending on the type.
--
My AE Story Arcs:
Family Matters - 82136
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With that slotted, against even con minions, I expect to land 90% of my attacks. Against Lts, 85%. Against bosses, 75%... depending on the type.
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You should double-check what forum you're posting in
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PS - it's a good thing I checked over this before I posted because I forgot someting HUGE
THIS IS THE ARTICLE THAT YOU SHOULD READ CASTLE:
http://boards.cityofheroes.com/showflat....;vc=1&nt=17
... I honestly think Arcana has put together THE single best answer to date
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Seconded, with emotion.
I'm going to assume we're talking PvP. Speaking as the player of an /SR scrapper, my expectations would be as follows.
1) No buffs either way: Assuming the attack is unslotted for accuracy, the base 50% chance to hit or be missed is reasonable, in my opinion.
2) Max 'ToHit' vs. No Defense: 95% chance to hit, 5% chance to be missed. If I invest nothing in my defense, I should expect to get hit. A lot.
3) Base 'ToHit' vs. Max Defense: 5% chance to hit, 95% chance to be missed. Again, a return on an investment of slotting.
4) Max 'To Hit' vs. Max Defense: 50% either way.
"Ooo! A little fight in you! I like that..."
"Then you're going to love me."