To Hit vs. Defense


Accualt

 

Posted

1) Standard ToHit vs. no Defense, I would want to hit most of the time (75% ish). As a defender with no defense, I would expect to be missed half of the time (50%). Having no defense makes you a sitting duck, but the attacker still has to hit you for that to matter, which he's not getting any help with.

2) Max ToHit vs no Defense, I'd expect to hit almost every time (95%). As a defender with no defense facing the business end of a marksman, I'd expect to be hit with every shot, and count my blessings if I was missed. Even the best shooters miss their mark sometimes due to external forces.

3) Standard ToHit vs Max Defense, facing a master of evasion and elusiveness, I'd be ecstatic to hit with 20% of my shots, though I'd expect to hit him with only 5-10%. With max Defense, I'd expect to be missed by almost everything (95%). Sometimes people get lucky and hit you...but not very often.

4) Max ToHit vs Max Defense, as an attacker I would expect my prey to be good but would still expect to hit with 75% of my shots. As a defender, I would aknowldedge that the aggressor really knows what he's doing, but so do I and would expect to be missed 75% of the time.


 

Posted

[ QUOTE ]
This is blowing my mind. How can people quote a hit/miss ratio that doesn't add up to 100%?

[/ QUOTE ]

Because the orignal question wasn't asking for a hit/miss ratio? It was asking for hit percentage from attackers view and miss percentage of defenders view. These are two totally separate views with two totally separate expectations. Which is why they were separate questions within each category.


 

Posted

Well my previous post was for PvE. I usually just look through the Dev Digest and read the post and not pay attention to where they are posted. Silly me. So now I must assume this is a PvP question? If so, I need to change my answers a bit.

1) 50/50 hit and miss
2) 95/5 hit and miss
3) 95/5 miss and hit
4) 50/50 hit and miss


 

Posted

Preface: I'm interpreting "WANT" in Castle's post to mean what I, personally, would like to see as a player. I make no claims that a valid, fair system could be built around these expectations; they're simply an honest explanation of what I'd like to have when I'm playing. If Castle wasn't looking for that, or has no use for such data, then I apologize.

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?
I have no real stake in that particular scenario. 50/50 sounds right, but even the base 75/25 in PvE can have some annoyingly long streaks, so it's hard to put my finger on what should be "right."

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?
If I have the maxed To-Hit, it means I have devoted significant resources to maxing it or several teammates of mine have made it their business to make sure I have a strong To-Hit rate, or perhaps even both. In that scenario, I would like a 100% hit rate against any opponents who have devoted no resources to Defense. Similarly, if I have invested no resources in Defense, I do not care about how often I am hit, and therefore would not be outraged to be hit every single time by opponents with full To-Hit buffs.

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?Again, a scenario I have no stake in. As an attacker with the default To Hit, I am generally unsatisfied with my rate of misses to begin with. Being rednered completely incapable of hitting a foe who has devoted resources to maximizing their defense value is only a lesson in humility and a learning experience which will teach me to invest in at least some way to improve my To Hit. (Even if it's just packing yellows for an emergency.) So as an attacker, I'd have no problem with a 0% hit rate. The odd thing here is that as the defender I wouldn't really expect 100% mitigation from maxed defense. I'd definitely expect large values, but I think if it was only 80% mitigation I'd be satisfied with it.

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?
Maxed To Hit and maxed Defense should meet in the middle: 50/50 both ways, regardless of whatever the default happens to be. Subjectively, I think I'd feel jilted on either side of the fence there... unless I was told up front that my opponent had his To Hit/Defense maxed. In which case I'd feel OK with what I got.


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Posted

[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.

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.

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?

[/ QUOTE ]

1. 50% of the time
2. 75% of the time
3. 25% of the time
4. 50% of the time

as it stands now a scrapper with tactics and focused accuracy fully slotted with to-hit buffs can hit me in Kuji-in Retsu (tier 9) almost 75% of the time and with buildup active 100% of the time and its annoying to activate the power go in for the attack and get 2-3 shotted in less then 10 seconds knowing that if they use (elude) there is nothing i can do but maybe hit him once out of every attack chain that includes buildup.

either have to overhaul defense, lower to-hit buffs, or completely change the game to total accuracy over total defense = total % of damage done to target with sucessful hitting each time. perhaps make accuracy enhancements into schedule B or whatever its called for 20% acc bonus instead of 33% per SO.

btw as a defender on a team with tanks and scrappers i'd expect them to have taunt ppl off of me and use mobility to keep me alive. one vs one as a defender i'd not engage anything in pvp.


 

Posted

Honestly I had no problems with my SR scrapper with recent changes.

Except Rularuu. One friggin' Eyeball will pretty much always autohit with that crappy debuff they have.

Then my toggle and passive Defense PLUS my Divine Avalanche are WORTHLESS for the entire fight. They do not stop anything.

More than one eyeball and it's like the enemies are autohit. Which means unless I slow to a crawl and use my Inherent Origin power to pull stuff I get slaughtered by a group of stuff. Stuff that any other type of mob I can do the dance of death on.

The Defense Debuff Resistance doesn't seem to do ANYTHING for Rularuu. Really needs to be looked at.


"I'm flying free with my beautiful butterfly wings!" ~ Randy Marsh

 

Posted

Most mmorpgs use an attackrating/defenserating to determine the chance to hit so any attack or defense is not completeely negated and any attackor defense bonus never overpowering and any unforseen combinations provide atmost a minimal advantage.
the devs could easly change the system to that all they have to do is plug in a new equation after they get the total hit and total defense numbers.
As for secondary effects holds stuns sleeps critcal strikes In a PVP i kind of expect that there would be a 5%-10% of an automatic success/failure of the effect working and notworking
so that no paticular build always wins abd a one on one comabt is more unpredectable.


The Legendary Cosmological Prince Reigar 53rd Illusion Control/Storm Summoning/Primal Forces Mastery/Incarnate

It's a dark and story night. That means something bad is happening out there

 

Posted

[ QUOTE ]
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?

[/ QUOTE ]

You make too loose a statement, Castle. Think a bit. Are you talking about a first level hero against an equal level minion, a twentieth level hero against a lieutenant one level below, or a fourtieth level hero against a boss two levels higher? Also, what attack is being used? Brawl agaisnt an opponent made of steel? Fire against an aquatic enemy?

To answer assuming two equal opponents in a normal fight, no super powers, trying insistantly to cause deliberate long-term harm and trying to avoid damage, manuevering should last at most two seconds and hits should be pretty much immediate and very harmful.

In comicbooks, two supers fighting? In this game? That's a complex question but can be answered as follows: a hero fighting an equal villain should be able to "hit" about eightyfive to ninety percent of the time, depending on environmental conditions, emotions, and other factors normally disincluded by this game.

A good thing to remember was mentioned in a roleplaying game a long time ago. Attacking a visible, mansized inanimate object under normal conditions permits a hundred percent chance of hitting. Attacking a living, breathing human of health and some experience or training in fighting would entail scrambling for weapons or seeking a quick kill if one could be obtained.

As an attacker, I'd want to kill the opponent fast, immediately. As a defender, I'd want to keep out of the way until it was obvious I could make a series of strikes that would stop my opponent from ever attacking again, hopefully murdering that person.

I'd expect in any simulation of this sort of process that an attacker would hit if any unprotected defender came close enough to hit. Again, environmental and emotional situations do come into play as does psychological orientation, inclusive of ethic.

In essence, an initial attack would be the result of the attack and the defense meeting and set a standard for the rest of the battle. This would begin as a four in five chance of hitting both ways with varying success thereafter.

[ QUOTE ]
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?

[/ QUOTE ]

Again, not enough information, Castle.

However, what should happen is consistant hits with no misses in both cases, unless this is a trick question.

The question at this point is how hard does a person want to hit and what effect they wish to yield. As we know from life experience, a tool that is considered lethal does not always result in lethal use even in direct employment for battle. A seemingly nonlethal tool or bodypart could be used lethally.

In comicbooks, it should be noted that heroes normally approach a battle without exercising lethal force. In the game, there appears to be no choice to select a nonlethal approach or a lethal one. Nor does it seem to make much difference whether or not, say, Vahzilok is killed or captured or persuaded to leave.

[ QUOTE ]
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?

[/ QUOTE ]

By maximum, you mean maximum permittable under normal game situations? Let us assume that Super Reflexes were restored to being a Tank power set and a fiftieth level Tank was fully slotted for Defense with the best special enhancements possible and inventions to support this. The default, first level character would not be able to hit under normal conditions -- and even should that Tank lose normal mobility, they might still avoid through any number of comicbook standards.

I'd expect that in the reverse situation, a character of mine that is a superhero would never be hit under any condition *except* for utter helplessness that includes immobilization, surprise, and prior effect by a special weapon that is crafted to target that character's origin and defense ability -- if not that character specifically.

[ QUOTE ]
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?

[/ QUOTE ]

At this point in comicbooks and in this game, the two opponents would have to rely on wisdom, drive, resourcefulness, and opportunity. They would go on fighting for quite some time, and a decisive blow would probably be the result of building tactics, ascending passion, and manifestation of will, of destiny.

I'd say a hit should be roughly one in three at this point.


 

Posted

[ QUOTE ]
[ QUOTE ]
This is blowing my mind. How can people quote a hit/miss ratio that doesn't add up to 100%?

[/ QUOTE ]

Because the orignal question wasn't asking for a hit/miss ratio? It was asking for hit percentage from attackers view and miss percentage of defenders view. These are two totally separate views with two totally separate expectations. Which is why they were separate questions within each category.

[/ QUOTE ]

Yes. And no.


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Posted

From a PvP persepctive (even tough I'm mostly PvE)

1: 50% hit
2: 95% hit (Wet dreams for more as attacker and less as defender)
3: 5% hit
4: About 25% hit

The last question is the interesting one. It seems like it should relate to the resistance cap; maxed-out defense and resist should be about equal. Resistance debuffs do not really hurt people with resistance more than others; neither should to-hit buffs. (This might not be true about Defender debuffs in PvP).

I think the problem is the defense model. If defense was a % change for the attack to miss, not a subtraction from the hit chance, then defense and resistance could be equal and to-hit buffs and debuffs would be in a realm all of their own. So what is now 10% defense would be changed to 20% miss chance, and a separate defense roll or dodge chance if you like could be a part of the attack procedure.


 

Posted

#1) Default: attacker gets 66% chance to land hit. Defender get %33 chance to not be hit.
#2) Max to hit vs default Def: attacker gets 90% chance to land hit. Defender gets 10% chance to not be hit.
#3) Default to hit vs Max Def: attacker gets 10% chance to land hit. Defender has 90% chance to not be hit.
#4) Max to hit vs Max Def: attacker has 66% chance to land hit. Defender has 33% chance to not be hit.

this is all base on the criteria set by castle's "exact" questions.
pretty simple i would say. the question had nothing to do with 3rd party buffs. your slotting enhances etc... its just a basic "if this is what you got what do you want to do?"


 

Posted

[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.

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.

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?

[/ QUOTE ]

Just found this, here I go:

1. this sounds like a 5% thing, even when a target has no defense you have a slim chance to miss. maybe hitting somewhere between 95-99% of the time?

2. with no defense and maxed out tohit - every time

3. converse to 1. if they have maxed out defense and im just running default tohit, I should be missing anywhere from 95-99% of the time.

4. I really think this should be a 50-50 thing. if you have maxed out defense and your opponent is running maxed out tohit, why should they be hitting anything over 50% of the time? that would be giving tohit more leeway (which they already do by having a default) than they deserve.


Edit: although it is annoying to miss, that's what *needs* to happen if defense sets are actually working


 

Posted

Personally I have moved away from playing the Defender AT, because after the defense nerf, they just don't have the HP, damage output or Mez protection to last very long at high levels (unless they chill in the background and that's not my idea of fun or heroic). A class like defenders should have a bonus to defense or at least that crappy inherent power that only benefits bad defenders should increase their defense as they loose health.


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Arc ID: 413575

 

Posted

I prefer my defenders with tight health, too.


 

Posted

I don't understand why people think that max tohit vs. max defense should be 50% chance to hit. Max perception vs. max stealth is, what, 5ft at level 50?


 

Posted

[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.

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.

[/ QUOTE ] I will try to answer these in the most general way possible, so that it is the most broadly applicable. Also, because I do not PvP, I will limit my answers solely to PvE.[ QUOTE ]


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?

[/ QUOTE ] I believe the current hitting rates are fine as is, which would be 75% as the PvE, and 50% EvP. [ QUOTE ]

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?

[/ QUOTE ] I would expect to hit at the hit cap rate, and be missed at the (1 - hit cap rate).[ QUOTE ]

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?

[/ QUOTE ] I would expect to hit at the hit floor rate, and be missed at the (1 - hit floor rate).[ QUOTE ]

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?

[/ QUOTE ]I would expect to hit at the base rate (75%), and be hit at the base rate (50%). In essence, I would expect max hittability buffing to be exactly counterable by max defense buffing. And by hittability buffing, I mean the present to-hit buffs and accuracy buffs combined, or the combination of these and some future buff to the ability to hit something.

Frankly though, I think better questions would be in what DEGREE should such and so buff impact hittability. Afterall, in a normal play instance, it is likely that a player will be somewhere between maxed out and not buffed at all. Thus, in general I believe that hittability buffs of X amount should be exactly canceled by defense of X amount. That would produce the intuitive feel that makes coming up with the actual numbers less meaningful to me. It is only when X+5-5 doesn't equal X that I start worrying about the actual numbers.


 

Posted

[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.

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.

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?

[/ QUOTE ]

I think max To-Hit vs max Defense should be equal to max Damage vs max Resistance. Lets say you do 100 damage before buffing and that you have a +100% damage boost from enhancements, so 200 damage. If you are up against a Tanker who is at the damage Resistance cap (90%), you can hit for 20 damage. If you go to 400% damage, the cap for many ATs, you can now do 20 damage. If you have a 500% cap, then 25 damage. Going from your normal attack to cap increases your damage 2-2.5 times as much. Even if you are going up against with a 75% cap, you are still doing the same result, 2-2.5 times as much damage at cap than at the standard. So, if you are going max To-Hit vs max Defense, you should hit 2-2.5 times as often as you would at max Defense vs normal.

So, here is how I would answer the questions:

1. Hit 50% of the time, be missed 50% of the time.

2. Hit 90% of the time, be missed 10% of the time.

3. Hit 10% of the time, be missed 10% of the time.

4. I'd say hit 20-25% of the time (if possible to have different numbers for like Tankers and Scrappers and others), be missed 75-80% of the time.

This seems rather fair, although it still favors resistance unless the attacker has the To Hit cap and the defender doesn't have any Defense bonus. Perhaps those numbers at the end should just be 20% and 80%.

Yes, I realize that you can increase your damage by Resistance Debuffs, but there are also many more Defense Debuffs and such and this question doesn't concern those issues.


 

Posted

[ QUOTE ]
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?

[/ QUOTE ]

In PVE i say evything is fine except that purple trinagles have a 5% chance of failing to provide staus protection, But the purple triangles should cut the duration effect to 25% normal.

In PvP all status effects including critcal hits and palacate should have a maxium of 90% chance to succeed. And should have an automatic 5% chance to work, regardless of protection. But each magnitude that was ignored/bypassed should have an effect of reducing the duration by 5%.

In short No powercombination should be a perfect defense or attack combo means a perfect kill.

Now for the rest of the questions my answers are for PvP only
1 50%
2 80%
3 20%
4 50%

Me I dont want a pure rock-paper-scisorrs thing in PvP.
I want unpredictable combat. And thats why i chose those numbers.


The Legendary Cosmological Prince Reigar 53rd Illusion Control/Storm Summoning/Primal Forces Mastery/Incarnate

It's a dark and story night. That means something bad is happening out there

 

Posted

1) with no additional to-hit buffs and my target not having additional defense buffs, I would expect the hit or miss rate to be 50-50. defending, I would expect the same 50% rate.

2) Having the maximum to-hit value, I would expect to hit a target with no defense 95-99% of the time. Defending, I would expect to get hit 95-99% of the time.

3) having no to-hit buffs and target having max-defense, i would expect to miss 95-99% of the time. Defending, I would expect to evade attacks 95-99% of the time.

4) with both parties being maxed out in tohit and defense, i would expect the same scenario as Question 1. 50-50 chance to hit/miss and be hit/evade.


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The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

[ QUOTE ]
4) with both parties being maxed out in tohit and defense, i would expect the same scenario as Question 1. 50-50 chance to hit/miss and be hit/evade.

[/ QUOTE ]
I'm quoting this not to single out this post, but because I have seen a gahzillion posts that say this. This answer assumes that the maximum to-hit ceiling and the maximum defense ceiling are exactly the same, and should cancel each other out.

The maximum damage ceiling and resistance ceiling do not cancel each other out, if I have read other threads correctly. The edge is given to resistance over damage.

Why should accuracy and defense be a wash? It seems to me that defense should edge out accuracy at their respective ceilings.


 

Posted

[ QUOTE ]
First off, this post is *NOT* a precursor of any particular impending change. The topic is strictly informative and for discussion.

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.

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?

[/ QUOTE ]

1) 50/50
2) 85/15*
3) 15/85*
4) 50/50

*I say 85/15 and 15/85 to leave room for DeBuffs. If I have a max ToHit, I still want to have room for Defense DeBuffs to actually affect my attack as well. At the same time, if I have base ToHit, then ToHit DeBuffs still need to have an affect. DeBuffs would take it from 85/15 and 15/85 to 95/5 and 5/95, respectfully.

Cyclone Jack


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Posted

1) 50/50
2) 90/10*
3) 10/90*
4) 50/50
ToHit/Defense

I'm saying this mostly from a stalker's standpoint-- blasters, scrappers, and tankers can all usually two-shot my character when they use buildup or aim, if they hit me twice in a row before my heal goes off. An SR stalker versus an SR scrapper should be a long fight full of evades, dodges, and misses, until one of them lands the fateful lucky hits.


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Posted

ooo nice call. I retract my statement and agree that defense should get the edge over to-hit so it will be more on par with the relationship between damage and resistance


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Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

[ QUOTE ]
1) 50/50
2) 90/10*
3) 10/90*
4) 50/50
ToHit/Defense

I'm saying this mostly from a stalker's standpoint-- blasters, scrappers, and tankers can all usually two-shot my character when they use buildup or aim, if they hit me twice in a row before my heal goes off. An SR stalker versus an SR scrapper should be a long fight full of evades, dodges, and misses, until one of them lands the fateful lucky hits.

[/ QUOTE ]

the problem with the end of your statement is that heals are too strong and too quick


 

Posted

[ QUOTE ]


I think max To-Hit vs max Defense should be equal to max Damage vs max Resistance. Lets say you do 100 damage before buffing and that you have a +100% damage boost from enhancements, so 200 damage. If you are up against a Tanker who is at the damage Resistance cap (90%), you can hit for 20 damage. If you go to 400% damage, the cap for many ATs, you can now do 20 damage. If you have a 500% cap, then 25 damage. Going from your normal attack to cap increases your damage 2-2.5 times as much. Even if you are going up against with a 75% cap, you are still doing the same result, 2-2.5 times as much damage at cap than at the standard. So, if you are going max To-Hit vs max Defense, you should hit 2-2.5 times as often as you would at max Defense vs normal.

So, here is how I would answer the questions:

1. Hit 50% of the time, be missed 50% of the time.

2. Hit 90% of the time, be missed 10% of the time.

3. Hit 10% of the time, be missed 10% of the time.

4. I'd say hit 20-25% of the time (if possible to have different numbers for like Tankers and Scrappers and others), be missed 75-80% of the time.

This seems rather fair, although it still favors resistance unless the attacker has the To Hit cap and the defender doesn't have any Defense bonus. Perhaps those numbers at the end should just be 20% and 80%.

Yes, I realize that you can increase your damage by Resistance Debuffs, but there are also many more Defense Debuffs and such and this question doesn't concern those issues.

[/ QUOTE ]

'Nuff said.