To Hit vs. Defense


Accualt

 

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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?

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Couldn't agree more. A maxed-out tank has 90% damage resistance. Resistance debuffs can reduce this to perhaps 75% damage reduction (if you have a -150% resist debuff, which takes a whole team of debuffers in consort). Defense should be about as effective; a maxed out tanker attacked by a maxed-out attacker should be hit about 10% of the time, a scrapper about 25% of the time - which corresponds to 80% and 50% damage reduction, respectively.


 

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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?

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Couldn't agree more. A maxed-out tank has 90% damage resistance. Resistance debuffs can reduce this to perhaps 75% damage reduction (if you have a -150% resist debuff, which takes a whole team of debuffers in consort). Defense should be about as effective; a maxed out tanker attacked by a maxed-out attacker should be hit about 10% of the time, a scrapper about 25% of the time - which corresponds to 80% and 50% damage reduction, respectively.

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I agree. Defense sets should be just as good as resistance sets. With AIM, FA, and all the other powers that dramatically increase the ability to cut through defense, there needs to be something to make these sets worth having in pvp.


 

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Also, defense de-buffs should be a part of this balance - that is, the above figures are with defense debuffs applied. Of course, you'll need Defense Buffs to get to the level of defense where you can expect to be missed with defense debuffs running.


 

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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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With default acc/def, I would like to connect with my target about 75% of the time. As the defender, I would like to expect to be hit 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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With max acc/default def, I would like to hit my target 99.5% of the time. As the defender, I would like to expect to be hit 90% 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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With default acc/max def, I would like to connect 25% of the time. As the defender, I would like to expect to be hit 10% 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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With maximum acc/def, I would like to hit 50% of the time. As the defender, I would like to expect to be hit 30% of the time.

These numbers are for PvE, I'm not as fluent in PvP, but I think when attacking another player, I would change my expectations to 1) 50% 2) 90% 3) 10% 4) 50% respectively, with defender's expectations being the simple inverted %.

I know that my percentages seem a bit skewed in player favor against NPC combatants, but as my character is the central hero of his own story, I think he should have a notable advantage over the NPCs in his life, and it makes for dynamic combat. It's awfully frustrating to be wailing on some mobs and all of a sudden get stuck missing some blue-con schlub 4-5 times in a row.

Something else that I think would make combat more interesting in general however is for all characters to have a chance of a "glancing blow" (Hit, but just barely, say by <5%, inflicting only half damage/effect) and "critical hits" (Hitting in the upper 95% of the difference between acc and defense, meaning that a higher disparity between acc & def would make for a greater chance of critical hits, causing double damage). Yes, I'm fully aware that Scrappers already do this (though with slightly different math I believe), and I don't think that that should be taken away from them, but rather that they should have an increased likelihood of performing a critical hit compared to other ATs, and should have a superior critical effect (randomly doing an additional 100% damage, for 3x total on a crit, or getting a random status effect, such a stunned, slowed, immob, etc in addition to the x2 instead of the x3. I think inflicting a random status effect on an opponent with a critical hit would be a very interesting dynamic, since it would just be unpredictable)

I would also like to see a few powers that will always hit under the right circumstances. I've always found it somewhat disruptive to suspension of disbelief to miss a stunned/held/immob target with my Snipe/A-Strike.


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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?

[/ QUOTE ]If no buffs are present, I expect that a statistical sample would bear out a 50-50 chance to hit or miss over a sufficiently large sample. As a defender, I'd expect to see the situation the same way.

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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?

[/ QUOTE ]At max to-hit, against zero increases in defense, I'd expect to floor my miss chances at around 5%. As a defender, I'm screaming like a stuck pig and running like I'm late for my bus to work, as I expect to be repeatedly pummelled at approximately a 95% success rate.

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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?

[/ QUOTE ]Against maximized defenses, with no counters of my own, I expect to find easier prey, as a 5% chance to hit means I'm never going to wear down my target in the absence of other factors. As a defender, I'm doing everything in my power to impede escape, because my 95% chance-to-be-missed means that I'm going to gnaw that attacker to death like a flood of rabid beavers, even if it takes a while.

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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?

[/ QUOTE ]As a defender with capped defenses, my opponent should be at a slight disadvantage, but not an insurmountable one. I'd expect about 75% of attacks should miss, with about 25% landing.


 

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These numbers are for both PVE and PVP.

1. 50% hit / 50% miss
2. 95% hit / 5% miss.
3. reverse of 2. 5/95.
4. 25% hit / 75%miss.


I think max Defense should outweigh max To-Hit...significantly, but not insurmountably. I think of the Marvel characters: Bullseye vs. Spider-Man. Bullseye has insane to-hit/accuracy. Spidey...well...you need more than that to hit him consistently.


 

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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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About 50/50, assuming an even-conned opponent (or even-combat-level Player opponent).

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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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Almost every single time. I'm okay with a 95% maximum here - but then, I'm a D&D gamer from waaaaaay back, so I'm used to the "twenty sided die" level of ganularity there.

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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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Almost never - in both cases. Kick me for being fair-to-a-fault - but if I haven't got any extra "hit",a nd he's got the absolute maximum "not get hit", then he should win the exchange ... hands down.

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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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About 50/50. Seriously - even after all the ToHit and Accuracy stuff, the maximum defense should drop them back to a 50/50 scenario.

The problem, as I see it, is that ToHit buffs are ADDITIVE, while accuracy is MULTIPLICATIVE. And the ADD happens before the MULTIPLY, which only serves to compound both of them. Plus, the same character can get both sides of that coin, at the same time, even when playing solo.

Whereas Defense is strictly SUBTRACTIVE, and is almost impossible - solo - to pair with a debuff to anyone's ToHit. And those ToHit debuffs are similarly limited, in that they are purely subtractive ... and ALSO rarely available alongside Defense buffs on the same, solo character.

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This boils down to OFFENSE having a decided advantage over DEFENSE, in the majority of encounters. The cause of this is, ultimately, the very ToHit formulae used by the game. The only real fix would be to rip it out by the roots, and rebuild from the foundations up. That might strike some folks as a bit SWG-esque, though. So I won't hold my breath over it, sorry to say.


 

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The problem, as I see it, is that ToHit buffs are ADDITIVE, while accuracy is MULTIPLICATIVE. And the ADD happens before the MULTIPLY, which only serves to compound both of them. Plus, the same character can get both sides of that coin, at the same time, even when playing solo.


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This boils down to OFFENSE having a decided advantage over DEFENSE, in the majority of encounters. The cause of this is, ultimately, the very ToHit formulae used by the game. The only real fix would be to rip it out by the roots, and rebuild from the foundations up. That might strike some folks as a bit SWG-esque, though. So I won't hold my breath over it, sorry to say.

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I don't see this as a problem at all. As long as Defense can floor any amount pf +toHit, the accuracy multiplier can then get the actual chances back into reasonable numbers (which is about 10%).


 

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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.

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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1) 50% for both (any deviation should favor the defender)
2) 80-90% to hit. 10-20% to be missed
3) 10-20% to hit. 80-90% to be missed
4) 50% for both (any deviation should favor the defender)

While this is a very interesting post, I think it should also be considered when looking at these values is how possible is it to achieve the 'maximum' value for either to-hit or defense. If it is very easy to achieve the maximum to-hit while it requires a *very* specialized build to achieve the maximum defense value, that tends to severly skew the real-world application of to-hit and defense (and vice versa).

I know that this thread isn't about the mechanics, but to-hit vs. defense expectations in pvp. It's that I feel the viablity to achieve theoretical maximum numbers goes hand-in-hand with how well those two sides will mesh.


 

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CAVEAT: I take my numbers from Sherksilver's Builder. They are not guaranteed to be 100% completely accurate. But they should still be close enough for our purposes today.

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The problem, as I see it, is that ToHit buffs are ADDITIVE, while accuracy is MULTIPLICATIVE. And the ADD happens before the MULTIPLY, which only serves to compound both of them. Plus, the same character can get both sides of that coin, at the same time, even when playing solo.


...

This boils down to OFFENSE having a decided advantage over DEFENSE, in the majority of encounters. The cause of this is, ultimately, the very ToHit formulae used by the game. The only real fix would be to rip it out by the roots, and rebuild from the foundations up. That might strike some folks as a bit SWG-esque, though. So I won't hold my breath over it, sorry to say.

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I don't see this as a problem at all. As long as Defense can floor any amount pf +toHit, the accuracy multiplier can then get the actual chances back into reasonable numbers (which is about 10%).

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Defense cannot floor someone strongly ToHit buffed that way.

Let's see - the current "oh my god" maximum Accuracy-and-ToHit buff would be a Scrapper running both Tactics and Focussed Accuracy, firing off a triple-SO-slotted attack, yes? We'll be extra-cruel, and make it a [Martial Arts / Invulnerability] scrapper - and throw both Focus Chi and Invincibility into the mix. Triple-slotted for ToHit, wherever possible.
[*] PvP Base: 50%[*] Tactics: +11.01%[*] Focussed Accuracy: +29.11%[*] Focussed Chi: +31.47%[*] Invincibility: 5.90% per foe in melee range

This totals to a base ToHit of 127.49% ...! And the o.05/o.95 boundaries only kick in AFTER defense, at this point in the formula ...!!

The top-end defense such a scrapper might face in a PvP zone? Probably something like my own Robo/FF mastermind. We'll assume, for whatever reason, he's going against my Assault Bot - which I can currently cap out at 54.5% defense, pretty much against everything. We'll add in an insanely triple-slotted Maneuvers to that, for anotehr ~2.7% ... totallin 57.2% defense.

127.49%, minus 57.2%, is ... 70.29% base to-hit; within bounds. That, compounted by the 102% net accuracy MA attacks triple-slotted for ACC get? 141.9858% - close enough to just say "142%, especially since it is now Bounded to 0.05/0.95

Net result? He has a 95% chance to hit my Assault bot - and everything else in the game. Purely because ToHit and Accuracy are multiplicative, and Accuracy comes after Defense.

Even if it were my MM, and I had (and used) PFF?
[*] Maneuvers, ~2.7%[*] Dispersion Bubble, ~11.8%[*] single Protector bubble, ~11.8%[*] PFF, ~106.2%

That totals to an amazing 132.5% defense. The Scrapper, however?

142, minus 132.5, is 19.5 ... 19.5, times 2.02, is 39.39 ... almost a fourty percent chance to hit ... and, barring now-ineffectual Pet attacks, the MM can't strike back through that PFF. His supposedly "supreme defense at the expense of being able to act" ... really isn't very supreme at all, anymore.


 

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I'm for more drawn out, yet less infuriating, fights.

1a) Unbuffed, High damage vs. No Defense = 50% hit rate
1b) Unbuffed, Low damage vs. No Defense = 66% hit rate

2a) Buffed, High Damage vs. No Defense = 80% hit rate
2b) Buffed, Low damage vs. No Defense = 90% hit rate

3a) Unbuffed, High Damage vs. Defense = 20% hit rate
3b) Unbuffed, Low Damage vs. Defense = 30% hit rate

4a) Buffed, High Damage vs. Defense = 50% hit rate
4b) Buffed, low Damage vs. Defense = 75% hit rate


 

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CAVEAT: I take my numbers from Sherksilver's Builder. They are not guaranteed to be 100% completely accurate. But they should still be close enough for our purposes today.

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The problem, as I see it, is that ToHit buffs are ADDITIVE, while accuracy is MULTIPLICATIVE. And the ADD happens before the MULTIPLY, which only serves to compound both of them. Plus, the same character can get both sides of that coin, at the same time, even when playing solo.


...

This boils down to OFFENSE having a decided advantage over DEFENSE, in the majority of encounters. The cause of this is, ultimately, the very ToHit formulae used by the game. The only real fix would be to rip it out by the roots, and rebuild from the foundations up. That might strike some folks as a bit SWG-esque, though. So I won't hold my breath over it, sorry to say.

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I don't see this as a problem at all. As long as Defense can floor any amount pf +toHit, the accuracy multiplier can then get the actual chances back into reasonable numbers (which is about 10%).

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Defense cannot floor someone strongly ToHit buffed that way.

Let's see - the current "oh my god" maximum Accuracy-and-ToHit buff would be a Scrapper running both Tactics and Focussed Accuracy, firing off a triple-SO-slotted attack, yes? We'll be extra-cruel, and make it a [Martial Arts / Invulnerability] scrapper - and throw both Focus Chi and Invincibility into the mix. Triple-slotted for ToHit, wherever possible.
[*] PvP Base: 50%[*] Tactics: +11.01%[*] Focussed Accuracy: +29.11%[*] Focussed Chi: +31.47%[*] Invincibility: 5.90% per foe in melee range

This totals to a base ToHit of 127.49% ...! And the o.05/o.95 boundaries only kick in AFTER defense, at this point in the formula ...!!

The top-end defense such a scrapper might face in a PvP zone? Probably something like my own Robo/FF mastermind. We'll assume, for whatever reason, he's going against my Assault Bot - which I can currently cap out at 54.5% defense, pretty much against everything. We'll add in an insanely triple-slotted Maneuvers to that, for anotehr ~2.7% ... totallin 57.2% defense.

127.49%, minus 57.2%, is ... 70.29% base to-hit; within bounds. That, compounted by the 102% net accuracy MA attacks triple-slotted for ACC get? 141.9858% - close enough to just say "142%, especially since it is now Bounded to 0.05/0.95

Net result? He has a 95% chance to hit my Assault bot - and everything else in the game. Purely because ToHit and Accuracy are multiplicative, and Accuracy comes after Defense.

Even if it were my MM, and I had (and used) PFF?
[*] Maneuvers, ~2.7%[*] Dispersion Bubble, ~11.8%[*] single Protector bubble, ~11.8%[*] PFF, ~106.2%

That totals to an amazing 132.5% defense. The Scrapper, however?

142, minus 132.5, is 19.5 ... 19.5, times 2.02, is 39.39 ... almost a fourty percent chance to hit ... and, barring now-ineffectual Pet attacks, the MM can't strike back through that PFF. His supposedly "supreme defense at the expense of being able to act" ... really isn't very supreme at all, anymore.

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A couple corrections:

Tohit is additive, accuracy is multiplicative. To make up some numbers to illustrate simply, this is how you calculate the net overall chance for someone with one accuracy SO (1.333 acc) using a martial arts attack (1.05 intrinsic accuracy), to hit another player (base tohit: 50%) with super reflexes defenses (assume 30% defense) while running focused accuracy (assume +20% tohit):

1.333 * 1.05 * (50% + 20% - 30%) = 1.333 * 1.05 * (40%) = 55.99%.

Notice the two accuracy factors don't add, they multiply, even with each other. Tohit buffs/debuffs and defense buffs/debuffs are all additive.

The powers listed above: Focus Chi (Build Up), Invincibility, Focused Accuracy, and Tactics, all grant tohit buffs. The only things at the moment that grant accuracy buffs are intrinsic accuracy bonuses (the attack is designated with higher accuracy, like MA attacks, things with a weapon draw bonus, archery, or snipes: that sort of thing), and the bonus that comes from accuracy slotting.

Also, the most common form of high-end defense you're likely to face in high-level PvP combat is probably a well-slotted Eluded scrapper. With slotted Elude and running all the toggles and passives, you're looking at about 101% defense, plus or minus.


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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?

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1) I expect to hit 50/50,I expect to be missed 50/50
2)I expect to hit always,I dont expect to be missed
3) I expect to never hit,I expect to be missed always
4)I expect to hit 50/50,I expect to be missed 50/50

I always expect to hit my target like every1 else no1 like to miss his good atack that is why i slot acc in my good atack.
But def is so useless this day .Whit my stalker SR i would like to expect that I would be missed 60% of the time or more.But that is to hard this days


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

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Thing is, Castle, you seem to have forgotten that in a superhero MMO there is such a thing as different to-hit scores and different defense scores. Mental defense and magical defense are only part of it.

Also, both villains and heroes are pretty good at pulling clever manuevers that are not simulated in this game. Inspirations *can* simulate this, but an even better approach would be to have character attributes (such as are found in actual RPG as opposed to the drawn out experiment of MMORPG). Among other things, these might be applied to add (not multiply) a numerical amount to an inspiration usage.

If a percentage system is too wide a scope to handle, try using a wider scope of numbers within that percentage and using straight numerical addition and subtraction rather than just percentages. This might help, but do keep in mind that within parameters of normal, supernormal, and semi-deific power limitations and boundaries should exist on just how much additional power a person might exert any way. Luck as a numerical addition should not be limited boundaries so much as kept minimal in its influence.


 

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Defense cannot floor someone strongly ToHit buffed that way.

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Agree, it cannot now. But this thread is about how things should be, not about how they are.


 

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Honestly, I think this should have two diffrent sets of values for PvP and PvE first off. Minions (especally) are gooks, you go through a dozen of them and laugh, we're heroes and villians, we're better than that. Lts should be slightly higher, Bosses higher still and AVs/Heroes should be on par with a PC Hero/Villian. GMs possably even more accurate and/or hard to hit.

This also assumes that by "capped" you mean "the highest possable score from any AT", which is likely an SR Scrapper or SR or Ninja (maybe) Stalker, but I don't know what the % caps are off-hand.

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?
Evenly matched, I would expect to hit at 50% against a PvP target, slightly higher (say 60-70%) on a minion. Again, because minions are meant to be beaten around even with the crappiest and most inacurate of heroes and villians.

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?
Attacking: I would expect to hit 95-99% of the time against any target (note that you would hit the cap against a minion before you would hit the cap against a PC/AV/Hero)
Defending: I would expect to get trounced, though if I had this abismal defense, I would likely also expect to be playing a much tougher AT like a tanker and just take it Superman style.

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?
I would expect to miss most of my attacks. Against an AV/Hero/GM/PC with capped defense, I would expect that things would end up like fighting the Flash, or Synapse from the comics. I'd miss alot (likely near 100%) and he'd be able to beat on me as he wishes.
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?
Both attacker and defender reaching the theoretic maximums should revert things to relitive normalcy, ergo, with a cap on both scores you should be hitting about 50% of the time. This should mostly be a PvP and AV/Hero/GM issue, so a lower score % chance to avoid an attack for minions shouldn't apply.
That said, I would always WANT to hit my foe 100% of the time, but that's FAR from balanced, what I stated above is what I think is balanced, fair and fun, and gives a good reason to pack some -def and -tohit in a group against a high def/tohit target.


 

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I'd suggest you reread what I wrote although it really does not matter to me even a trifle whether or not you understand.


 

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I'd suggest you reread what I wrote although it really does not matter to me even a trifle whether or not you understand.

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You might want to consider at least making your suggestions understandable by humans, on the assumption you want at least one person, especially a dev, say, to read it.

It took me quite a while to figure out with reasonable certainty that what you are attempting to suggest is adding skills that represent different types of abilities, each of which is capable of influencing what we consider the raw attributes of the game, like base damage, and base tohit, and accuracy. And on top of that, you want there to be more independent possibilities of combinations of attributes, and you think that's achievable if the attributes ranged over a larger set of values: instead of zero to one hundred percent, say, zero to one hundred thousand milli-percents.

The problem is that the first part buys us nothing, since the actual powers in the game do that for the most part, to the extent that is generally desirable. And the second part doesn't make sense, because its based on a false assumption: that the fact that the game restricts numbers to between one and one hundred, there are only one hundred possibilities. In fact, probability is mathematically restricted to being between zero and one, and the zero to one hundred percent scale is just a way of expressing that with more convenient numbers. Increasing the size of the numbers doesn't actually change the range of possibilities, which is all possible values from zero to one, within the limits of the game engine's precision (which is at least hundredths of a percent, or one part in ten thousand).


I can tell you that if it takes me more than about sixty seconds to figure out what you're trying to say, its unlikely anyone else is going to spend the time to figure it out, including the devs.


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Posted

Something I havent seen discussed which should be in some thoughts is the comparison between resistance and defense, and how easy it is for something to be raised/lowered.

1) Resistance vs defense
Resistance isnt scaled to level, but damage is. So, while defense becomes less effective and it appears resistance stays the same, with the increased damage the same resistance % still lets you take more overall damage. Defense loses out because they are not only easier to hit, they also take more damage (damage being higher hurts defense builds more than resistance builds).

Defense builds get to "skip" status affects like holds because not only do they get mez protection, but they also have to be hit and have a high defense. This seems unfair to mez based ATs like doms and trollers, that they not only have to overcome mez protection, they also have to hit a defense based build multiple times. Mez powers should have enough acc bonus to allow them to be stacked on a def build, as the def build already has as good mez protection as a resistance build.

2) Ease to raise/lower
One problem in balancing powers is the pool powers. For instance, as an invul I can max le/sm resistance fairly easily. However, there isnt any option to raise resistance to fire or nrg attacks. However, a fire tank can get tough from the fighting pool and raise his le/sm resistance and already has better nrg/fire resistance.

In the case of defense vs tohit/acc, to boost tohit/acc you have tactics and FA (epics). To boost defense, you have manuvers, weave, and a tad in combat jumping and a few other powers. The to hit/acc bonus is much larger than the defense bonus. Further, powers within the powerset tend to be very specialized (such as one power to boost melee def, another to boost range def, etc) while FA, tactics, aim, BU, etc tend to boost the acc/to hit of all powers.

Once the devs get the "desired" balance set (as in, how often should max tohit vs max def actually hit), then these other issues need to be thought about.