List of Elusivity


300_below

 

Posted

Either i am not lucky or too lazy but anyone knows where i could find list of powers that grant elusivity?

All i saw so far was written in patch notes when i13 came out and it is quiet not the whole list..imo...

Thank you...x)


 

Posted

I'd like to know this too. I'm wondering if it's safe to drop Evasion and Lucky for my SR's pvp build.


 

Posted

All powers and descriptions can be found here:

http://cov.redtomax.com/data/powers/


Keep in mind, elusivity is typed or positional according to the kind of defense power it is in. So Evasion would have AOE elusivity and doesn't stack with ranged or Melee elusivity or lethal, energy, etc...

There are very few defense powers with elusivity that can be stacked (ie: doms and trollers can do it involving PFF and epic armors)


 

Posted

That just lists the defensive values. I don't see any elusivity values. As I understand it, Elusivity is basically -Acc to the oppenent, right?


 

Posted

yep. Arcana mentioned one time that /ea can stack another 20% elusivity found in overload (not listed anywhere though) with the rest of the set, but who knows.


 

Posted

i don't think it is full list really...
besides you have to click every def power to look if it gives elusivity...
thanks for link ...


 

Posted

what do you feel is missing?

CoD operates the same as it always has in that each power has a breakdown. Unfortunately there is no drop down selection that says "sort by pvp elusivity values"


 

Posted

List, here you go:

Blaster:

Ancillary Powers:

(Cold Mastery) Frozen Armor: SmashingElusivity, LethalElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

(Force Mastery)Personal Force Field: BaseElusivity +80%

Controller:

Secondary Power:

(Force Field) Personal Force Field: BaseElusivity +80%

Ancillary Powers:

(Ice Mastery) Frozen Armor: SmashingElusivity, LethalElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

(Stone Mastery) Rock Armor: SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

Defender:

Primary Powers:

Personal Force Field: BaseElusivity +80%

Scrapper:

Secondary Powers:

(Shield Defense) Deflection: MeleeElusivity, PsionicElusivity +30%
(Shield Defense) Battle Agility: RangedElusivity, AoEElusivity +30%

(Super Reflexes) Focused Fighting: MeleeElusivity +30%
(Super Reflexes) Focused Senses: RangedElusivity, PsionicElusivity +30%
(Super Reflexes) Evasion: AoEElusivity +30%

Tanker:

Primary Powers:

(Ice Armor) Frozen Armor: SmashingElusivity, LethalElusivity +30%
(Ice Armor) Glacial Armor: PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

(Shield Defense) Deflection: MeleeElusivity, PsionicElusivity +30%
(Shield Defense) Battle Agility: RangedElusivity, AoEElusivity +30%

(Stone Armor) Rock Armor: SmashingElusivity, LethalElusivity +30%
(Stone Armor) Crystal Armor: EnergyElusivity, NegativeElusivity +30%
(Stone Armor) Minerals: PsionicElusivity +30%

Kheldians:

No Elusivity for Squids. Not Peacebringer or Warshade.

Brute:

Secondary Powers:

(Energy Armor) Kinetic Shield: SmashingElusivity, LethalElusivity, EnergyElusivity +30%
(Energy Armor) Power Shield: ColdElusivity, FireElusivity, PsionicElusivity, NegativeElusivity +30%
(Energy Armor) Overload: SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +20%

(Shield Defense) Deflection: MeleeElusivity, PsionicElusivity +30%
(Shield Defense) Battle Agility: RangedElusivity, AoEElusivity +30%

(Stone Armor) Rock Armor: SmashingElusivity, LethalElusivity +30%
(Stone Armor) Crystal Armor: EnergyElusivity, NegativeElusivity +30%
(Stone Armor) Minerals: PsionicElusivity +30%

(Super Reflexes) Focused Fighting: MeleeElusivity +30%
(Super Reflexes) Focused Senses: RangedElusivity, PsionicElusivity +30%
(Super Reflexes) Evasion: AoEElusivity +30%

Stalker:

Secondary Powers:

(Energy Armor) Kinetic Shield: SmashingElusivity, LethalElusivity, EnergyElusivity +30%
(Energy Armor) Power Shield: ColdElusivity, FireElusivity, PsionicElusivity, NegativeElusivity +30%

(Ninjitsu) Ninja Reflexes: MeleeElusivity +30%
(Ninjitsu) Danger Sense: RangedElusivity, AoEElusivity +30%

(Super Reflexes) Focused Fighting: MeleeElusivity +30%
(Super Reflexes) Focused Senses: RangedElusivity, PsionicElusivity +30%
(Super Reflexes) Evasion: AoEElusivity +30%

Mastermind:

Secondary Powers:

(Force Field) Personal Force Field: BaseElusivity +80%

Patron Powers:

(Mace Mastery) Scorpion Shield: SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

Dominator:

Patron Powers:

(Mace Mastery) Personal Force Field: BaseElusivity +80%
(Mace Mastery) Scorpion Shield: SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

Corrupter

Patron Powers:

(Mace Mastery) Scorpion Shield: SmashingElusivity, LethalElusivity, ColdElusivity, FireElusivity, PsionicElusivity, EnergyElusivity, NegativeElusivity +30%

Arachnos Soldier:

Would you believe None whatsoever?

Arachnos Widdow:

(Teamwork) Foresight: MeleeElusivity, RangedElusivity, AoEElusivity +30%


That's about it. The general rule (With the exception of the Arachnos Widdow and Overload) is primary defense toggles get elusivity. Epic shields that are toggles also get the same. Only the widdow gets elusivity as an auto power.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

ty xury...

i was missing numbers on EA and veats...


 

Posted

With those numbers...let's say someone has 90% elusivity running. I have 90% Acc in an attack and 30% Acc set bonus. Does that mean my +Acc is 30%? Then it moves on to to hit and defensive calculations?


 

Posted

Xury's list matches up with my testing vs. SR last night on live.

I had 30% to connect with SR with toggle(s) up, according to the Combat tab.

Experimented with various items such as Buld Up, small yellows and so on to see what that did to increased chances of contact.

Thanks for the list.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
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Posted

[ QUOTE ]
With those numbers...let's say someone has 90% elusivity running. I have 90% Acc in an attack and 30% Acc set bonus. Does that mean my +Acc is 30%? Then it moves on to to hit and defensive calculations?

[/ QUOTE ]


Chance to hit equation:

cth = clamp( accMod * clamp( baseToHitPvP + toHitMods - DefMods ) )

accMod = inherentPowerAcc * ( 1 + accuracyEnhancments + accBonuses ) * ( 1 - elusivity )



Using your numbers:

<font class="small">Code:[/color]<hr /><pre>
accMod = inherentPowerAcc * ( 1 + 0.90 + 0.30 ) * ( 1 - 0.90 )
= inherentPowerAcc * ( 2.2 ) * ( 0.10 )
= inherentPowerAcc * 0.22
</pre><hr />

If the inherent accuracy is 1.0 then your accMod would be 0.22 (which would then be multiplied by the toHit portion of the equation).


 

Posted

[ QUOTE ]
Stalker:

Secondary Powers:

(Energy Armor) Kinetic Shield: SmashingElusivity, LethalElusivity, EnergyElusivity +30%
(Energy Armor) Power Shield: ColdElusivity, FireElusivity, PsionicElusivity, NegativeElusivity +30%

(Ninjitsu) Ninja Reflexes: MeleeElusivity +40%
(Ninjitsu) Danger Sense: RangedElusivity, AoEElusivity +30%

(Super Reflexes) Focused Fighting: MeleeElusivity +30%
(Super Reflexes) Focused Senses: RangedElusivity, PsionicElusivity +30%
(Super Reflexes) Evasion: AoEElusivity +30%


[/ QUOTE ]

The meleeElusivity was supposed to have been fixed (decreased from 40% to 30%) in a previous patch. CoD is slightly out of date (live version = 18.20081210.10T4, CoD version = 18.20081105.2T).


 

Posted

Wow...so even if you have a lot of +Acc bonuses, you're lucky to end up with a modifier of anything over .30 or so?


 

Posted

Indeed. Elusivity's still brokenly powerful in many cases.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

[ QUOTE ]
[ QUOTE ]
Stalker:

Secondary Powers:

(Energy Armor) Kinetic Shield: SmashingElusivity, LethalElusivity, EnergyElusivity +30%
(Energy Armor) Power Shield: ColdElusivity, FireElusivity, PsionicElusivity, NegativeElusivity +30%

(Ninjitsu) Ninja Reflexes: MeleeElusivity +40%
(Ninjitsu) Danger Sense: RangedElusivity, AoEElusivity +30%

(Super Reflexes) Focused Fighting: MeleeElusivity +30%
(Super Reflexes) Focused Senses: RangedElusivity, PsionicElusivity +30%
(Super Reflexes) Evasion: AoEElusivity +30%


[/ QUOTE ]

The meleeElusivity was supposed to have been fixed (decreased from 40% to 30%) in a previous patch. CoD is slightly out of date (live version = 18.20081210.10T4, CoD version = 18.20081105.2T).

[/ QUOTE ]

Mkay, changing.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

From what I saw from the formula, it was

HitChance = Clamp( AccMods × (1 - TargetElusivity) × Clamp( BaseHitChance + ToHitMods – DefMods ) )


So 30% eluse would be 1-.30= .70.

Basically 30% eluse cuts your accuracy by say...
1.4 Global accuracy
1.75 Power accuracy

1.4 x 1.75= 2.45
2.45 x .7= 1.7

Then you get tohit/defense, base in pvp is 50% and usually defense on forts is what? 38%?

50-38=12 &lt;---yucky
12 x 1.7= 20 &lt;---screwed

Course if you had Rage, +30%

50+30=80
80-38= 42
42x1.7= 71

Course, that doesnt factor in DR and all that [censored].

And Focused accuracy + rage
1.4 + .2= 1.6
1.6x1.7=2.72
2.72x .7=1.9

50+30+5=85
85-38=47
47x1.9=89 &lt;---though I've never acheived this kind of hit rate vs forts or widows, usually 40-60% depending on mindlink or not.


 

Posted

they still get hit all the time .... stop complaining about forts omg lol


 

Posted

Yea.. sucks the VEAT Soldier got left out of the whole Elusivity cluster... considering that it is a defense based AT. I have a Lvl50 maxed Defense Bane (complete IO's of every defense bonus available) that still gives him between 46% and 60% defense in all areas after DR hits him.. However it doesn't mean SQUAT in PvP without the Elusivity.

Although I can 2-3 shot a scrapper or blaster if I get lucky enough to score my 2 strikes on the same build-up, but if I get hit back...with all that worthless defense running, I usually am done in 2 hits. The Bane was a real let down in PvP when i13 hit.

I13 + Elusivity = Lolz @ resistance based ATs.


Villains:

Anti-Christ - Lvl 50 Sonics/Kinetics Corruptor
Dr. Crush - Lvl 50 Elec/Elec Brute
Moodswing Mike - Lvl 41 SS/Stone Brute
Psychus - Lvl 24 Mind/Psi Dominator

 

Posted

[ QUOTE ]
The forum monster eating your post would have sucked so I added it to the existing Elusivity page on paragonwiki.

http://wiki.cohtitan.com/wiki/Elusivity

[/ QUOTE ]

Oh, cool.


Former King of PWNZ
Franziska Von Karma says you will listen to every word I say.

 

Posted

[ QUOTE ]
Indeed. Elusivity's still brokenly powerful in many cases.

[/ QUOTE ]

Are you serious?


No, Elusivity is no where NEAR broken for most AT's and powers. The only AT's I find that can truely use Elusivity to a "mega-ton" advantage are Tankers, and that's thanks to thier higher defensive values all around.


Basically, I have a tricked out Night Widow who've I've invested well over 2 billion into, and I still get hit PLENTY outside of Elude. And yes, this is with perma-ML up. For a build that I've invested that much money into, I would expect it to perfrom better in the defensive side of things, but it does not.


Anyone with half a brain and a proper build can still bust through defensive sets like they had no toggles on at all. That portion has not changed with i13. Defensive sets do work better in i13 than they did in i12, but I wouldn't call them broken at all. Sure, it sucks to miss, but that doesn't somehow equate to "rawr z0mgwtfbbq eye jus mist 2wice!? dfence is overpowad!" Gimme a break..


P.S.- Personal Force Field is a separate issue. Furthermore, people need to start distinguishing between missing due to tier9 defensive powers (such as Elude, Retsu) and missing due to "non" tier-9'd opponents. I'll guarantee that most of the "frustration" comes from the tier9 runners. Just remember, some people are actually pansy enough to only leave the base when Elude is up, so of course it seems as though everytime you fight them they're hard as all heck to hit...


 

Posted

by plenty you mean you get hit 1/3 of the time when you think you probably shouldn't ever be hit?


 

Posted

this brings up a pretty good point. As a def user one would likely feel they should rarely be hit, say like 5-10% of the time (like pve has tought us is ok to believe).

As a person fighting a def user we feel we should hit them often because our toon is awesome heh (say 70%+)

The value right now is somewhere inbetween (usually around 40% hit rate) and that might very well be "fair" mathematically to both sides, neither feels it is fair.

I call BS on it though, that hit rate would be acceptable in a situation where you couldn't base run, phase, hide in mobs or w/e to effectively make you untouchable unless you decide to be hit.

I also call shenanigans on your account of your experiences. I've played my fort a few times now and it is barely even frankenslotted at lvl 34 and it felt like one of the easiest pvp toons I've ever played while ML is up. I can only imagine that IO's would take the toon from ridiculously easy to uber easy.

And while I know you to be honest and not make things up, I'll suggest carefully observing what is killing your widow so easily and bare in mind that psy blasters are reported as bugged to f**k right now, doing both unresistable and untyped damage (haven't confirmed myself, just citing reports).


 

Posted

SS Tankers(especially those with FA as well), Scrappers using FA or TD (especially in conjunction with BU), Devices Blasters (psi/nonpsi), Blasters using Aim+BU(way more than "enough" damage to kill any Widow within 10 seconds if they know how to kill), Blasters using PB+Aim, Defenders using RA backed by PBU+Tactics and wielding Psi, Defenders granting PBU+Fort, Controllers granting PB+Fort, etc. Basically


Not to mention, damage spikes by other teams kill defensive toons within the first volley since most of those spikes are coming from toons using the powers listed above. Basically, a spike will usually include a "window" of high accuracy. A "damage spike" on a defensive toon only needs about 2-3 spikers to flat-line thier health bars within the first 1-2 shots from each spiker, in most cases that takes less than 3 seconds to accomplish. On a resistance toon (granted +res is sorta lacking now too) it doesn't happen quite as quickly and would take more spikers to drop a res toon as quickly(or good resistance debuffs). This isn't to say that +res &gt;&gt;&gt; +def in pvp at all right now. It's just to say that there are plenty of powers out there that allow users to completely obliterate +defense toons in pvp, and that I believe the supposed "problem" with defense is overexagerrated hugely.


Again, the only AT I really see that takes full advantage of defense in pvp are Tankers and to a lesser extent Blasters. Why? Because Tankers have enough HP and resistances in other areas to survive most minor spikes which whiz through thier defenses, and since many of these "spikes" find thier way through defenses thanks to a 10 second "aim or bu" buff, as long as he can squeek past the initial volley, he's back to "safe" territory until those powers refresh. This allows him to survive, heal back up, and respond. He is able to make full use of his Elusivity+Def values after that initial threat spike.


Blasters get some good use out of Elusivity as well, and it's simply by thier sheer damage output, at range. As long as you are missing 1 out of 3 attacks, it's enough for him to live long enough to just simply outpace the damage you deal to him with the damage he's dealing to you. If you're a melee toon trying to fight back, you're at quite the dissadvantage since most the time you are trying in dire vain to get close enough to land melee attacks and the few times you do get close enough you're seeing missing. Meanwhile the Blaster can continue to pelt you from range and stay out of melee for the most part. No, travel supression doesn't do much to prevent this type of manuever at all, as some thought it would.


Anyways, just my opinions and experiences. I'm sure others may have varying experiences, that's normal. I'm just giving my side of the picture from a toon that's is souped up to be a Ferrari but still only performs like a mod'd Honda Civic in the area of defense. I'm sure, that everyone's miles and experiences may vary, but that's why we have discussions.