Invincibility.. good +acc power?
I had mine 2 slotted for a long time and with only one accuracy in my attacks it was not enough. I just have it 3 def, 2 taunt, 1 endredux these days.
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Wouldn't that make hitting the last guy you're fighting a real effort? Surely at that point when your health is low but fury is high you dont want to be relying on luck too much
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They were appropriately appalled
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For tanks this is either 1% or 2% per enemy, so given that Brutes secondaries are 75% of tank primaries, you are talking about about 1.2 - 2.4% to hit buff per person 3 slotted with SOs....
I wouldn't consider relying on less than a 10% to hit buff to replace second ACC slots or a 25% to hit buff to replace the first.
@Unthing ... Mostly on Union.
Cheers, seems kinda useless as a +acc toggle then :<
Do you also know how much procentage in def it gives per mob?
For a tanker 1.5 per mob up to 10, but the first gives an extra 6%. Unlike the ACC this is actually useful as you need more defence when surrounded.
For a brute 3 slotted this should be 4.68 + 1.17 per mob or about 10.5% for 5 enemies. 16.5% for 10 enemies.
If you have other defence powers such as Tough Hide or Combat Jumping , or are under the influence of defence buffs like Force Fields this becomes much more significant.
@Unthing ... Mostly on Union.
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Cheers, seems kinda useless as a +acc toggle then :<
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Exactly. Think of the tohit buff it provides simply as an added bonus. Its not going to be able to substitute Acc SO's in your attacks, for example.
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For a tanker 1.5 per mob up to 10, but the first gives an extra 6%. Unlike the ACC this is actually useful as you need more defence when surrounded.
For a brute 3 slotted this should be 4.68 + 1.17 per mob or about 10.5% for 5 enemies. 16.5% for 10 enemies.
If you have other defence powers such as Tough Hide or Combat Jumping , or are under the influence of defence buffs like Force Fields this becomes much more significant.
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Didn't think it was that high. Are those the base values?
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For a tanker 1.5 per mob up to 10, but the first gives an extra 6%. Unlike the ACC this is actually useful as you need more defence when surrounded.
For a brute 3 slotted this should be 4.68 + 1.17 per mob or about 10.5% for 5 enemies. 16.5% for 10 enemies.
If you have other defence powers such as Tough Hide or Combat Jumping , or are under the influence of defence buffs like Force Fields this becomes much more significant.
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Didn't think it was that high. Are those the base values?
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1.5 per mob is the base vale for tankers. Brutes are 75%I think, I gave 3 slotted Brute numbers with SOs...
@Unthing ... Mostly on Union.
Any bonus to accuracy is good especially for pvp but just as much for pve.
In pve with 2 acc slots per attack plus invincibility,rage and tactics my ss/inv hits upto +6 (slow damage tho) but for decent damage +4 seems ok for decent defeat/xp rate.
In pvp my guy hits anything apart from rads and katana scrappers (once they have their defense built up).
Forms of stealth, invis, hurricane and whirlwind don't pose any problems - I just step up and KO blow them
I have fought illusion trollers and their blind flash and/or pets don't stop me getting to them and pounding them into the ground.
My favourite times have been heroes that stand around invis and wonder how I can just walk right up and KO blow them. I have even been accused of cheating hehe
i have absolutely no tohit buffs whatsoever in the invincibility of my toon the buff is so low its a complete waste of a slot to me
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I'm wondering if it's worth using Invincibility as a +acc power (with 3 to hit bonus enhancements) even when you're only fighting 1-2 mobs?