Dark debuffs, what's type? -acc or -tohit.


Blue_Note

 

Posted

Hello,
I currently have a lvl 20 Dark/Dark defender and am really happy with her. The playing in teams is really nice.

What I was wondering about is: what's the debuff a Dark/Dark defender does. Does it debuff the accuracy or the tohit?
And ofcourse I'm espicially interested in Darkest Night.

I'm getting mixed info about this, CoH calls it -accuracy but you can slot it with -tohit enhancements. Mids' tells me it's -tohit so I'm a little confused.

The reason why I want to know is that I want to know if whether to take Manuevers later on or should go with assault.


 

Posted

its -acc mate
so too is darkest night which is also -dmg

and i think your a bit confuse afaik -acc and -tohit are the same thing ... however -acc and -perception are different


 

Posted

If a bad guy hits you depends on several factors:
His tohit, his accuracy and your defense.
First you take his to hit, substract your defense and that you multiply by his accuracy.
Accuracy*(Tohit-Defense)=The chance to land a hit.

So accuracy and tohit are not the same.
http://boards.cityofheroes.com/showf...Number=9280386


 

Posted

[ QUOTE ]
its -acc mate
so too is darkest night which is also -dmg

and i think your a bit confuse afaik -acc and -tohit are the same thing ... however -acc and -perception are different

[/ QUOTE ]

-acc and -tohit are not the same thing, just like +acc and +tohit are not the same thing. Perception is something else altogether.

For a Dark/Dark, both your primary and secondary will be debuffing ToHit. In the case of Darkest Night it's 18.75% unenhanced as listed here.


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

[ QUOTE ]
[ QUOTE ]
its -acc mate
so too is darkest night which is also -dmg

and i think your a bit confuse afaik -acc and -tohit are the same thing ... however -acc and -perception are different

[/ QUOTE ]

-acc and -tohit are not the same thing, just like +acc and +tohit are not the same thing. Perception is something else altogether.

For a Dark/Dark, both your primary and secondary will be debuffing ToHit. In the case of Darkest Night it's 18.75% unenhanced as listed here.

[/ QUOTE ]

ok i stand corrected but Mids still says its -acc ...


 

Posted

[ QUOTE ]
A lot of Dark's ingame power descriptions (which Mids uses) are a wee bit wrong or incomplete

[/ QUOTE ]

How do we know what's right and what's wrong? Disturbing if such substantial aspects are wrong by default from the source...


 

Posted

Well, did some additional research and it seems to be -20% tohit unenhanced 29% with 3 SO's. (Mids' numbers)

This makes maneuvers combined with combat jumping VERY worthwhile to look at.

Most foes have 50% tohit.
Subtract 29% that leaves 21% tohit.
You might think the defense numbers of combat jumping and maneuvers seem small but consider this: (slotted with 3 defense SO's)Combat jumping: 3,9% and maneuvers 5,49%.:21-3,9%-5,49%=11,51%, adding those two defenses decreases the incoming hits with 45% ! Not too shabby I think.


 

Posted

Ah but consider this: according to Mids, Fearsome Stare has a similar -ToHit as Darkest Night. With just those two you have 58% -ToHit. Throw in Twilight Grasp which has about 6% -ToHit but can be stacked, along with all your attacks which have around 9% -ToHit and you're easily at the 5% cap.

BTW don't forget Shadow Fall provides Defense too, should you go that route.


Octavian Vanguard
@ohmsEU and @ohms 2

Badging character: Bimble on the Union server, Badgehunter.com and City Info Tracker.

 

Posted

The main problem with ToHit debuffs is they don't scale well against higher level mobs.

For instance, you only need a difference of 45% between your Defence and the mob's ToHit to hit the "cap". Against even-level foes, You can accomplish this with +45% Defence, or -45% ToHit, or a mixture of the two.

However, against higher-level foes the strength of the ToHit debuff drastically decreases. Against +2 foes, your debuffs are only 80% effective, so you'd need 56.25% -ToHit rather than -45% to achieve the same effect. Against +3s, -69.23% ToHit. Against +4s, -93.75% ToHit... and so on.

Look in the "Combat Modifiers" table here for a full list.


 

Posted

My Fearsome Stare is six-slotted with Fear and ToHit sets (4xGlimpse 2xDark Watcher) and with Darkest Night running it's very hard to hit myself or a team, especially as I spam Tentacles and Night Fall from all angles.

Also Grasp and DN do -DMG ontop, which softens the blow.

There's also the super secret -Regen of Grasp and Howler, which you really notice soloing Arachnoids and EBs.

And then there's Howler's mass-Stun usage, which as you get to later levels you might find is the best use of Howler.

It's all good.


@Drakmarth & @Drakmarth2
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