DEF and RES chart request
[ QUOTE ]
[ QUOTE ]
%Mitigation = %damdebuff + (100% - %damdebuff)*(2*%def + (100% - 2*%def)*%res)
[/ QUOTE ]
*whimpers*
My brain... what are you doing to my brain...?
[/ QUOTE ]
It's not all that difficult, really.
I'll explain that in short
First we figure out how much damage the enemy is going to do after -dmg is applied. Then we figure out what the remaining damage is after the damage debuffs. Then we figure out how much of this damage we're going to avoid completely, and finally figure how much of the remaining damage we will resist. All in order to find out the total mitigated damage.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
and that factor of 2 goes out the window when fighting foes with greater (or less ftm) accuracy - i.e. things like AVs, Players in PvP, Overseers, Behemoth Overlords or indeed anything except even level mobs.
[/ QUOTE ]
Nope, it doesn't. It used to, about 6 issues ago, but now it is a factor of 2 whatever the accuracy of the mob attacking you is.
The math (simplified, not showing caps and stuff):
Old system, that you are thinking of: %hitprob = %mobacc - %def
System the game actually uses: %hitprob = mobAccModifier*(50% - %def).
Where the accuracy modifier is 1.0 for an even con mob, up to 1.25 for an AV.
This means that an AV is 25% more likely to hit than a minion, regardless of how much defense you have. therefore 1% def will reduce incoming damage by an avarage of 2% regardless of the accuracy of the mob.
[/ QUOTE ]
Yes but the caps and stuff are important when you are running close to them as most defense based characters will be. Level scaling still affects that base hit % which is only 50% for even level mobs - if your fighting +3s its a long way out at +5s its nonsense.
[/ QUOTE ]
Level scailing affects accuracy modifier, in the same way as rank does. So +5 mobs may be 25% (for examle: I havn't got the exact figure handy) more likely to hit you, but that is the same regardless of how much def you have. So 45% def still will give you 90% (avarage) mitigation, regardless of the rank of mob you are fighting.
The caps also don't affect the 1% def = 2% mitigation, with the exception that the caps are applied twice. The only effect of this is that mobs with a very low accuracy (e.g. -4 minions) can never have thier hit probability lowered below 5%, and very high accuracy mobs (e.g. +5 AVs) can never have thier hit probability raised above 95%.
So it's not actually as complicated as you seem to think.
I really should do something about this signature.
OK have just checked the US forums on this and I'll concede you are right on these except for PVP where players still have a base to hit of 75% - assuming that didn't change along with just about everything else for PVP. For those wanting a fuller description of the mechanics try Arcanavilles guide here. It dates from I9 but I cant recall seeing anything more recent.
http://boards.cityofheroes.com/showflat....;Number=5759413
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
The PvP was changed in issue 13, I've no idea how that works now. That's why I didn't comment on it.
The rest is unchanged since issue 9.
I really should do something about this signature.
[ QUOTE ]
[ QUOTE ]
and that factor of 2 goes out the window when fighting foes with greater (or less ftm) accuracy - i.e. things like AVs, Players in PvP, Overseers, Behemoth Overlords or indeed anything except even level mobs.
[/ QUOTE ]
Nope, it doesn't. It used to, about 6 issues ago, but now it is a factor of 2 whatever the accuracy of the mob attacking you is.
The math (simplified, not showing caps and stuff):
Old system, that you are thinking of: %hitprob = %mobacc - %def
System the game actually uses: %hitprob = mobAccModifier*(50% - %def).
Where the accuracy modifier is 1.0 for an even con mob, up to 1.25 for an AV.
This means that an AV is 25% more likely to hit than a minion, regardless of how much defense you have. therefore 1% def will reduce incoming damage by an avarage of 2% regardless of the accuracy of the mob.
[/ QUOTE ]
Yes but the caps and stuff are important when you are running close to them as most defense based characters will be. Level scaling still affects that base hit % which is only 50% for even level mobs - if your fighting +3s its a long way out at +5s its nonsense.
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant