Ideal accuracy numbers?


Kanto2

 

Posted

Hey there, my Katana/SR scrapper currently has 140-146% accuracy on his attacks and I was wondering what the ideal accuracy was in order to compensate for any possible -to-hit/+def from enemies.


 

Posted

I'm not sure that there's a specific ideal. However, I shoot for 95% accuracy or higher against +4s, which would be 183% accuracy as reported by Mids'. I like even higher, but generally try not to make many compromises for it past that point. That may change with I16, though, if I can drop level 55+ enemies into my missions.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Well, baaaaack when we had only SOs the standard was two acc SOs, so around 66-70% in an attack. Considering the game was not upgraded after the introduction of IOs I'd say around the same still works.

Things to consider :

What are you fighting? +1? +4?

Are you slotting your character with sets? Most time you end up with 80%-ish in an attack and then several % more in global accuracy. If we consider around 60-70% was the norm you'd be pushing it way past it already. And this doesn't consider Focused Accuracy (since Conserve Power is such a popular choice as is).

You might get Serrate or one of the math people looking into your thread and they'll post the % needed to hit the acc cap for each level above yours, but that info is around and searching for it might yield something more quickly.


 

Posted

The "ideal" would be the top of the ED cap (around 90-95%, if not more). Given that builds are less than ideal, you can get away with a lot less. A single SO value (+33%) is good enough for most normal content in the game. On my IO'ed builds, the accuracy for most attacks vary from one to two SO values (33-66%) from using IO sets. I also get an additional 30-40% from set bonuses. I don't have much problems with most of the game. Higher level challenges (like +4 mobs), of course, require more Accuracy/To-hit in order to compensate for lowered values.

Certain buffs/debuffs like force fields and stacked Nemesis vengeance will play havoc with To-Hit as well. For that, I just either wait it out or pop some yellows for the short time that I need it.

Your 140-146% accuracy should be fine with most normal situations. You will notice some problems in a few situations, but those situations are not as common as the rest of the game's challenges, and can be overcome with a team buff or some yellow inspirations.


 

Posted

Thanks for the input guys, I failed to mention I do actually have FA as well, but I tend not to use it because of its huge end drain! >_< I was in a +3 farm last night and I didn't seem to have any problems, I maybe missed 1, maybe 2, times per group which I can deal with and if I come up against any defensive enemies, I've always got FA to back me up, which boosts my accuracy to 172-178%. Sorry for wasting your time lol.


 

Posted

Quote:
Originally Posted by Werner View Post
I'm not sure that there's a specific ideal. However, I shoot for 95% accuracy or higher against +4s, which would be 183% accuracy as reported by Mids'. I like even higher, but generally try not to make many compromises for it past that point. That may change with I16, though, if I can drop level 55+ enemies into my missions.
Does mid's calculate that number correctly and what number is it really displaying?

note: for those who are unfamiliar with this game mechanic, adding +tohit (usually from powers) and adding +accuracy (usually from enhancements or sets) are not the same thing.


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

From a TopDoc article a while ago:

Quote:
Accuracy Enhancement = (FinalToHit / AttackAccuracy / (BaseToHit +/- buffs))-1

Accuracy Enhancement = (0.95 / 1 / 0.75) - 1 = 0.2667

Say you want to fight higher-level mobs. The BaseToHit against +1 mobs is 65%, +2 mobs is 56%, +3 mobs is 48%, and +4 mobs is 39%. Plugging those numbers in above, the Accuracy Enhancement needed for +1 mobs is 46%, +2 mobs is 70%, +3 mobs is 98%, and +4 mobs is 144%.
....

Most melee types can get Focused Accuracy through an Epic or Patron Power Pool. It provides +5% ToHit (which can be enhanced via slotting) and +20% Accuracy (which cannot). Assuming the ToHit is well slotted to 7.8% ToHit, the extra Accuracy you need to slot in your attacks to hit even level mobs is 0%, +1 mobs is 10%, +2 mobs is 29%, +3 mobs is 50%, and +4 mobs is 83%.


 

Posted

Quote:
Originally Posted by Shred_Monkey View Post
Does mid's calculate that number correctly and what number is it really displaying?

note: for those who are unfamiliar with this game mechanic, adding +tohit (usually from powers) and adding +accuracy (usually from enhancements or sets) are not the same thing.
I believe that Mids' is calculating correctly, minus a few hiccups like if you have a chance of build up in a toggle, turning on the toggle makes Mids' think you also want to see your built up numbers. Mids' by default displays your chance to hit an even level enemy, which is to say a base 75% to-hit. You have a base 39% to-hit for a +4, so that's what I've configured my own Mids' to display (options, configuration, exemping & base values, base ToHit). So I guess my suggestion is to configure it that way and then try to have 95% or higher accuracy displayed for each attack. That's not the same as accuracy enhancement in the attack.

And for anyone that doesn't know, grab a Kismet unique. They go into every build I make.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks