Tohit


Arcanaville

 

Posted

hiya, everyone. I'm just trying to figure out how to raise my tohit. Is there an enhancement for it? I miss way too much.


 

Posted

There are several click self-buffs (aim, build up, follow-up)

There are fewer self-buff toggles (targeting drone, leadership-> tactics, which also affects allies)

There are some ally clicks, like fortitude which can be given to you.

All of the above can be slotted with tohit biff enhancements which increase their effect


There is one special IO in the Kismet Set that can be slotted into defence powers and despite its name it gives a 6% tohit buff for 120s after a power is active.


In attacks you can slot accuracy enhancements. I'd recommend 2 DO accuracies from 12 to 22 then at least 1 SO. (or equivalent with IOs)



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Serve and Protect View Post
hiya, everyone. I'm just trying to figure out how to raise my tohit. Is there an enhancement for it? I miss way too much.
There are Accuracy enhancements which increase the accuracy of the power they are slotted into. There are also powers which increase ToHit chance such as tactics. Yellow inspirations (insights) also increase tohit.

There are no enhancements that increase your tohit directly. There are enhancements that make *powers* that increase your tohit stronger.

Short answer: slot accuracy to make a power hit more often. Use yellow inspirations to temporarily make it easier to hit things. Pick powers that increase tohit if you want to have powers that make you hit more often.


The difference between tohit and accuracy can get a bit bogged down by math, so here's the simplified version. You as the player have a base chance to hit things that is 75% by default. Attacking things that are higher level than you will reduce that chance, as will attacking things with Defensive powers. At very low levels, you'll have a bonus that starts off strong and gets weaker as you get higher in level, specifically to make things easier on lower level characters that have limited ability.

Accuracy increases your chance to hit the target by a proportional amount. If you have +33% accuracy, that means you hit 33% more often. So if your chance to hit was 50 percent, a +33% accuracy power will hit 33 percent more often, or 50 * 1.33 = 66.5%.

On the other hand, boosting your tohit increases your chance to hit by a flat amount. If your chance to hit was 50% and you increased tohit by 33 percentage points, your net chance to hit would increase to 83% (50 + 33).

All other things being equal, more tohit is better than more accuracy. But all things aren't equal, because its relatively easy to get more accuracy, and usually harder to get consistently higher tohit.

If you have some of both, life gets a bit more complicated. See: Attack Mechanics.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Arcanaville View Post

There are no enhancements that increase your tohit directly. There are enhancements that make *powers* that increase your tohit stronger.
Hmm, I wonder what those ToHit buff enhancements are at the end of every list at all of the enhancement stores then?

Ok, I realized the stupidity of what I just said shortly after I wrote it. I guess I wasn't reading your post clearly. Please disregard.


 

Posted

Quote:
Originally Posted by GhoulSlayer View Post
Hmm, I wonder what those ToHit buff enhancements are at the end of every list at all of the enhancement stores then?
Read what you quoted.

Those To-Hit buff enhancements are only slottable in powers that buff your to-hit - which matches what Aracnaville said.

The only attack that takes them, I think, is Followup - and that merely buffs the buff you get after the attack is done. Nowhere can you slot To-Hit buff enhancement into a power to increase the power's to-hit chance.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.

 

Posted

Quote:
Originally Posted by GhoulSlayer View Post
Hmm, I wonder what those ToHit buff enhancements are at the end of every list at all of the enhancement stores then?
Reading comprehension fail.

The tohit buff enhancements enhance the tohit buff of the power they're slotted in, not the character's tohit itself. Really, that's a silly question to ask in response to to a post that answers the question you're asking.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Arcanaville View Post
There are Accuracy enhancements which increase the accuracy of the power they are slotted into. There are also powers which increase ToHit chance such as tactics. Yellow inspirations (insights) also increase tohit.

There are no enhancements that increase your tohit directly. There are enhancements that make *powers* that increase your tohit stronger.

Short answer: slot accuracy to make a power hit more often. Use yellow inspirations to temporarily make it easier to hit things. Pick powers that increase tohit if you want to have powers that make you hit more often.


The difference between tohit and accuracy can get a bit bogged down by math, so here's the simplified version. You as the player have a base chance to hit things that is 75% by default. Attacking things that are higher level than you will reduce that chance, as will attacking things with Defensive powers. At very low levels, you'll have a bonus that starts off strong and gets weaker as you get higher in level, specifically to make things easier on lower level characters that have limited ability.

Accuracy increases your chance to hit the target by a proportional amount. If you have +33% accuracy, that means you hit 33% more often. So if your chance to hit was 50 percent, a +33% accuracy power will hit 33 percent more often, or 50 * 1.33 = 66.5%.

On the other hand, boosting your tohit increases your chance to hit by a flat amount. If your chance to hit was 50% and you increased tohit by 33 percentage points, your net chance to hit would increase to 83% (50 + 33).

All other things being equal, more tohit is better than more accuracy. But all things aren't equal, because its relatively easy to get more accuracy, and usually harder to get consistently higher tohit.

If you have some of both, life gets a bit more complicated. See: Attack Mechanics.

OMFG a post by Arcanaville! You're such a stranger around here these days.

Serve & Protect consider yourself blessed - you got it straight from the Mistress of Numbers herself.


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
Read what you quoted.

Those To-Hit buff enhancements are only slottable in powers that buff your to-hit - which matches what Aracnaville said.

The only attack that takes them, I think, is Followup - and that merely buffs the buff you get after the attack is done.
*heh* You beat me!

Quote:
Nowhere can you slot To-Hit buff enhancement into a power to increase the power's to-hit chance.
Well that's because tohit is a character attribute, not a power attribute.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by Arcanaville View Post
There are no enhancements that increase your tohit directly.
A previous poster has mentioned this but just to make sure this doesn't get lost:

There is 1 Enhancement that increases ToHit which is the Kismet: +Accuracy enhancement which despite its name gives a 6% To-Hit bonus.

Whether this is intentional or not, this makes it to me one of the most valuable enhancements out there.


 

Posted

Quote:
Originally Posted by Dunkelzahn_NA View Post
A previous poster has mentioned this but just to make sure this doesn't get lost:

There is 1 Enhancement that increases ToHit which is the Kismet: +Accuracy enhancement which despite its name gives a 6% To-Hit bonus.

Whether this is intentional or not, this makes it to me one of the most valuable enhancements out there.
Yeah, I neglected to mention that (I was worried about getting bogged down in exceptions). And Castle did tell me once that Kismet is intentionally +Tohit, even though its description incorrectly describes it as +Accuracy.

What I probably should have said was "no enhancement increases an individual power's tohit" which would have been both accurate and still simple enough for people unfamiliar with the complexities.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Rajani Isa View Post
Read what you quoted.

Those To-Hit buff enhancements are only slottable in powers that buff your to-hit - which matches what Aracnaville said.

The only attack that takes them, I think, is Followup - and that merely buffs the buff you get after the attack is done. Nowhere can you slot To-Hit buff enhancement into a power to increase the power's to-hit chance.
Blinding Feint from Dual Blades takes them as well. It is identical in function to Follow Up, and I believe the numbers are even the same.

Rage from Super Strength will take them, as will Invincibility (I think)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Also, because no one else seems to have brought it up yet, there is both a floor and a ceiling on your chance to hit - you will ALWAYS hit at least 5% of the time, and ALWAYS miss 5% of the time. No amount of Accuracy or To-hit will change this.


Champion 50s (blueside): Marc Bridge, Nicole Bridge, Fred Blaze, Colleen Storms, Sun's Chariot, Moon's Huntress, Point of Pride
Guardian 50s (redside): Connie Mand
AE arc: Spirit Plane Invasion, #29282, @Honbrid

 

Posted

Quote:
Originally Posted by Honbrid View Post
Also, because no one else seems to have brought it up yet (I think), there is both a floor and a ceiling on your chance to hit - you will ALWAYS hit at least 5% of the time, and ALWAYS miss 5% of the time. No amount of Accuracy or To-hit will change this.
Of course there are the tiny number of attacks available to players that are autohit. Generally speaking they're primarily debuffs/controls with a tiny damage component.


Dr. Todt's theme.
i make stuff...

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Blinding Feint from Dual Blades takes them as well. It is identical in function to Follow Up, and I believe the numbers are even the same.

Rage from Super Strength will take them, as will Invincibility (I think)
Neither Rage nor Invincibility are attacks. I did forget Blinding Feint (bad of me, I have it on a 50 WP/DB tank).

Needless to say, the point remains. An astonishing few number of attacks take To-Hit buff enhancements, and they merely buff the tohit after the attack.


Orc&Pie No.53230 There is an orc, and somehow, he got a pie. And you are hungry.
www.repeat-offenders.net

Negaduck: I see you found the crumb. I knew you'd never notice the huge flag.